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Messages - Ishmael

#3422
Critics' Lounge / Re:first alien sprite
Mon 19/05/2003 18:20:54
I kinda like it :D

You use Photoshop or Paint Shop Pro to resize? You should uncheck the binare filter or whatever in the resize dialog...
#3423
Critics' Lounge / Re:Another char form Ashrad
Mon 19/05/2003 18:17:07
Ok, I did changes to it twice:




what next? :P
#3424
So here we are:

Here is the newest version:


Here you can see the older versions
http://kotisivu.mtv3.fi/tk/rawenorth.gif
http://kotisivu.mtv3.fi/tk/rawenorth_v2.gif

And it is VERY UNFINISHED, so dont give commentary about shades, outlines etc yet. Just the look of it.
#3425
To me he looks like a (bit fat) doctor (or is that just a bump in his coat..?)...   :D
#3426
The first one: The GUI resolution seems to be 320 etc allways in the editor, but if you have sprites for 640 etc, they become resized in the GUI editor, so youll have to position them in the lower res, still they be in high-res in the game.

All the onclick mouse ypos GUIs seem to go off when you click on them, I dont know why. You might try something like this:

make the GUI allways on, and turn it off (with GUIOff();) in the room the player starts, in the player enters screen first time. Then, in all rooms where the GUI should not come up, in the player enters screen before fadein put (in a script) eg SetGlobalInt(100,1); - Pick a Globalint that's free, and in the player leaves screen: SetGlobalInt(100,0);

Then, in the repeatedly_execute:

 if ((GetGlobalInt(100)==0) && (mouse.y < 33)) { // I think its this way
   GUIOn(x); // where x is the inv GUI number
 } else if ((GetGlobalInt(100)==0) && (mouse.y > 32)) {
   GUIOff(x);
 } else if (GetGlobalInt(100)==1) {
   GUIOff(x);
 }

Tell me how it works, ok?

The third: have you got a label there? Or somthing like that? Or does the button haves a 'button text' begining with "So"? I cant really see any other reason for that....

Hope I helped...  ;)
#3427
So check the ignore walk-behinds in the char editor...
#3428
ok....

I think they are ment to be...

Ashes: A kinda spooky peice of music, fitting for the dark sitiuation in the game.
Dark: A changing-style music ment to fit what happens in the cutscene its in (actually, the cutscene should fit the music...)
Castle: I dont know what this is ment to evoke... To me it sounds like a castle environment
#3429
Critics' Lounge / Re:Another char form Ashrad
Sun 18/05/2003 18:23:25
It's under the other one... I have seen someone standing in that position, and it looked like that.. well, I'll go work on it...
#3430
You could use the walkable area scaling, or redraw your character to be the right size...
#3431
Critics' Lounge / Re:Another char form Ashrad
Sun 18/05/2003 14:22:53
Oops...  :D I knew I forgot something...
#3432
Critics' Lounge / Another char form Ashrad
Sun 18/05/2003 09:24:52


Just tell me what you think...
#3433
Hmm... dunno... I just randomly wrote the notes there... I kinda like the three intrumets thing....

QuoteCould you describe what they re ment for (scenes/milieus etc)? It would make it alot easier n more meaningful to give contructive criticism.

Um... What does this actually mean?
#3434
Oh.... set the baseline above the point where the char should be on the chair, below the point where the player char should stand to be behind it...
#3435
Here you go: Ashes.mid

There is a story behind this name, but I don't have time to write it donw right now.

Two other mids from the game:
Dark - cutscene music
Castle - dunno if I put this in the game

You might guess my favourite instrument if you listen to all of these...

PLEASE FEEDBACK
#3436
I have been wondering the same thing, never tried anything though, but this could work:

in the on_mouse_click:

if ((button==RIGHT) && (GetGuiAt(mouse.x,mouse.y)==x)) {
 SetNextCursorMode();
}

and replace x with the custom inv gui number.
#3437
Just put the chat there, no walkbehidns.... tahts it....
#3439
Looks promising!  ;D

What kind of scripting help you exactly need? What you want to get done with scripts?
#3440
import function ChangeRoom(int, int, int, int);

in the script header, I believe... :P
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