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Messages - Gilbert

#7201
"\n" always works, for specific ascii characters, I think you can use:

char a = 131;
Display("The character with ASCII 131 is %c",a);

(I think the following may work too:
Display("The character with ASCII 131 is %c",131);
)

#7202
heh I think ripping backgrounds from RLBAT will do...





So it's definately a nice topic.
#7203
Mystery solved, I finally discover who is ._. 's pet elephant...


* Gilbot V7000a can sleep well now...
#7204
I think members who ddidn't have activity for some long set amount of time would be considered obsolete, so their account would be deleted.

So, unless we have that many people joining continuously to make the coutn falls below teh 1337 barrier, we would have a new 1337th member again and again...
#7205
Dear Ma'am DG:

I've just forgotten my question, can you tell me what question I was going to ask?
#7206


3x:


I'm too lazy tired to write any description for it now, just imagine for yourselves how it should be used.

If you think I should be disqualified as I drew swordS not sword, go ahead! I don't mind. ;D
#7207
Because you have to substitute the GUI numbers in the codes with the correct number of your GUI which you want to have this effect. The example code uses GUI2, if there's no GUI #2 in your game, there'll be an error.

Just check from the GUI screen of AGSedit the desired number and replace the red 2's from the following code:

//in game start;
SetGUIPosition(2,0,-22);

// <DM> define ui timer
int timer = -22; //timer equals the ui height -1

in repeatedly_execute;
// put anything you want to happen every game cycle here

// <DM> UI slidedown
if (mouse.y <= (timer+23))
{
if (timer <= -1) {
timer++; SetGUIPosition(2,0,timer);
}
}
// <DM> UI slideup
else
{
if (timer >= -22) {
timer--; SetGUIPosition(2,0,timer);
}
}
#7208
Did you mean the original window$ version dl page:
http://www.gimp.org/~tml/gimp/win32/downloads.html
or the installer page:
http://www2.arnes.si/~sopjsimo/gimp/
? I personally recommend download ing the installers, they're easier to handle.
#7209
Copy protection? There's no copy protection in teh CD version as far as I remember (there's probably one in the HDD version).
#7210
US$80 is still A LOT for me, I won't buy it!
#7211
hehe and not to forget there was AGS made first ACT of OMle... Hamlet...
#7212
Advanced Technical Forum / Re:A suggestion
Mon 03/11/2003 03:49:34
There's also a sliding GUI in Songo. Just do it via something like:


SetGUIPosition(5, 0, 199);
GUIOn(5);
int y=200;
while (y>180){
y--;
SetGUIPosition(5, 0, y);
Wait(1);}

to slide an GUI from the bottom say for example, just simple as that.
#7213
Actually I think one of the use of these rawdraw on sprite() functions might be useful is that we can create custom character graphics (eg, wear a hat, etc), but even if my suggested functions are implemented, there're still some problems, as you cant control the slot numbers of created sprites, and simply the views in view editor cannot use sprite numbers that are undefined and not determined, so the problem would be back to what I previously asked:

Would it be possible to add an option to the sprites in sprite editor that a sprite be not controlled by the sprite cache feature? That way we can initially assign sprites that can be drawn onto in game.

I don't know if that's still difficult now, if it's too difficult I think we can give way to it and concentrate on some other more important stuffs.


BTW maybe I overlooked, is it true that currently you cannot set whether a sprite created by teh  load image/screenshot functions to be hires or lowres? if so I think it would be nice to add this option to it.
#7214
I am using 800x600 now, it is already a very high resolution.
#7215
AGS Games in Production / Re:MOE:VGAdventure
Mon 03/11/2003 02:08:40
Quote from: Hollister Man on Sat 19/04/2003 23:32:30
I guess you are prolly right.  I saw an old clock with the IIX, and I liked it better.  

Roman Numerals were sorta acient thingie, and it had undergone some centuries of evolution, and there're often inconsistencies in notations in different times and places (one good example is that there're many different ways to denote numbers > 4999), but in modern times, for uniqueness, the most common notation is unified that when you have to use the "left-subtraction" rule, you would only subtract one symbol, and at most 3 symbols added to the right for "right-addition", ie, we have XIII not IIX, IX not VIIII.

However for design (which usually is the case for clock faces), sometimes the designers would break the rulez just to make them look better, so it's quite common that you'll see things like IIX or VIIII in a clock face.


In my opinion, if you like IIX, just use it, no one should criticize for your "wrong use" of it (though most people may not understand it in the first sight) for it's just acient numerals and you can do anything if you're doing "design".
#7216
Hints & Tips / Re:5 Days: Teddy on a Stick
Mon 03/11/2003 01:55:26
Just use it (you have to do this many times), it will guide you to where you should go.
#7217
Mappomedia Macphee


This is not an entry of course... ;D
#7218
General Discussion / Re:LBA RPG
Mon 03/11/2003 01:35:03
Hmmm are there really any relation with the game LBA? Because the screenshots didn't seem so.
#7219
I don't know, but sorta think that the world in Torin's Passage was a bit inspired by Loom.
#7220
Yeah, right, and because of work, I'm mostly idle there, sometimes I don't even join, just for my real life.
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