Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gilbert

#6061
Hmmm try to make him look farther and see if it makes a difference, eg.
FaceLocation (JAY, character[JAY].x, character[JAY].y + 100); //face down
Wait (30);
FaceLocation (JAY, character[JAY].x - 100, character[JAY].y); //face left
Wait (50);
#6062
I'm actually thinking about if it's good to move acwin.exe and acdos.exe to a ENGINES/ folder.

You know, we still have newcomers asking about how to start AGS threads in beginners' tech. forum constantly (though not as frequent as before now).
#6063
Quote from: sunshinegold on Fri 13/08/2004 05:55:37
OK completed Merlin 3:Ã,  good but too short :)Ã, 

This's not the complete game yet, you know?
#6064
Have you tried setting up the game with different settings?
#6065
Hints & Tips / Re: Frank the farmhand -racist
Thu 12/08/2004 11:59:14
Please read the rules, this is not the right place for this kind of rant.

Moreover, you double posted in another board already.
#6066
Beginners' Technical Questions / Re: GUI Help!
Thu 12/08/2004 11:27:32
Isn't the original basic GUI based on SQ4?
#6067
It's not used that way, you have to define the function somewhere early in the whole script (i.e. not inside some interactions, etc.), and then call it whenever you need to use them.

I'll suggest you put the function declaration on top of the global script, import it in the script header so they'll be accessible via room scripts. Details follows:

1. Declare the function on top of your global script:
Ã,  Ã,  - Open and edit the global script (shortcut in editor: Ctrl-G).
Ã,  Ã,  - Put the following lines on top of it:
Ã,  Ã, functionÃ,  NPCNewRoomEx(int id, int room, int x, int y) {
Ã,  Ã,  Ã,  Ã,  StopMoving(id);
Ã,  Ã,  Ã,  Ã,  character[id].x = x;
Ã,  Ã,  Ã,  Ã,  character[id].y = y;
Ã,  Ã,  Ã,  Ã,  character[id].room = room;
Ã,  Ã, }


2. import the function in the script header:
Ã,  Ã, - Open and edit the script header (shortcut in editor: Ctrl-H).
Ã,   - Put the following line in it:
Ã,  Ã, importÃ,  functionÃ,  NPCNewRoomEx(int id, int room, int x, int y);

Now, you can just call the function with parameters needed anywhere in your script.
For example if you want to Put character PAUL to (120,45) of room 4 after the end of a cutscene:

StartCutscene(1);
//blah bla bla...
EndCutscene();
NPCNewRoomEx(PAUL, 4, 120, 45);
#6068
GARDA!1!
#6069
Yeah kinoko, that's exactly what I meaned, as I had played loads of such kind of games before. :=
#6070
I personally hated this game, it's sorta like a LSL ripoff, and not funny in my opinion.


Spoiler
Especially for me non-english speaker that didn't know the word Hitchhike at that time!
[close]
#6071
Heh why fear eric then? He had been officially disqualified! ;D
#6072
General Discussion / Re: my last post
Wed 11/08/2004 11:33:18
Agreed. Also, where had you been, MonkeySpank? Did you attempt to escape from AGS but failed?
#6073
Why do people always force me to repost old images ? Saving me lazy butt a lot of work:


(Not an entry of course)

And I'm ready to be flamed again!
#6074
Is it the new (hint hint) version or the old one?
You better post it in the game's own thread rather than the hints forum.
#6075
Yes, you can animate it if you want, but it's not of high priority for judgement, unless of corse that animation contributes much to the funniness/creativeness/etc of it.
#6076
Heh you don't even need slot 6 if that feature only work in say, the title screen (ie if you don't need to copy savegames ingame).

Actually I had thought of similar solutions, but didn't post my suggestion, as it may not worth that much effort to workaround it just to have a copy savegame function (unless there're some internal supports of course).

The problem is, when you load the game, how can you tell the engine: "Now I'm NOT loading a game to play, but just to load it and save it again and then go back to title screen or whatever, thank you!"

My thought was that (not tested, don't know even if it works, and I think it's too complicated to make it worth trying) when you want to copy a savegame you write to a temp file with info of slot you want to write to, and when you load a game back, the game checks the info from that file to see if the game is loaded for playing or copying, if it's for copying, it will save the game in another slot and then modify the file's content so when you load a game for playing next time, it won't be interpreted as a copy action.

Sounds like "simple" eh? Not so. The problem is where in the game do you want to check the file's content, it's definately not a good idea to have it checked in rep_exe(always), so what I came up is just after saving a game (warning messy pseudo code ahead):

SaveGameSlot(blahbla...);
handle=FileOpen(blah blabla...
blabla...
if (file content says "copy") {
Ã,  set file content to "nocopy"and save blah...
Ã,  RestartSaveCode() and then go back to title;
}

I don't think it's worth messing with such so I didn't even tried.
#6077
It's on the to-do list, but I think it's not of high priority.
#6078
Strange, that black square bug was said to be fixed, maybe some of the mirrors are still holding the old version, try some other links or simply the one linked to via the AGS resource page.
#6079
Much better, get Radiant's font editor, that'll save you much troubles. :)
#6080
no. you have to use nested if's.
SMF spam blocked by CleanTalk