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Messages - Gilbert

#7001
Actually I think this thread should be made a sticky in the competitions and activities forum, and hopefully we would get more quality new addition soon.
#7002
I'm not sure, maybe he's just using some displayspeech() etc before the GUI pops up, I think it's nice to have some features so what he wanted can be done easily.
#7003
No, not for double byted languages, I know that.
#7004
Well...

Quote
You don't have permission to access the requested object. It is either read-protected or not readable by the server.
If you think this is a server error, please contact the webmaster
#7005
Ctrl-C Ctrl-V from the AGS manual:

Quote
Custom icon
If you wish, you can use your own custom icon when you build a Windows EXE file. To do this, simply place your icon in your game's folder, and name it USER.ICO. Then, load the editor, make sure it is set to generate a Windows executable, and save the game.
Your icon must be standard 32x32 pixels in 16-colour. If it is any other size or colour depth, the editor will give an error.

NOTE: The icon must be a proper Windows .ICO file, not just a renamed BMP file. Icon editors, such as AX-Icons from http://www.axialis.com, will convert it for you.

You can also have a custom icon for the Setup program generated. To do so, create your icon as above but name it setup.ico in the game folder.

#7006
Hmmmm I'd tried it, I think it's quite possibly a bug, my observation is that, when I chosed something after asking "herself", then "back" then "exit", it crashed with an "invalid message number" or whatever error (which was strange), if I ask "herself", don't choose anything, then  "back" then "exit", it wouldn't crash for the first few times, but crash with those exception message in the 3rd or the 4th time.

I'll make it a sticky to draw pumaman's attention, and see if it's indeed a bug (a memory leak perhaps) or just a false alarm.
#7007
As far as I know, there's a RON game using commander keen as its main character, so I think it wouldn't be much problem in general (the RON games page is currently down for me, so i cant find more info at the moment).
#7008
Critics' Lounge / Re:LBCBR Artwork C&C
Mon 05/01/2004 08:48:29
Well I don't have much problems with obviously 3D backgrounds if it's supposed to look like that, the only thing that bothers me much is the moon (...or a floating ball you may called), that can REALLY be regarded as "too obviously 3D", if you know what I mean...
#7009
SCI studio, because this is an AGS beginner's technical forum, which is not for this kind of questions.
#7010
hmmm are you sure that's the part of script causing the problem?

Try adding a stop after the new-room and see if that helps:

@7 // option 7
new-room 2
stop

Also, try commenting out the new-room line and see if it's really causing troubles:
@7 // option 7
//new-room 2
stop
#7011
No, I don't think the AGS engine will ever get past V3.0.

















Because it'll probably be renamed to some other things (again) by that time! hehe.
#7012
Because you won't need to start from scratch that way.

What's the problem, actually?
#7013
It's probably just the common music-too-quiet problem with MIDI in some computers (like mine, it's too soft to be heard, but that only effect windows games, so i don't care much about it anyway, as I'll only make DOS games).
So possibly the musics WERE played, but not loud enough, try turning the MIDI synthesyser's volume to a maximum with your windows mixer before testing a game and see if the midi were indeed being played.

If that's the case, I'm not quite sure if there're any good ways around it, as I'm lagged behind in functionality of the engine for a long time already, maybe someone experienced on that can help you.
#7014
Hmmm When you tested the game, did it generate some *.log file? Try to look at it if present.
#7015
Right, change your clocks, and be locked.

Anyway the boring 2k3 christmas was over, no need to continue the discussion on it.
#7016
Hehe that's funny, at least this free programme told you why it won't work that day, which is different from some expensive commercial OSes which won't explain about their failure...


* Gilbot V7000a calls in Little Willy, ANDY P3N1S, Nigel Manning Smith to the party!
#7017
General Discussion / Re:Free Antivirus
Fri 02/01/2004 02:46:30
Well I use this:
http://www.free-av.com/
and so far I don't have any problem with it.
#7018
Darn! Bandwidth exceeded, have to wait a little bit for the download.
#7019
General Discussion / Re:How pure are YOU?
Mon 22/12/2003 01:59:21
hmmm...

You are 79% Pure!
(Very interesting.)

people less pure than you (88%)

people like you (1%)

people more pure than you (11%)

WOOT!
#7020
Beginners' Technical Questions / Re:Scaling ?
Fri 19/12/2003 02:36:21
From the manual:
Quote
The reason why you have multiple colours available for the walkable areas is because you can set a zoom level for each colour, which defines how large the character will be while he is in that area. The default for all walkable areas is 100%, ie. full size. However, you can adjust it using the "Walkable Areas" mode to anywhere from 10% (one-tenth size) to 200% (double size).

So, nope, you cant get it past the 200% limit at the moment, and this is how the engine was designed. Furthermore, zooming a sprite beyond 200% might make it a bit blocky (or blurry if "anti-alias" was enabled) anyways, if you really want LARGE character somewhere, just draw bigger ones, and change the character's view there.

EDIT: Or, if your game is in hi-res (640x400 or above), just DON'T check that use 640x400 res option when you import the character sprites, then if you want them 100% as if they're in hi-res, just set the zoom level to 50%, if you want 300%, just set to 150%.
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