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Messages - Gilbert

#6821
Can you do something like below?

if ((GetCharacterAt(mouse.x,mouse.y)==2)){
 SetMouseCursor(8);
} else if ((GetCharacterAt(mouse.x,mouse.y)==3)){
 SetMouseCursor(8);
}  else SetMouseCursor(curmode);



Where curmode is a variable holding the current mouse mode, which was set each time you select cursors.
#6822
General Discussion / Re:Armageddon
Thu 19/02/2004 09:43:06
Neither do I, I never watched the shows, but com'on, you didn't recall seeing this fat boy somewhere else?
#6823
General Discussion / Re:Armageddon
Thu 19/02/2004 09:35:49
But jet, didn't you even know who Andy Milonakis really was ? ;)

But then that link was of course old news, it's related to this community though. ;D
#6824
Hmmm well, I read your line of code over, and that you set the FLAGS variable to 3, which is not documented as a supported value in the manual, the supported values are:
Quote0: the video will be played at original size, with AVI audio
1: the video will be stretched to full screen, with appropriate black borders to maintain its aspect ratio and AVI audio.
10: original size, with game audio continuing (AVI audio muted)
11: stretched to full screen, with game audio continuing (AVI audio muted)

Try setting that variable to one of teh above values and see if the prooblem's gone.

Actually I suspect that you get the two parameters mixed up, you probably want:
PlayVideo ("Robbery.mov", 3,1);

as documented in the manual, though I agree that the entry for that function in the manual can be a bit misleading.
#6825
welll, just do something like:
character[EGO].talkview = 5;

where that 5 means View #6...
#6826
Heh I suggest keeping TWO OR MORE page designs at the same time (like some sites did) so the users can switch to whichever they prefer, and of course DG's design must be one of them.
#6827
Well, web1000 hosted pages never shown for me, so I got exactly the same thing as squinky did.
#6828
Quote from: Duzz on Wed 18/02/2004 23:40:44
(It's 16meg, sorry dialups)

Hmmm I downloaded it and teh installer was just 4.3MB and it seems to be uncompressed correctly...

EDIT:
Ah well, seems that you just copied the links from your Grrr Bearly Sane page and had forgotten to change something. I had to cancel the autodownload and click the link in the "downloading" page to get the correct file.
#6829
I agree, cartoony characters on edited photo backgrounds is not necessarily bad, the combination can be great if used right.

BTW:
Quote from: Loom2 on Tue 17/02/2004 15:54:39
- Uses MI2-Style Inventory and the Distaff from 'Loom'

WHAT?2? Inventory? You shouldn't add an inventory system to a LOOM game! That ruins teh whole system!









;D Heh just kidding, make it whatever way you like, I'm looking forward to playing this game!
#6830
Hmmm try to edit the global script, and check if the function interface_click () was indeed there, if not, it's possible because you had accidentally deleted it or some disaster happened. Add the function back yourself in this case and test if it works:

function interface_click(int interface, int button) {
//you may add content here later
}
#6831
Critics' Lounge / Re:Town Tutorial
Wed 18/02/2004 02:11:02
The tutorial is nice, but it's a bit annoying scrolling here and there in the browser window under 800x600.
#6832
Had you tried downloading from the other mirrors?
#6833
Because DisplaySpeech() takes TWO parameters:

DisplaySpeech(EGO, "blah bla bla");
#6834
Quote from: Las Naranjas on Sun 08/02/2004 22:23:23
I prefer the term walking deads, because it conveys the fact that everything is still interactive, that you're walking around despite not being able to get anywhere.
Heh because you made a game that the player was walking dead at the beginning? ;)
#6835
Quote from: The Subliminal Messenger on Mon 16/02/2004 19:17:56
No, I meant, if I tick the box in the editor but I want the option to become unselected at some point in the game, can I do this in the script?

If your character never appears in that one room, just do as Scummbuddy mentioned, otherwise, try this "undocumented" method:

character[EGO].on=0;

not gauranteed to work.
#6836
General Discussion / Re:Three nifty games!
Tue 17/02/2004 01:10:34
heh I had played that evolution game several months ago, there're more than one possible order to get full points, provided you know that doing some actions can stop other from changing, and some of the items won't be developed until some other one was developed enough to trigger the action.

For example it's my order done several months ago:
Spoiler

Robot
ladder
egg
sun
mountain
pipes
gears
fan
wind
disk
[close]

If you're interested in this kinda games, you may try the following also:
http://popup6.tok2.com/home2/OoOoO/dareka.html
It's in Japanese, but not difficult to figure out. The point is, you want to leave the room, everytime you can choose a skill to learn, in the room if you did something, you got a "level up" (if you're not killed) and you can choose one more skill to learn, each skill and item can only be used once in it.
#6837
It's not complicated at all, if you're familiar for one type of input method, you only need to look at one set of symbols on it. Moreover, the keyboard is EXACTLY the same to a standard US keyboard, just more symbols were printed on it, experienced users won't need the symbols anyways and can type without their aid with a normal US keyboiard (like me).
#6838
Hmmm have you tried adding a stop after each of the options? It may help but I'm not sure.

It may be related to the fact that NewRoom() always got queued in a script, and will only be executed by the end of the script.
#6839
Heh I suggest not changing anything, unless there's a complete overhaul in scripting system in soem future version.
Just use brackets whereever possible.
#6840
General Discussion / Re:Three nifty games!
Mon 16/02/2004 06:01:49
Okay I'm stupid:

EDIT: nevermind, got it, evil...
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