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Messages - Kumpel

#1221
The Rumpus Room / Re: The Points Game
Thu 21/01/2016 17:56:37
^ > <
#1222
The Rumpus Room / Re: The Points Game
Thu 21/01/2016 16:46:28
WHAT? The WWWWWWWWWWW clearly gets 2 points each?! (26pt.?) :P
#1223
Spoiler
Nope... Thats a tricky dead end. you have to do it before you build the bot :=
[close]
#1224
Are you kidding? Now you made it even worse because you nailed this topic! 8-0 8-0 8-0
If I could "rush" like you, what a happy person would I be...

I always wanted to see what indys iceland trip could have been, if the player had more to explore. I mean there gotta be some outpost of atlantis in that cave, right? ^^
#1225
The Rumpus Room / Re: The Points Game
Thu 21/01/2016 13:36:56
Or does it have to do with the ^ shapes in the letters? but then the x and k should get 2 points like the w does (which should even get 3 points ^^) and the z should generally get points (2 I'd guess...) :-\
#1226
The Rumpus Room / Re: The Points Game
Thu 21/01/2016 13:33:54
Solution: One point for each letter k, v, x , y and 2 points for the letter w (cause it's two v's...?) occuring in the post or the name of the poster. ???
#1227
Spoiler
You gotta crack the locker! :D
[close]
How:
Spoiler
Switch on your audio for that
[close]
#1228
The Rumpus Room / Re: The Points Game
Tue 19/01/2016 23:50:31
z
#1229
The Rumpus Room / Re: The Points Game
Tue 19/01/2016 23:49:35
x
#1230
The Rumpus Room / Re: The Points Game
Tue 19/01/2016 23:49:04
.
#1231
The Rumpus Room / Re: The Points Game
Tue 19/01/2016 20:10:31
y
#1232
Guys, so nobody has an idea? Do you miss any more information to help me? :X
#1233
The Rumpus Room / Re: The Points Game
Tue 19/01/2016 00:25:30
V
#1234
After months of flawlessness I suddenly have a strange problem with this module which forces the player character to stop moving when BgSpeech is happening on screen.

Even a clean new project (Downloadable here) with only the demo room, the imported BgSpeech module and this added code:

Code: ags
function room_FirstLoad()
{
BgSpeech.Add(cChar1,"Test",eBgSpeech_NotAnimating);
BgSpeech.Pause(30);
BgSpeech.Start(eBgSpeech_Loop);
}


has the same problem for me, stopping the player's movements everytime the Test speech is shown on screen...

What do I miss? Isn't that module non blocking in every way? Why does it suddenly makes the player stop moving?

update:

while testing what causes this, I just noticed that the module now behaves like this:

After starting the module with BgSpeech.Start(...);
Using the indexed BgSpeech.Pause(...) causes the player character to stop moving when the pause starts.
Using BgSpeech.Add("...") only and non_looped causes the player character to stop moving only when the BgSpeech text disappears(?)
These codes block everything regarding the player character: Speech animation, walk animation, idle view. Even a blocking command like player.Walk(x,y,eBlock) is being stopped by it and is not continued when it's done with its hellish influence?!
#1235
The Rumpus Room / Re: Name the Game
Mon 18/01/2016 10:29:36
Yeah. You know it is :-) go on!
#1236
The Rumpus Room / Re: The Points Game
Mon 18/01/2016 02:42:28
w
#1237
Afaik there is no way to directly manipulate the background frame outside of a room script.

But you could set an global int variable f.e. "SetBG" and change its value in global script (or anywhere else) and let the game set it always with "SetBackgroundFrame(SetBG); in every room's repeatedly_execute_always function thus setting the background frame in real time.


:-[
#1238
After months of flawlessness I suddenly have a strange problem with the BgSpeech module which forces the playercharacter to stop moving when BgSpeech is happening on screen. Maybe anyone of you guys knows what the reason could be?

Even a clean new project (Downloadable here) with only the demo room, the imported BgSpeech module and this added code:

Code: ags
function room_FirstLoad()
{
BgSpeech.Add(cChar1,"Test",eBgSpeech_NotAnimating);
BgSpeech.Pause(30);
BgSpeech.Start(eBgSpeech_Loop);
}


has the same problem for me, stopping the player's movements everytime the Test speech is shown on screen...

What do I miss? Isn't that module non blocking in every way? Why does it suddenly makes the player stop moving?

update:

while testing what causes this, I just noticed that the module now behaves like this:

After starting the module with BgSpeech.Start(...);
Using the indexed BgSpeech.Pause(...) causes the player character to stop moving when the pause starts.
Using BgSpeech.Add("...") only and non_looped causes the player character to stop moving only when the BgSpeech text disappears(?)
These codes block everything regarding the player character: Speech animation, walk animation, idle view. Even a blocking command like player.Walk(x,y,eBlock) is being stopped by it and is not continued when it's done with its hellish influence?!

There must be dark magic at play here, right? :shocked: 8-0 :confused: ???

(I knew i shouldn't have watched that creepy movie "Unfriend/friend request" about a hacker witch...)
#1239
The Rumpus Room / Re: The Points Game
Wed 13/01/2016 22:54:16
a j l w x y z
#1240
The Rumpus Room / Re: The Points Game
Wed 13/01/2016 15:44:41
s tt uuu vvv wwww xxxxx yyyyyy zzzzzzz :=
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