I hate 48% of AGS users.
I love 52% of AGS users.
I love 52% of AGS users.
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Show posts MenuQuote from: stuh505 on Wed 05/05/2004 00:49:38
i cant think of any benefit to having it go digital.
Ã, if (GetObjectGraphic(OBJECT_TORCH2) == 200)
Ã, {
Ã, Ã, SetObjectGraphic(OBJECT_TORCH2, 201);
Ã, }
Ã, else
Ã, {
Ã, Ã, SetObjectGraphic(OBJECT_TORCH2, 200);
Ã, }
void
EffectsUpdate()
{
Ã, Ã, Ã, BITMAP *bmp = engine->GetSpriteGraphic(gSpriteToBurn);
Ã, Ã, Ã, if (bmp)
Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, long w, h, d;
Ã, Ã, Ã, Ã, Ã, engine->GetBitmapDimensions(bmp, &w, &h, &d);
Ã, Ã, Ã, Ã, Ã, int p = w*h*gFireSide;
Ã, Ã, Ã, Ã, Ã, int q = w*h*(1-gFireSide);
Ã, Ã, Ã, Ã, Ã, // now write to the sprite
Ã, Ã, Ã, Ã, Ã, switch (d)
Ã, Ã, Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, case 16:
Ã, Ã, Ã, Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, unsigned short **a = (unsigned short **) engine->GetRawBitmapSurface(bmp);
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, for (int y = 0; y < h; ++y)
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, int yy = q + w*y;
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, for (int x = 0; x < w; ++x)
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // should use a lookup table
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, int t = gFireArray[yy + x];
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, if (t < 64)
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // purple - transparent
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, a[y][x] = 0xF81F;
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, }
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, else if (t < 64+128)
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // red - yellow
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, a[y][x] = 0xF800 + 16*(t-64);
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, }
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, else
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, {
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, // yellow - white
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, a[y][x] = 0xFFE0 + (t-192)/2;
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, }
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, }
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, }
Ã, Ã, Ã, Ã, Ã, Ã, Ã, Ã, engine->ReleaseBitmapSurface(bmp);
Ã, Ã, Ã, Ã, Ã, Ã, }
Ã, Ã, Ã, Ã, Ã, Ã, break;
Ã, Ã, Ã, Ã, Ã, }
Ã, Ã, Ã, }
}
Quote from: MrColossal on Tue 04/05/2004 00:17:46
there's my game that I've been working on for a long... long time...
...
I hear tell it'll even be done some day!
Quote from: Davis on Tue 04/05/2004 01:23:37
When you're working on your subsequent games, they'll probably come to you faster. Practice makes perfect.
Quote from: Vel on Tue 04/05/2004 09:24:59
Chris, although the first one had its problems, mainly with puzzle design, I am sure that the creators will get rid of them in the second one.
function on_key_press(int keycode) {
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