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Messages - Gilbert

#621
If you are using the Interaction Editor you may post a screenshot here.
#622
Quote from: loominous on Thu 28/05/2015 11:53:00
Which would be the appropriate sub forum to discuss another workshop? Preferably in an exclusive thread.
I think you may just start a thread here, putting [Discussion] in the subject title. Just tell us to lock it once it's done for.
#623
Use the Player walks onto region event instead of While player stands on region as the latter one will trigger the code repeatedly every game loop, so the ChangeView() call is done repeatedly, resetting the character to be at his first frame.
#624
Actually I'm quite surprised that the Overlay even stays on screen at all. I thought once nothing is pointing to the Overlay it will be destroyed.
You need to store the returned pointer of Overlay.CreateGraphical() so that you may remove it later manually via Overlay.Remove().
Like:
Code: ags

Overlay* tmp_foreground;//Add this

function room_Load()
{
  tmp_foreground = Overlay.CreateGraphical(160, 110, 11, true); //Store it
}


When you don't need it displayed anymore just do:
Code: ags
tmp_foreground.Remove();
#625
Hmmm. The code seems legit to me. Are there any other lines in the room script that reference the two objects and may change their properties?
#626
Could you post the codes on displaying the overlay?

Also, does the overlay return after closing the GUI, or it just vanishes forever?
#627
Haven't thoroughly read the codes, but how does the code not work? Does the regeneration never happen, or does it only regenerate for "some" minutes and then stops there?

If it is the latter, one problem I can see is that dt.Minute ranges from 0 through 59, so say when the time now is at minute 59, a minute later it would become 0, which is not larger than 59, so the regeneration will stop there. To really compare time you need to also take into account hour and, day, etc. (in case the clock hits 0:00). HOWEVER, as what you need here is to check whether the minute digits have changed, so instead of "if(dt.Minute >= Time){" try changing it to "if(dt.Minute != Time){" to see if that makes a difference.
#628
The Rumpus Room / Re: Name the Game
Tue 12/05/2015 03:24:21
Correct! I think once you recognise the characters it would be too easy.

Your turn.
#629
The Rumpus Room / Re: Name the Game
Mon 11/05/2015 16:46:39
Nope. I think that guess is far off.
#631
The Rumpus Room / Re: Name the Game
Sun 10/05/2015 17:02:30
Alien Storm?
#632
I haven't read much of the code, but from the manual:
QuotePass TIMEOUT as 0 to disable a currently running timer.

So, setting a timer to 0 doesn't make it expire, but instead disables it.
One quick change is to try to set the timer to expire in 1 game loop instead.
#633
Aww well...

Adding the results to the first post is fine, but next time please keep the original contents intact, like rules and the dates, especially the dates. It's now impossible to make out what it's really about and it's a pain for archival... :tongue:
#634
I was just lazy to check out all the codes, but maybe you try putting Display("%d", Room.Height); (or just check this in the Editor) so to check what the height of the room actually is. It is possible that for some reason the room dimension is 320x240 (note that this is not related to the display resolution, which is 320x200 in your case). if that is the case then re-import a background of dimension 320x200 to that room and see if it makes a difference.

P.S. I think the default blank room template is of dimension 320x240, so whenever you create a new room its dimension is initially set to 320x240 regardless of what resolution your game is set to. It is a good practice to always import a background to a newly created room, even though it's supposed to be completely black.
#635
Try this:
Code: ags

if (!IsGamePaused()){
  iUnicorn++;
  if (iUnicorn == 400) Scare_Unicorn();
}


For the second question, yes, one way is to check the Animating property of an entity and start the second animation once the 1st animation is done.
#636
The Rumpus Room / Re: Name the Game
Mon 23/02/2015 03:52:46
Yeah. Atavismis is correct. The Mega Drive version to be exact, as the first shot is a loading screen unique to that version (yeah, a loading screen in a cart game) and should be a dead give away to anyone who has really seen that version. The second "shot" is the sprite of the very frequently seen item container. I refused to provide further shots because any other thing would make it no challenge at all.
#637
The Rumpus Room / Re: Name the Game
Fri 13/02/2015 16:06:10
They are genuine screenshots!
#638
The Rumpus Room / Re: Name the Game
Fri 13/02/2015 05:20:21
Woah! I killed the game?

Alright. Another shot:
[imgzoom]http://i488.photobucket.com/albums/rr249/gilbot/trashbin_zpsdc527e05.png[/imgzoom]
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