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Messages - Gilbert

#6541
It's been discussed many times already.

Because the backgrounds in room files are all compressed by some lossless scheme, no matter what format of images you're using for import the resulting file size of the room is still the same. So there're no advantage in using JPEG at the time being, and moreover JPEG compression is lossy (unless of course the room files can also store lossily native JPEG compressed images as bg, which is not implemented at the moment).

So using different image formats only affect your working files not the resultant filesize. If you're really low on HDD space, just save your working files as PCXs and PNGs.
#6542
Quote from: Esseb on Tue 20/04/2004 19:50:58
Considering the riddle only states that the green house is to the left of the white house, not to the immediate left, there may be more than one solution. I'm too lazy to check or even google for it so I'll let the next bored person to read this thread figure out if there is.

Heh when I was solving it long ago, I was once confused on that part, not with immediate left or whatever, but that the riddle didn't state clearly whether the first house started from the left or from the right.
#6543
General Discussion / Re:Hosting 70 Mo ??
Wed 21/04/2004 01:49:43
Please, read the rules threads in each forum before posting. We're not interested in any technical details of Spears' body.
#6544
Heh no one was saying to remove the variables, they always work that way. In case you really want a function like implementation (just for the readibility of codes maybe) just define a function like:
function GetRoom() {
  return character[GetPlayerCharacter()].room;
}

in the global script and then import it in the script header:
import GetRoom();
#6545
Advanced Technical Forum / Re:BUG in dialogs!
Tue 20/04/2004 10:16:16
Try using AnimateCharacterEx() instead, it has a blocking parameter so you don't need the while-wait treatments.
#6546
Yeah, something like:
If ((GetInvAt (mouse.x, mouse.y)>=0)&&(GetCursorMode()
!=ani_mode)) SetCursorMode(ani_mode);
else SetCursorMode(curmode);

#6547
It's not aligned for me using Opera under 800x600 either. (same as Darth's pic)
#6548
It's called FUTURE.TXT in the docs folder...

The docs folder is included only in final releases (ie, you don't find them in beta versions).

That list may not be updated though, but just read ALL of its content.

Also, you may check this.
#6549
It's just complicated, not difficult, it can be solved easily with patient.
#6550
It's not really that difficult, and I'd played it before.
Just use logic.

He asked for a PM Mr Gilbert, tut tut
#6551
General Discussion / Re:Kill Bill Vol. 2
Tue 20/04/2004 02:45:15
* Gilbot V7000a doesn't find Uma attractive either.


And no, I didn't watch KB.
#6552
As far as I remember, an ags game will play music0 upon start by design (even if you didn't tell it to), so don't use music0 unless you really want that.
#6553
Advanced Technical Forum / Re:BUG IN Dialogs!
Mon 19/04/2004 11:22:17
Hey, no need to start 2 topics in two different forums.

I'm not really familiar with dialogs, but did you tried adding a return after the first run-script? (if that's what you want to do).
#6554
Hehe that reminded me that I did do something in that field ages ago.

I made this several ago:

which I made several years ago to use as a placeholder when I was writing  the books, and the following is the original one (which is the original real one appeared in the real books, not my creation):

(I added the mosaic effects as they were copyrighted materials of the publisher ;D )

And, of course this:


(BTW I think this thread fits more in the gen gen forum)
#6555
Hmmmm, I think the shadow casted from the house shouldn't cover up the grass and the (green) flower(?) on the lower left corner.
#6556
Looking good, the only thing that bothered me was that his mouth was too low (well it can be a style okay), and its not very much "defined" (ie. very difficult to spot that he has a mouth.)





[Joke]
Maybe you can make also Daisy.
[/Joke]

[EDIT]
Just noticed that this is not in the C&C forum, were you seeking comments on this one?[/EDIT]
#6557
Did you mean he animates but doesn't walk away or he doesn't even animate?

If you just want him to walk away, instead of usingAnimateCharacter[EX](), you can just use one of the MoveCharacter() functions (use the one you needed to) for example in the dialog request:

function dialog_request(int value) {
if (value == 3) {
MoveCharacterBlocking (KIDDY, 360, 100, 1);
}    
}

which will move the character to the right of the screen.
(and note that there's an extra } in your posted code, probably there're some misplacements).
#6558
What's the problem? people were just trying to help you.
#6559
There is a readme file (or whatever) included with Scummvm, just read it to see if a game is supported.
#6560
I think you do this by opening a file to write strings to it, right?

In that case, do something like (warning: very rough codes, needs polishing to fit your own game's settings) below accompanying the actions you want the game to log:

StrFormat (tmpstr, "Room %d : X=%d, Y=%d : Look at %s",player.room,player.x,player.y, locationname)
FileWriteRawLine(handle,tmpstr);

(where tmpstr is a string variable, and locationname is another string which holds the name of the location clicked)

Note: it's just the idea, it's by no mean complete or working codes.
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