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Messages - Gilbert

#6841
Actually that's a standard Chinese KB with Pinyin, Chajei and Daiyi, etc. symbols. Note that Pinyin is only popular in places that people are fluent in Mandarin (and to use their vocal symbols), so it's rarely used in many places of teh world. It only depends on whether a person is familiar with which type of input method, for example, I never used Pinyin, and would use Chajei instead, others may choose differently.

Not to mention other methods just as "writting" teblets, etc.
#6843
Heh why don't you ask me?

But for Japanese keyboards, I think they just assign ~50 keys for their alphabet characters.

Note that katakana and hirakana are just the SAME set of alphabets, used in different circumstances sometimes (but this is not imposed as a rule), like for English you have CATIPAL and lower case alphabets, they're the same set of alphabets, just written differently.

So they just use some "conversion keys" just like shift and capslock to swidth between English alphabets and their 2 sets of characters input. For Kanji input, they just need to input their pronounciations in phases using their alphabets.

Of course, you can also use English alphabets to input them by using the "roman" conversion.
#6844
Advanced Technical Forum / Re:Open Source
Fri 13/02/2004 06:59:30
No, AGS is not open sourced, and probably never will be (but that needs clarification from CJ himself of course).
The source of an older version (some old version of AC) was once downloadable though.
#6845
Why not post that part of "non-working" codes here also?

But from what I think it may work after you changed that MoveCharacter to MoveCharacterBlocking.
#6846
Advanced Technical Forum / Re:Error
Fri 13/02/2004 05:03:33
You probably need to wait until pumaman returns to figure out what that really is (you may also backup the game and experimant with your settings and try to figure it out yourself, or if the game is not large, you can upload it to webspace for us to check), but he'll not be back probably before the end of the month.
#6847
yes, something like that. provided the animation speed was set to 1.
#6848
Did you set SPD to 0 or 1 to each frames of that character's view?

Character animation speed was based on the same formula.
#6849
For animations, what was meant by speed was actually  "delay". In a frame of a loop in a view, there is a parameter called "SPD" and when you animates a loop, there's a parameter called "delay", actually it works like this:

Suppose in a partically loop of a view, SPD of a frame was set to 4.
And you animate it with delay=7.
Then, in the animation so played, that particular frame will stay on screen for SPD+delay=11 game loops.
If your game is running at default 40FPS, that means that frame will stay for 11/40 seconds.

More info can be found from the AGS manual, eg (from "Tutorial->Setting up the game->Animations"):
Quote
Below each frame you will see "SPD:0". This is the frame's *relative* speed, which you can change by clicking on the word "SPD:". The larger the number, the longer the frame stays (ie. the slower it is). When the animation is run, an overall animation speed will be set, so the actual speed of the frame will be: overall_speed + frame_speed . Note that you can use negative numbers for the frame speed to make it particularly fast, for example setting it to -3 means that the frame will stay for hardly any time at all.
etc.
#6850
Hmmm did you rebuild music.vox before running your game?
#6851
Hmmm I'm not sure if I get your meaning.
But if you want to animate the character using the same loop as before (ie, same direction), you may just do something like:
AnimateCharacter (EGO, character[EGO].loop, delay, repeat);

#6852
Shouldn't the resolution when you used the old colour depth available for selection in the new colour depth?
#6853
There're lots of speed parameters in AGS, which one was you actually refering to? Is it character moving speed, animation speed or something else.

But anyway, it's not that directly related to frame rates like you mentioned.
AGS games by default run at 40FPS (unless you change it in your script), and for example, the character moving speed is *roughly* some sort of measurement of how he moves in a frame, eg, a speed of 1 means he'll move *roughly* 1 pixel per frame, etc.
#6854
Why should I love Ghormak?

Because it is simple:
GORE-MUG!
#6855
Hmmm if you're doing this in a room script, you cant refer to functions declared in global script directly (functions in global script are by default NOT global to room scripts), so if you really need to do that, you have to put:

import interface_click(int, int);

on top of that room's script.

BUT I'm not quite sure what you really want with these codes, as normally the interface_click() function isn't designed to return a value unless it's scripted to return one.
#6856
Probably you're not using the newest version of AGS, but anyway, not being able to delete a GUI is not a big problem, just do whatever piraatlife4me said and leave it there.

#6857
Welcome back, nice to hear your get a job (with money hehe), please drop by again whenever you have time. :)
#6858
Probably because you're modifying the inventory GUI in the GUI tab, but your game is still using the internal Sierra one of the engine (with which you can't change much apart from changing the button graphics, etc.).

To use that customize one shown in the GUI tab, just edit the global script, find the
function show_inventory_window () {...

line, below that, there's a line like:
InventoryScreen();

Comment out that line:
//  InventoryScreen();

and then remove the "/*" and "*/" in the code block below:

/*  <--- remove this
 // ** CUSTOM INVENTORY WINDOW
 GUIOn (INVENTORY);  
 // switch to the Use cursor (to select items with)
 SetCursorMode (MODE_USE);
 // But, override the appearance to look like the arrow
 SetMouseCursor (6);
*/  <--- remove this
#6859
The Rumpus Room / Re:The MSPaint game
Thu 12/02/2004 05:56:14
Thread cleaned up a bit to remove some of the unrelated nonimage posts and possibly offending posts.
#6860
General Discussion / Re:SCI Studio troubles.
Thu 12/02/2004 03:06:22
Or, try to use the SCI Graphics Studio, which was actually an older version of SCI Studio but was said to be more stable (I cant confirm as I never used any of them).

It's still available from their download page:
http://www.bripro.com/scistudio/download.php
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