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Messages - Gilbert

#7041
Quote from: Ryukage on Mon 15/12/2003 21:51:08
But that's not true.  There's a whole slew of text script functions where you have to provide the sprite numbers manually.  And sometimes you want to be able to select that number mathematically based on some other number.

I agree on this part (and that's what I will really do), however, I think most users won't be benefited by this feature, as doing such tricks would be more technical tasks. Moreover if one has enough technical knowledge to do such things, he should be able to plan his game BEFORE importing sprites in random order, ie. he probably can handle it himself and import the sprites in the order he wants.

I think if this feature can be easily implemented, I do love to see it in the near future, but if it's not (which I think it's not as simple as it seems, as you need also to check for used slot numbers, etc. while importing sprites) I'll rather CJ making some other features more worth implementing first.
#7042
If you don't want the "right-click" part to function in that specific room, there're more than one way to do it, one suggestion is to check for what room the character's in, so do something like the following in your right-click script (assuming your opening screen is room 5, you may need to modify this yourself):

if (character[GetPlayerCharacter()].room!=5){
//whatever stuffs for changing the cursor while right clicked here
}
#7043
Hmmm what colour depth did you save those BMP as?
#7044
What file format are you using? Are you using some animating format? You cannot import frames from animating formats, you have to import the (still) pictures one by one.
#7045
Just do something like (substitute with your own desired parameters):

character[NPC].x = 100;
character[NPC].y = 80;

in the "before fadein" script
#7046
Spoiler
Pssst, I had played this game a thousand times and yet I didn't remember much of it. I think healing Rusty is an option (which I never know that I really can bring him back to life in my previous 1000 plays!), and Hetchel too (damn I only know that I can resurrect them after i had read a walkthrough downloaded 2 minutes ago).
[close]

:(

* Gilbot V7000a got to replay his PCE CD again.
#7047
Well, if a DVD player is not All-code (multi-region in your wordings), no one will actually buy it here.
#7048
You mean dead Rusty Nailbender?2?  ;)
#7049
Put a:

Display("blah!");

line to one of the buttons' response to check if the codes are really executed correctly, eg.

If (interface == 11){
if (button == 0){
StopMusic();
PlayMusic (21);
Display("Blah!"); //add this for testing
}
if (button == 1){
StopMusic();
PlayMusic(22);
}

If the message is not displayed when you click on the button, there must be some problem with your interface_click function, check variable names, etc.
#7050
Quote from: TK on Tue 09/12/2003 06:41:24
Has anyone done that kind of menus before, btw?

Yes, the BOS series at least, possibly others.
#7051
hmmm seems okay to me, did you name the music files properly to music21.xxx and music22.xxx ?

(where xxx is the extension for the music files, which can be mid, mod, mp3, ogg, etc.)
#7052
But that's a bit odd, it never failed on me in a Chinese, maybe I'll try it with native Japanese WIN95 at home (it's no XP tho).
#7053
Critics' Lounge / Re:New Game Characters
Mon 08/12/2003 07:50:19
I just did some small paint over with your characters (hope you don't mind):


I only changed teh sprites slightly, just based on what you feel unsatisfactory, I don't modify other things as I think they can well be your style and doing what you really want (for example, IMO the girl's trousers' belt position seem to be too low but I didn't do anything to it.

Things I had changed are (none of the front views was altered):
1. I changed slightly the hair of the man in side view
2. I think the man's ear was shifted too much to his back, so I move it a bit to the front in teh side view.
3. I reduced the amount of moustache in the man's side view, hopefully makes him look younger.
4. The body of the girl in teh side view was too, err... flat, so I modifyed it a bit (I modify the breast, too).
5. I added a palm to the girl in the side view. ;D
#7054
:D I think it's probably time to start some colouring activity in the competition forum, where someone made a sketch for others to colour, probably a bi-weekly activity.
#7055
Do this:

For the hotspot, add interaction for "Use inventory on hotspot", for the action choose "Conditional - if inventory item was used", then set the inventory item number to match the desired item.

After that, right-click on the "Conditional - if inventory item was used" action and choose "Add child action..." then do whatever you want there.
#7056
General Discussion / Re:*snausages*
Mon 08/12/2003 03:11:19
I tried Gilbert Cheung on the one with "larger word list", some came up were:

Butchering gel
Erecting hug lb
Grueling the bc
Lurching beget
Butcher egg nil

Arrrrrgh!


...at least that proved that I'm a real member of the GAC...
#7057
Wooooo! A MUSTHAVE!
#7058
If the repeatedly_execute() script is already there, just put the content there, no need to make a new one.

For example, the originally rep_exe function may look like this:

function repeatedly_execute() {
// put anything you want to happen every game cycle here
//Blargh blah blah bla...
}

just add the required contents:

function repeatedly_execute() {
// put anything you want to happen every game cycle here
//Blargh blah blah bla
if (IsButtonDown(RIGHT)) {
if (rmbdn == 0) { SetNextCursorMode(); rmbdn = 1;}
} else rmbdn = 0;
//NOTE: I removed the 2nd condition, so you can cycle with the left when over an inv item

}
#7059
Hmmm can you post one of the nonworking portion of codes from the room script here?
#7060
Actually all nonblocking functions won't update the screen "immediately", as the screen would only be updated when a game loop is advanced.

But that, I think it's a good idea to put a line reminding users in such functions as FaceCharacter(), etc.
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