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Messages - Ishmael

#3481
This is from the manual:

QuotePlayFlic
PlayFlic (int flic_number, int options)

Plays a FLI or FLC animation. The game checks for FLICx.FLC and FLICx.FLI (where X is FLIC_NUMBER) and if it finds one, plays it.
OPTIONS has these meanings:

0  player can't skip animation
1  player can press ESC to skip animation
2  player can press any key or click mouse to skip animation
+10 (ie.10,11,12) do not stretch to full-screen, just play at flc size

This is identical to the room interaction command "Play FLI/FLC VAL". The game is paused while the animation plays.
Example:

PlayFlic (2,1);

will play flic2 and the player will be able to skip the flic by pressing the ESC key.

Its all there. (I think)
#3482
um.... what does that mean? I'm not SO good in English....  :-[
#3483
Hmm... yeah, maybe, but he is a misunderstood kid who everybody thinks is a total lunatic, and as the story tells, he has a good reason to be aware of everything what moves or dont move...
#3484
I think I was after a gangster look... dunno...

I was wondering if you people want to get playing this game soon, meaning that I make this game quite short, then make a sequal to it, in which the story continues (like "Ashrad: Dark Times")... or do I make one game from the whole, long story? This would send the release date to the distant future... from Jimi's reaction, I would say he votes for the first way... :D
#3485
I thought I saw somthing about this in the manual.... See the PlayFlic() discription in the manua for some info on this... Damn, I know how to do this, but I can't tell it to others....  :(

----- EDIT after Jimi's post down there V -----

Damn damn me....... I am too used to use the search...
#3486
If it is a fullscreen anim, put a script in the interactions that that checks if the object is right, and if it is, the it plays the anim. If it is just that the char animates when you use the object, script with SetCharacterView() and ReleaseCharacterView()... (was it like that..?)

function hotspot#_whatever-was-here
// use inv on hotspot
 if(character.inv_activated==12) { // if the object to use is number 12
   SetCharacterView(EGO, 7); // if the animation wanted to perfom is in view 7...
   AnimateCharacter(EGO,2,0,0); // ... loop 3. Read the AnimateCharacter discription too
   while (character[EGO].animating)
     Wait(1);
   ReleaseCharacterView(EGO);
 }

umm.... does that code btw even work?
#3487
I mean that you could use a Global Int to set is the gun "useable" or not...

in the function on_mouse_click:
 if ((button==LEFT) && (GetCursorMode()==9) && (GetGlobalInt(10)==1)) { // In this exampe, GlobalInt 10 is used to set if the gun in cursormode 9 is "shootable"
   if (GetCharacterAt(mouse.x, mouse.y)==12) { // Badguy char number in this exampe is 12
     // Shooting code here. Will be executed if the badguy is under the mouse, and the gun can be shot
   }
 }
#3488
Update: Re-wrote the first post, added the first room bg, the idle anim and the two mids... my first musics! Comments, please.
#3489
oh, ok  ;D
#3490
[offtopic]You could add that "(  (  ( <( -_-)> )  )  ) " into your signiture, so you don't need to type it in every time...[/offtopic]
#3491
Thanks, I'll see that through.  :D

----- EDIT -----

I'll see through both of those... you posted that while I wast typing this one...
#3492
 :) I have looked, but I was wondering can anybody tell how much work is needed to create this... (Or at least now I am) The first thing I thought was that is this thing possible...
#3493
One project in production now, and like I said, I'll work on them side by side... I had no plans to start a new project before Sledge is finished until I drew the avatar, then the whole dude, then Jimi said "Make the game", so I concided the sitiuation, and came to the conclusion that I could work on two projects the same time... Besides the Sledge topic has been quite passive, so I think there aint so much people waiting for it...
#3494
Critics' Lounge / Re:bus terminal
Sat 03/05/2003 14:43:36
Some color, and I think that would fit a "wacky" game very well... my drawing were like that when I started to draw "scenes"... When you draw more, you find your style and get the touch. This looks awsome to me! (I imagined it with some kind of colors)
#3495
Love to... but Sledge is unfinished... but I have been doing it like half a image for week, coz I've been a bit lazy with it... AJA don't you dare repeat yourself! I think I can work on two projects at the same time... When I have no motivation for the other, I'll work on the other one...  Thanks a lot! ;D
#3496
I'd like to create a room where the player can't use the mouse outside of the menu, which is brought up by the ESC key. I want the room to be a sorta platfrom-game style, where the char is moved with the arrows (walk left and right, crounc (maybe), jump) and shoot or punch or kick or something with CTRL, change weapon with some keys like Z and X, change inventory item the same way, with A and S for ex, and use inv with ENTER of something like that... Is this possible without wrinting several dozen lines of code and if-conditions nested and involving all the rep_ex, on_key_press and that sort of things? Sorry for the messy explanation and the typing mistakes...
#3497
Ok... thanks again... I fixed those things (or at least tried) and added that other profile image I have drawn...
#3498
THX, dudes.... The outlines is in my to-do list...  :P

----- EDIT -----

A vertical line..?

----- EDIT -----

Oh that.... gotta add to my list...

----- EDIT -----

Ok... fixed... or is it?
#3499
I suggest you create a new directory in the sprite editor, like if your char is called "Mike", make a dir called "Mike" (To make sure you know where to look for the chars sprites...) and import all the sprites for your char in that dir. Then go to the views pane and create a new view. Like in the player chars views, set the sprites to the loops to make the animations on walking. then go to the characters pane and set the chars normal view to the view's number you just created....  :P
#3500
Ok... I re-wrote this post... Below is the main character and his idle anim. (Delay is 1 sec...).



The Secon version of the walking down anim:

There seems to be a problem with it... I'll upload it elsewhere...

Another arts:
The first boss

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http://www.freewebs.com/tk_ags/index.htm

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