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Messages - Ishmael

#3361
FLIC is an animation file... no sprites, a flic animation the the game base dir... where the rooms are... find Animation Shop... It's shareware though, but you can use it to make flics
#3362
The Queen reminds me of Starcraft... you know the infesting thingy...

:o
#3363
I believe it wont be the same... for example in a 1.4 GHz and 266 MHz machines the time of 40 game cycles would be difrent... but I'm not sure
#3364
In the compiled folder you say..? Don't it say in the manual that the compiled folder is for the ready game...

Anyway: Put the file in the game folder, where you have all the rooms etx.
#3365
Beginners' Technical Questions / Re:game music
Thu 19/06/2003 17:59:38
QuoteHowever, you should make sure that either

a) the game is very short

Like "The Island"?

Just create a music called music0.*** and no room start musics... that shoud do it...
#3366
I am still stunned...  :o
#3367
add the line

int my_counter=0;

in to the start of the hotspot interaction code... allthough I think you dont need the 0, coz all new ints are allready zeros... ;)
#3368
I remember to have seen a SetLabelColor text script command in the manual.... I think I better go see...
#3369
utp/coax? whats that? And from a laptop to a normal comp? I prefer the null modem for multiplayer gaming as well... anyway I'm going to get an ADSL link to the laptop sometime, so then I will for sure show you all what I have done during this "information brake"...
#3370
um.... I really hate to say this, but why dont people read the manual? Are all the newcomers so dumb, that when they come across something which is not clearly said in the first page of the manual, they come here...?

well... now I said it...

1. In the object interactions (I think, not on my AGS comp so cant be sure), select the use inv on object, then run script, in the script put something like

if (game.inv_activated==x) {
 yourcode
}

where the x is the number of the inv item you want to be used...

2. In the room editor, in the settings, there is a checkbox with "play music on room load" and a textbox next to it, there...

Um... score? Related on what? Room? Or the general game settings?
#3371
That reminds me of Doom... where in the end you see the bunny on the grass, then the bunny on the stick... dunno why, but thats AWSOME WORK! :o
#3372
I have the next "version" allmost ready, just waiting unitl I finaly get that bloody null-modem cable.... It only lacks the capes shadows and final animating...
#3373
It should work... the manual says, that the ObjectOn command turns on the specified object in the current room...
#3374
Maybe... do you get any errors, or dont the buttons just work? Do you have any other GUI's on? Maybe you should paste your global script here if there is something wrong there... dunno
#3375
use the run-script x to call the dialog_request funciton in the global script. That should do it...
#3376
Um... was that problem solved allready? Anyway, have you got the button numbers right? I mean do you have any extra objects in the GUI, or just those buttons? If you have only the buttons, the the numbers would start from 0 and go upwards....
#3377
Not in dialog scirpt, but the run-script x dialog command calls the dialog_request in the global script... see the conversations-part in the setting up the game in the manual (right?)
#3378
Critics' Lounge / Re:Simple test - What is it?
Wed 28/05/2003 18:50:25
To me it looks like a worm... well, I have my own käsitys(?)(something like opinion...) about worms... I mean Worms...!
#3379
I like this one very much!  :D Excellent! (or is it spelled eksellent?(finnish joke(or something like that(dääm! liikaa sulkuja taas!))))
#3380
That seems a very good idea. I have another, dunno if it is any better (I doubt it)...

MoveCharacterBlocking(GetPlayerCharacter(),320,150,0); // the last parameter is needed to be 1 if there is no walkable area to the edge of the screen
character.[GetPlayerCharacter()].room=-1; // hides the player char without any view fiddling
character.[GetPlayerCharacter()].y=50 // set the char's position to the upper half of the screen
Wait(80); // wait for 2 secs
character.[GetPlayerCharacter()].room=1; //replace the 1 with the room's number the char is in
MoveCharacterBlocking(GetPlayerCharacter(),280,50,0); // same thing with the last parameter

In thes script important is that the player cannot use the mouse while the character is hidden, or the game will crash.
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