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Messages - Gilbert

#7161
PLEASE DON'T DOUBLE POST SOMETHING THAT HAD JUST BEEN POSTED, AND DON'T TYPE ALL IN CAPS!
Thank You.

I had played this game long time ago, and I cant remember exact order of stuffs, maybe you can read the walkthrough:
http://www.agshints.tk/
#7162
Hints & Tips / Re:****5DAYS****DAY ONE HELP!!!
Wed 12/11/2003 02:30:52
Spoiler
You didn't find all the necessary persons yet, try to do something on the tree.[/hint]
[close]
#7163
Well... I use the GIMP, or mostly, some old DOS command line proggie...
#7164
Hints & Tips / Re:*****SONGO*****ENDING?!!***
Wed 12/11/2003 01:38:54
That's not the ending yet (though near now). You didn't get anything from the TV screen right?
Spoiler
There's a not so obvious switch near the cable's plug in that TV screen, do some pixel hunting.
[close]
#7165
DG my dear,

Who is cos777?

#7167
Hints & Tips / Re:Conspiracy of Songo
Tue 11/11/2003 06:56:21
Spoiler
I don't remember well, maybe throwing out the rock would help
[close]
#7168
Hints & Tips / Re:Conspiracy of Songo
Tue 11/11/2003 06:05:44
Spoiler
walk behind the pole on the right
[close]
#7169
Actually I don't understand what is FaceLocation(EN, "down coordinates"), etc, maybe you can do this:

if ((character[EGO].x-character[EN].x<8 && character[EGO].x-character[EN].x>-8 && character[EGO].y-character[EN].y<8 && character[EGO].y-character[EN].y>-8)){
FaceCharacter(EN, EGO);
int lop=character[EN].loop;
ChangeCharacterView(EN, 4);
AnimateCharacter(EN, lop, 2, 0);
while(character[EN].animating) Wait(1);
ReleaseCharacterView(EN);
SetGlobalInt(2, (GetGlobalInt(2) - 5));
}
#7170
hehe so what I meant was to accomany with a set of functions to load graphic files and savegameshots onto these sprites ;) , but however that as the sizes of these sprites were fixed already, so it's the responsibility of the person who write the game to take care of the image sizes. Or if possible, make the functions:

LoadImagefiletoSlot(int slot, string filename) - loads an external image file with name "filename" to sprite slot "slot", the sprite must had the "Can be modified in game" checkbox checked in the sprite manager, otherwise there would be an error. if the dimension of the image file is different from the original sprite, the image would be padded with transparent pixels or cropped while necessary. Returns 0 if sucessful, and nonzero otherwise (eg file not found, etc).

LoadSaveSlotScreenshotToSlot(int slot, int saveslot) - Loads the screenshot for save game SAVESLOT into sprite slot "slot", resizing it to teh dimension of the sprite, the sprite must had the "Can be modified in game" checkbox checked in the sprite manager, otherwise there would be an error.
Returns 0 if sucessful, and nonzero otherwise (eg file not found, perhaps the save game didn't include one, etc).

In order for this to work, the "Save screenshots in save games" option must be ticked in the main Game Settings pane

#7171
General Discussion / Re:Why I'm not using AGS
Mon 10/11/2003 09:45:35
Spoiler
OH! You mean they are attacking us to turn people away into using the coming commercial buggy product, Disney Adventure: Creator (TM) ?2?
[close]

The above message was intentionally hidden to avoid me being sued to bankrupty for "copyright infringement".
#7172
web1000... I remembered Bruised once hosted her files there, but later I can never see the files anymore...
#7173
Spoiler
Did you get the bottle caps yet? One of them requries more stuff done to obtain.
[close]
#7174
If it's the official release, acdos.exe should be there. If it's a beta release posted on the Tech. forum, onl;y acwin.exe is included.

To run a window$ compiled game under MSDOS, you can read more about it here:
http://www.agsforums.com/kbview.php?id=5

Note that KQVGA probably requires an older version of acdos.exe to play. :p
#7175
General Discussion / Re:Why I'm not using AGS
Mon 10/11/2003 02:54:39
Quote from: Pumaman on Sun 09/11/2003 14:33:12
I didn't delete it because doing so would make it look like we were a bunch of babies who couldn't take any criticism, and we all go home crying to mommy at the first sign of it.

Heh keep it, I found this post funny, but better move it to GEN GEN from now.

Even though I think cos was just making a ironic and funny post (and I suspect is an existing AGSer, probably named Pantherman or whatever) I'll reply seriously:

320x200x256colour is enough for ALL gamez!1!
320x240x256colour is more than enough already! ;D
#7176
If an external sprite is loaded, it is the game creator's own responsibility to keep track on it.

When you create such a sprite (either by loading external graphic file or a screenshot in a savegame file), it is you who script in the line to load it, so you should be able to keep track of it, moreover, it's important to save the sprite slot number as a handle (like the overlays, it's not something static, each time you load into a sprite, it can be some number you didn't expect), so to refer to it if you want to use it or remove it.
#7177
Actually implementing just 1 can be quite useful already, as I pointed out:
a) The memory must be allocated at game start up, so wouldn't experience a crash or memory leak or whatever due to not enough memory if you want to create a new sprite in game.
b)  their sprite slot numbers are predefined and static, thus can be used in Views, without modifying the system.
c) you can set in AGSEdit already whether they are hires or not, again no additional modifications required.
d) can simplify some scripts, for example, with a loadgame GUI with screenshots, you don't need to create newsprite by loading a shot --> change sprite on GUI, instead, you can just load the shot on a sprite already placed on the GUI.
#7178
Hmmm maybe hide the character and use an object/overlay for that one frame falling of the character instead?
CJ once mentioned there's an undocumented variable to hide a character: character[BLAH].on (0 to hide , nonzero to display char I think)
that may work (but not tested).

For second question, see AnimateObjectEx() and AnimateCharacterExfunction() from the manual.
#7179
I think in this case teh on_event thingie should be:
int watchEGO;
function on_event(e,d){
if(e==CHAR_STOP){
if((d==EGO)&&(watchEGO)){
watchEGO=0;
stuff();
}}}

So it wouldn't help much, just a bit tidying up of the codes, unless of course, it can be made that on_event(CHAR_STOP,EGO) would only execute once when he stoped, automatically like IsTimerExpired().
#7180
Sounds reasonable, but only if the engine is really doing "The event of ceasing to walk is not the same as the state of not-walking" like you mentioned, otherwise after the character stopped, the event interaction would be executed every game loops, which is not very pleasant (so even in the current if(character... approach you need to add something to prevent it to run more than once).

Maybe if it can be made like the IsTimerExpired() function which would report TRUE only once after the timer had reached 0.
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