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Messages - Gilbert

#7321
There're no real advantages in using each, since whatever format the image's originally in, it's converted to the same internal format in an AGS game, so that doesn't matter.

BMPs are uncompressed format (except for some rare cases 16/256 colour ones can be RLE-compressed) and PCX utilises RLE compression, that makes PCX sometimes smaller, and there're no detail loss in both formats (unless you mean saving a Truecolour pic into a 256 coloured file say for example), so they're both perfect to use.
#7322
Whereever you think it's appropiate. These "global ints" are accessible in both room scripts and the global script.
#7323
* Gilbot V7000a is actually confused...

What's happening with this thread?
#7324
General Discussion / Re:Which one ares YOU?
Fri 03/10/2003 09:40:25
No it's not your problem, but after a new thread's made, people should keep their posts in one thread for readibility. Anyway, there's now a merge function so the mods can merge them together anyway.
#7325
Well, actually your photos work if you copy the links and paste them in the address bar.
#7326
I think you just need one Start... at the start of the WHOLE thing and one End... at the end of it, shouldn't make a problem if they're in different rooms.
#7327
Quote from: m0ds on Thu 02/10/2003 18:53:44
NOTE II: I deleted everything from sprite manager in the folder Main - Defaults. Perhaps that has something to do with it?

VERY much possible. Try checking:
Start AGSedit and make a new game, and mark down with a new game the sprite #s in the default folder of it (they should be 2001 thru 2061 and 1 (?) and 4 (?) I think).
Now, better backup the original game files first, then restart AGSEdit and load your game in question, import a couple of new sprites into it (just whatever sprites are ok), then right click at the sprites select "change sprite number..." and change them to the numbers you marked down (you may need to import more sprites in the process to recover all of the deleted sprites).

Now compile the game and try again and see if that's indeed the problem.
#7328
Check the:

character[EGO].loop

variable, see Reference --> Text Script Global Variables from the manual for more details. (you may replace EGO by something else whereas needed)
#7329
Competitions & Activities / Re:OCTOBER MAGS
Fri 03/10/2003 04:09:55
Heh I think Jaw breaker wont break the rules, as it didn't appear in Sierra/Lec games, but of course LV2 is a well known AGS games, using that item may not be good idea.
#7330
Bob let us all calm down! Earthly issues are no match for the ultimate truth, that everything we see, we hear, we smell, we taste, we touch, we feel are just like illusions. So what's the problem of becoming friends?

We're all the same inside, so if you get the chance, why dont stab your eyes blind, punch your ears deaf, stuff your nostrils tight, shred your tongue to bits, chop your hands away and crash your brain for good?
When you lose all your senses I'm sure you'll understand others better and we can all be friends!
#7331
Competitions & Activities / Re:OCTOBER MAGS
Fri 03/10/2003 03:53:02
Jaw breaker? hehe LV2 I think.
#7332
General Discussion / Re:Which one ares YOU?
Fri 03/10/2003 03:40:54
Well well I think it's time for moderators to try out the merge thread function.
#7333
Actually I'm for free debating flaming, as it's just normal in a real flame war that people are just attacking each other without good reasons.

So anyone can join anytime and support any view, and can alway change their minds and type otherwise (that's what makes it different from debates), and some of the more logical may analysis on things, comment on inconstencies of others, etc.

Of course, most important thing is that people who participate MUST be concious that this is just a game, and all the cursings, personal attacks are limited to that one single thread. And peace be with us in other places.

I think one good start is to make it start by 2 posters,  arguing about something, each of them has opposite view on it, and let others join.
#7334
Actually it's a MUST to split the cutscene scripts up, as by design the NewRoom() kind of functions always run at the very end of scripts.
Moreover, if the scripts were in the room scripts, after a room change, the original room script would not continue to be executed anymore (as the previous room was unloaded, thus why NewRoom() would always come last), so you need to script what happen in the room script of the related room (Even if you get to make one single script in the global script, it's not a good habit to put cutscene codes in it, as it would make the global script large and more difficult to read).
#7335
Do this:

When the GUI's brought up, first save the music # it's currently playing and then set to new one. Example:

curmusic=GetCurrentMusic();
PlayMusic(10);


When the GUI is about to close, restore it:
PlayMusic(curmusic);

Of course, you may add usual stuffs yourself, like the declaration of the variable curmusic in some appropiate place, etc.
#7336
Heh yeah eric's right, but I don't know if it'll affect the screen positoin if it's a scrolling room and that character's the player character (unless you use those SetViewPort(), etc. functions to control the position yourself). Another alternative method is to waste ( ;D ) a view containing only transparent sprites, and set the character's view to that one, and have him set back to the original view when it's done.

Judging from your original post, seems that you just want to make the NPC disappear, so eric's method should work fine.
#7337
* Gilbot V7000a grabs a flame thrower and burn and burn and burn...

FLAMES! FLAMES! FLAMES!


Alright, I think someone really starts it in the competition forum and see if it works. We can have it locked anytime whenever necessary.
#7338
Depends on whether the rooms you moved in would be used for other purposes or solely for this cutscene.

If these rooms are just used for this cutscene, just  in the first room, you script the stuffs until the room change, then script the stuffs happens in the 2nd room in THAT 2nd rooms' room script, until another room change, then 3rd room, etc.

If these rooms would be reused for other purposes, one way is to use a global int to determine whether the cutscene is being played, for example:

In first room do something like:
SetGlobalInt(10,1); //mark start of cutscene
blah bla bla ...
NewROomEx(blah bla bla);


In second room, inside "player enters room after fadein" (or wherever appropiate for you):
if (GetGlobalInt(10)==1){
stuffs here blah bla bla
NewRoom(blah);


etc etc etc until in last room of cutscene:
if (GetGlobalInt(10)==1){
more stuffs here blah bla bla
SetGlobalInt(0); //marks end of cutscene
#7339
* Gilbot V7000a likes the game RETARD.

This is not directed at anyone, as there indeed was an AGS game called RETARD. hehe
#7340
A printed copy of AGDZINE.
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