Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gilbert

#7341
Advanced Technical Forum / Re:JPG support
Thu 02/10/2003 04:13:45
AGS previously supported the import of JPEG images, but because of the lossy compression scheme in JPEG, and you WON'T get your game file sizes reduced using it (since every bg imported were converted to some identical internal format), so it's never recommended to use.
#7342
Can a LEC character be mixed with a Sierra character?
#7343
If your sprite is used only in that one room, try if the following helps:
1. load up the room in AGSedit.
2. Goto sprite manager and import sprite, but check the  lock sprite to current room (use room colours) option while importing.
#7344
General Discussion / Re:Idiotic manual design
Tue 30/09/2003 10:12:02
Well, as an editor I have to say that, the sole purpose of adding "note" pages to a book is because of the restrictions on page coutns (for example, the number of pages of a book binded with staples must be multiple of 4), it's just something better looking than blank pages, most of the time ppl who made them never expect anyone really[/u] ever use these pages, nor will they care about it. It's just a lazy way to make things "less ugly".

So I'm not surprised at all if one encounters with a "nonfunctional" note page in a game manual...
#7345
Hehe, to have something to post here, I made up some criticisms.

1. He looks like he's walking on water, maybe it's great to use a "lego terran" instead.
2. If he is bald and is indeed C Leks, you missed out the 1337 L3N5 FL4R3 on his forehead. ;D
3. Where's roger? ;)

I want to have one of these tiny balloons!1!
#7346
You may use GetRegionAt() text script function. But yes, I think hotspots are easier to handle as they can be assigned custum property.
#7347
Eric I don't know, but I swear that I had seen something very similar to the scan you posted in the AGS forums long long time ago, I have bad memory, maybe it's not for 6da, it's for AGS or some other game (though I seemed to have remember it's 6da, maybe it's just another of my dreams foretelling teh future...).
#7348
It can be done already, look for the Lucas GUI template download for an example. (I'm too lazy to find the link :p )
#7349
That was also in my mind at first but I saw:
Quote
This is despite the fact that the options are set to compile a Windows executable (not a DOS one). The error also occurs if I try to run my game directly from within the project's 'Compiled' folder.

Anyway, do check that.


#7350
Dunno, but probably not, why not try it out? ;)
#7351
Actually I'll use a global INT instead of the hasse of global strings for this.

Idea:
Choose a Global INT for storing the current money amount. For definiteness I'll choose 10 here.
Now say, you need to display it in label #0 of GUI #5 (replace whatever appropiate yourself).

On top of GLOBAL script, add:
string montemp;

And in repeatedly execute of GLOBAL script, add:
StrFormat(montemp,"%d",GetGlobalInt(10));
SetLabelText(5,0,montemp); //update label text



Then whenever you want to change the value of amount of money in the game, just modify the Global INT 10 (you can do this in whereever appropiate, no matter in room or global script). For example:

To add 10 to money, just do:
SetGlobalInt(10,GetGlobalInt(10)+10);

To subtract 10 from money, just do:
SetGlobalInt(10,GetGlobalInt(10)-10);
(Of course, you may check whether it becomes negative, ie you may script it so it check if the player has enough money to pay, etc., but this is trivial I think)

To set the money to a specific amount (eg set it to 150), just do:
SetGlobalInt(10,150);

#7352
This is strange, what Windows version are you using?
#7353
I don't see a declaration to the variable INV, maybe that's the problem.
I don't know what you're going to do, and I'm too lazy to read the whole thing :P , maybe you should just point out where this variable's from.
#7354
Well, actually there are, for example:
http://www.allformp3.com/mp3_other/mtm.htm

But I'm not really interested and I never tried these kinda things, I can foretell they can be quite bad anyway.
#7355
Moreover, in case you want to have an update to your game in your future (either fixing bugs, updating to a newer engine, etc) or reuse your old resources in some other games, it's always handy to keep your raw resources. And ya know, it's quite often that people had some disasters that they lost all their resources, so they whinned Pumaman to decompile the games for them, which is "not possible" currently.
#7356
Hmm this can be a foolish question but just to make sure:
Are you sure that the item's number is indeed 6? Note that the item's number is different from the sprite number.
#7357
Hints & Tips / Re:Pleurghburg-tiger
Fri 26/09/2003 12:14:57
Please refer to the other thread:
http://www.agsforums.com/yabb/index.php?board=7;action=display;threadid=8672
Moreover, there's no tiger in Pleurghburger. ;)
#7358
Doesn't seem to have any thing with MP3s.

DID you delete anything... For example sprites?
#7359
I'm not sure, but declaring a variable and assigning it with a function's value may not work.

So you may need to break the declaration part and the assignment part.

Do this.
On top of the whole script:
int xp;

Inside the functions you want to assign the value to the variable:
xp=GetGlobalInt(10);

To add a value to a Global Int, try something like:
SetGlobalInt(10, (GetGlobalInt(10) + 5));
(This line reads in the value stores in Global Int #10, add 5 to it and store it back, change whatever value you need in your own script.)
#7360
Hints & Tips / Re:Pleurghburg
Fri 26/09/2003 07:22:19
Spoiler

I don't remember clearly which you should do, it's either one of the following:
1. Use the "use" icon in the inventory screen.
2. Use it on Jake.
[close]
SMF spam blocked by CleanTalk