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Messages - Gilbert

#6241
General Discussion / Re: Forums of Ol'
Wed 30/06/2004 10:24:12
But I think they can still reply, the problem was that the forums purge posts according to post coutns not topic coutns. (I think)
#6242
General Discussion / Re: Forums of Ol'
Wed 30/06/2004 04:29:28
Right, obey.
#6243
General Discussion / Re: Forums of Ol'
Wed 30/06/2004 04:02:32
Yes we all know that, but the original forum was not running anymore, there's a web snapshot though.
#6244
They're a bit difference, seems that the one you mentioned was click then drag, but my code was for HOLD and drag. The code may benefit if that baseline changing part is incorporated though.
#6245
On mouse click? can you post the portion of your global script around line 9 here?

It definitely has nothing to do with the room changing codes.
#6246
I remember CJ explained about this issue in some other thread, but I'm just too lazy to dig that out.

I think the script compiler is not recursive, so don't do that.

And I don't think that's really such important, considering the effort on implementing it and it's not a complete programming package, #define was just there to give you some small convenience.
#6247
Can you post your whole script here for us to see?
#6248
Yes, actually I'd done similar things with it, but that involves some scripting.

What I'd done was basically use a variable to keep track on whether it's in drag mode, say, call it dragging, and another variable, say, dragobject to keep track of the object number being dragged, like define it on top of the script:
int dragging, dragobject;
and put something like below in repeatedly execute:
if (IsButtonDown(LEFT)) {
Ã,  if (dragging) SetObjectPosition(dragobject,mouse.x,mouse.y);
Ã,  Ã,  else {
Ã,  Ã,  Ã,  Ã, dragobject=GetObjectAt(mouse.x,mouse.y);
Ã,  Ã,  Ã,  Ã, if (dragobject>=0) dragging=1;
Ã,  Ã,  Ã, }
Ã,  } else dragging=0;

note that this code is very rough and yet to be tested, you may need to polish it to suit your needs.

-- EDIT -- verified that it's working

#6249
What's the warning that you got?

To go to specific coordinates, if it's player character use NewRoomEx(), if it's not player, just modify the
variables directly, like:

character[PAUL].room=10;
character[PAUL].x=120;
character[PAUL].y=50;
#6250
Use NewRoom(Ex) for the player character, for non-players just change their room directly, like:

character[PAUL].room=10;
#6251
Just double click on the bluecups to change the sprite.
#6252
hmmm as we cant see the whole of the dialog request code we cant judge, it can be many possibilities, some of which:
1. You're actually not using a variable by the name value to be parsed to the function, but something instead, eg. function dialog_request(int option);
2. There're some scripting problem preventing the "else if (value=51)" to be executed, you may check the braces, etc.

For the walkbehind problem, are you sure that character's id was indeed 1? Better use the script name instead (EGO, etc. that you can define in the editor), that's more recommended.
#6253
Can you post that part of script around that "newroom(10)"?
#6254
Don't be impatient.
#6255
Spoiler
Did you walk close to the seat AND you had ALREADY got the spike?
I think the commands works also without 'with spike' as long as you'd done the above things.
[close]
#6256
I think you should ask about it in underdogs.org then, or just ask it in the appropiate announcement thread in completed game forum (don't start a new one).
This thread definitely doesn't fit here, so I'm locking it to avoid replies.
#6257
Or, is he a chick?
#6258
That's great, when I looked at your old pictures I didn't expect his legs to be that long (actually real penguins don't have long legs either), but I think that's your style, so it's not a crit.
#6259
Actually I think he mean dumping the frames into an animated gif, so we can see them in action directly.

Anyways, nice job!
#6260
heh complete walkthrough (hope I don't get it wrong):

Spoiler

Get spike (from table)
[close]

Spoiler

cut seat
[close]

Spoiler

put money in sack
[close]

Spoiler

open door (on the right and go out)
[close]

Spoiler

get number (on the door)
[close]

Spoiler

open door (and go back in)
[close]

Spoiler

look window
[close]

Spoiler

open door (on the right and go out)
[close]

Spoiler

use scooter
[close]
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