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Messages - Ishmael

#3121
I just meant that when using DisplaySpeechBackground for something like the master saying "Coming", you can start hiding allready when he says it...
#3122
There could be a warning dialog about doing these things, since they can mess up the game, or something...
#3123
Once I started looking for delete-button in the dialog editor, after I had had a little brake from AGS... the I remembered the warning... :P
#3124
Okay :P I was just curious...
#3125
Advanced Technical Forum / Re:VERY minor bug
Sat 13/09/2003 12:04:18
I got something like this with some older version.. I just selected File -> Save Game, then tested, and it works fine...
#3126
In case I understood right, I think you could do this:

Create a new game, and import all the sprites you need, into it. Then, from the new game's folder copy the sprset.spr file over you current game's one, open the game up, and re-arrange the sprites into views, GUIs, etc.

BUT BACK UP FIRST

I needed to do almost this with one project I worked on... It should finnish it, maybe... :P
#3127
"Plurg-burg" to me... And the music really fits the events... The old morgue really freaked me out...

To teh Finnish people: lausutaankos se ihan "Plörhböörgh" silleen niinkun amerikkalaisittain, ärrä vähän piilossa? ;D
#3128
I remeber CJ talking about deleting some things in AGS could be dangerous, as it can screw your game or something... And I believe the manual would cover deleting characters if that could be done... :P
#3129
Yes... script something like:

if (GetGlobalInt(200) < 100) {
NewRoom(201);
} else if (GetGlobalInt(200) < 130) {
NewRoom(202);
} else {
NewRoom(200);
}

This checks GlobalInt 200, which you can change during game with SetGlobalInt(200,newval); is under the given number, in order (so if between 100 and 130 the middle command is run).The game will go to specified room. In the rooms "Player enter screen" room interaction events you can set what happens. The GlobalInt and room numbers are just examples, so modify it to suit your need.
#3130
1. I belive ALL suggestions go to the Tech Forum

2. I see no easy way for the compressing of the sprites in compile, but I might be wrong.

3. I believe using .pcx images, which are compressed already, does the thing anyway.

(4. Did you put some empty lines on the end of that post or what?)

;)

----- EDIT -----

My classic "allready" struck again... :P
#3131
If not scaled, all sprites are actual size, like if you make a 100 pixel high object, and put it's  bottom pixel on the bottom pixel of 320x200 room, It'll fill half of the room's height.
#3132
Something simple.... as is my style on character names... Mark Davis
#3133
Competitions & Activities / Re:September MAGS
Thu 11/09/2003 05:33:17
I am... Though this week I've been bit lazy. I'll be back on my game with full attention this weekend, at least... :P
#3134
instead of character[GetPlayerCharacter()].activeinv you could also try game.inv_activated, and see if this works.
#3135
Did you all get 'em? Coz a few reports are still not in... Many thanks to those who replyed allready;). Those who don't report, will only not be in the credits, nothing worse... Soon got the sorta "first chapter" ready, so like 1/4 of the game done... :)
#3136
Just thought, how dangerous is it to modify the syntaxes of the build-in functions or variables? Do you need a special program to do this safe? How bad damage does Notepad cause?

I mean, like changing the game.inv_activated to game.lastinv, for example. Or adding global vars, like gs_globalstrings[50]?
#3137
Aww....  ::) P:DA has the interact with inventory thing...
#3138
Advanced Technical Forum / Re:Help with Speech
Wed 10/09/2003 15:13:35
CJ, am I right that character -1 is the narrator? If you pass -1 as CHARID, would the engine crash, or display the speech? Haven't tried, so asked...
#3139
Usually with those kind of messages related to dialogs I get also "All dialog options turned off"...
#3140
First of all, descriptive subject, right?

You can do this with timers. Look in the manual. To get speech use DisplaySpeechBackground().
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