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Messages - Gilbert

#6941
The reason was that you never change the value of var_one and var_two, so the line "var_display=..." always calculated 5-2 in game, if you want to have it further reduced (and don't need to keep the original value of var_one), you don't even need var_display and modify var_one directly, like:

at the top of room/global script:
//you've already done it

int var_one=5;
int var_two=2;
// comment out declaration of var_display, wont hurt and it's not used any more
// int value_display=0;




then somewhere in script:

value_one = var_one - var_two; // just like add

//displaying it on a GUI

//we need a string
string str_Value;

//converting an int value to string
StrFormat(str_Value, "%d", value_one);

//showing it on a GUI named STAT, label number 0:
SetLabelText(STAT, 0, str_Value);
#6942
I'll stick this thread for CJ to see when he's back.
#6943
Please, not again. I'll lock this thread due to its sillyness.
#6944
Critics' Lounge / Re:Reactor-room (again)
Wed 21/01/2004 01:39:18
Heh my advice, draw in M$Pain, re-save it as GIF with GIMP, that's what I always do.
#6945
Advanced Technical Forum / Re:Object Trails
Tue 20/01/2004 06:38:30
You can also use overlays and really objects, but the problem was that the limit can be easily maxed out.

The best option I can think of is to use characters, as you can use convenient functions such as FollowCharacterEx().

I'm too lazy to mock up any code for it tho.
#6946
Depends on which resolution you want to use.
When start creating a game you must decide first at what res your game is going to run on.

Valid resolutions are:
320*200, 640*400
320*240, 640*480
400*300, 800*600

Note how I typed these resolutions in 3 lines because in AGS, 320*200 is basically the same as 640*400, 320*240 is basically the same as 640*480, 400*300 is basically the same as 800*600.
The reason was that at say, 640*400, you can use graphics of this high res, but for compatibility and speed issues, the actual in game (effect) resolution is 320*200, so say, you can only place sprites in 2 screen-pixel increment in a hi-res game, etc.

Of course you can draw bgs larger then the choosen res, then teh room would automatically becames a scrolling one.
#6947
Did you put that Waitkey() line in the "enter screens BEFORE fading" interaction? In that case move it to "enter screens AFTER fading" instead.
#6948
Try modifying the message first, if the game still crashes, then it's not that problem, and we can invest more on it.
#6949
Maybe it's a {} or if nested problem that somehow get the line executed with other GUI, can you post the GUI script here?
#6950
Quote from: EvenWolf on Mon 19/01/2004 14:47:01
Gilbert.    Bio Hazard = Resident Evil

Yes of course, BH is the original title for the non-western versions, nonetheless, they're shameless copycats of the original AITD games.
#6951
I think there're currently several ways to do it, just not so convenient. Two of such i can think of:

1. Separate a character into several characters, for example, head as one character, body as one, hands as one, then make "body" the player character, and use FollowCharacterEx() for the other 2 "characters", setting DIST to FOLLOW_EXACTLY (see manual), so you can set their interactions separately.
2. By means of checking coordinates in script, make the interaction with character script something like below to check for clicks at rectangular sections:

int clickx,clicky;
clickx=mouse.x-character[EGO].x;
clicky=mouse.y-character[EGO].y;
if (clicky<-20){//head blah bla bla}
else if ((clicky>-20)&&(clickx>10)){//Left hand, blah bla}....

The problem with method 2 is that you may need lots of nested if to check, and the checks should be different if the character is facing at different directions, moreover, the checking routines suck if the character is supposed to be scaled in game, so I think method is probably easier and more reasonable.
#6952
Well, startles are best for immediate results butr they won't last wrong, sometimes movies/games can even be more scary for a prolonged time due to their contexts.

One thing about startles was that, I think they only work with sound, without good sound effect they can be just unscary craps, the dogs bursting out of windows scenes in the Bio Hazard games are good examples of startles (I think they're not that frequently used in the original AITD games).

P.S. I never played the original floppy/HDD EGA version of LOOM, I am quite curious to know whether the startling scene would still be as scary if the sound output was set to PC speaker.
#6953
As far as I know, the direct connection hubs are different from Hotline (which Chrille used, but the AGS channel no longer exists), DC used file sharing among users (I think that's something like Kazaa, but i never used kazaa or edonkey, etc so I'm not sure), so you got p2p transfers while downloading/uploading files from/to other users.
#6954
Critics' Lounge / Re:My first AGS game
Mon 19/01/2004 02:24:16
Hmmm image not showing for me.

Looks quite good, but I think the ground can use some other gray colour to make it distinguishable with the other stuffs.
#6955
Hmmm did other speech files play?

If not, then it's probably you didn't set the voice mode properly, try look at the SetVoiceMode() function.
#6956
Heh read the rules, this thread does not belong here.

But since I see you're already helped with by people with links, I'd rather consider problem solved than moving it to somewhere else.

I'll lock this thread.
#6957
Hmmm apart from the message speed, isn't the downloading speed determined only by the connection between the downloader and the one he downloads from? I think once you get the file list from a reasonable fast (relative to you) user, you can have the downloads without much problems, so we just need more people coming and have their spaces shared (I'm not there yet). Moreover, for messaging stuffs we can always use other thingies like the IRC channel and whatever.
#6958
Heh I think one problem was that the GBA is having a lower resolution (some 240 x 160 I think) than the lowest possible one AGS uses (320 x 200), so IF there would be an GBA port of AGS which can play AGS game files without much modification, it's inevitable that the screen would be either 1. awkwarded squashed to fit, 2. scrolling like h*ll or 3. always loses some border graphics, so IMO it's more feasible to make a custom engine for the console than porting some existing engines.

But then you can also dream of it on GP32!11!


( ;D heh no, actually I never ownz any handheld game consoles so i don't care)
#6959
Hmmm did you use "non-standard" characters in the message (any characters beyond ASCII #127, eg. the accented characters), if there're such characters, try removing them from the message and recompile, and check if they're the cause of teh crashes.
#6960
I'm not sure, but I think it would just copy whatever saved in the room file to clipboard, so, if your bg was originally a 24 bit one imported into a 16 bit hicolour game, details were already lost, so you can only copy out degraded image to the clipboard.

IMO the copy to clipboard functions for sprites/bgs are just last resort to retain resources in case you lost your working files, etc. If you keep the original image files intact and backup frequently, you'd rarely need this export function.
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