Try rebuilding the VOX file(s), go to Game -> Rebuild VOX files.
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Show posts MenuQuote from: Makeout Patrol on Mon 21/07/2008 01:36:11
I Have No Mouth and I Must Scream went this route, and it was an improvement, though still not optimal in my opinion. If you're doing this, I'd advise you to implement more than one binding for each mode - maybe the you / w / l / i keys for people that are used to that, as well as 1, 2, 3, and 4, so that I can just switch with one hand and without needing to look at the keyboard.
Quote from: Makeout Patrol on Sun 20/07/2008 19:51:07
I actually hate both the LucasArts-style interface and the late Sierra-style interface, because they both force you either to take ages cycling through cursors...
Quote from: Vince Twelve on Sat 19/07/2008 01:13:39In general, you want the hotspot to be clearly pointed out and usually in the upper left hand corner of the cursor. This is familiar and comfortable to computer users and is usually what I try first in the absence of a clearly defined hotspot.
Quote from: Vince Twelve on Sat 19/07/2008 01:13:39
And always, always have an arrow or some pointy thing helping to show you the exact pixel. This goes double for inventory items.
Quote from: SergioCornaga on Wed 09/07/2008 14:45:50
Already have it, thanks ! Good to hear there's a sound mixer too.
Interesting choice of musicians too. Matt Gray I know, Reyn Ouwehand I know (I love his live Green Beret remixes) but the other two are totally new to me. I'm listening to both of them now and they both seem fairly fantastic despite having small bodies of work. Well, compared to someone like DRAX at least.
Quote from: SergioCornaga on Tue 08/07/2008 16:28:22
I love that this game is using C64 tunes and I hope you'll include a sound mixer so I can lower the volume of sound effects- they were a little too loud for me to hear the music. Who is the musician/musicians?
Quote from: Gilbot V7000a on Fri 04/07/2008 02:11:13
On an unrelated note, you can actually simplify the if-else-if codes a bit:
Quote from: Gilbot V7000a on Fri 04/07/2008 02:11:13
My guess is, the following line somehow got executed continuously:
if (IsChannelPlaying(3)==false) PlaySoundEx(371, 3);
So the effect got restarted every game loop (I don't know whether playing a new effect will reset the channel volume though, hopefully not).
if (runtractorinbackground == true) {
if (cChar3.Moving == false) {
if (cChar3.x==169 && cChar3.y==133) { //moving up
cChar3.Walk(169, 91, eNoBlock, eWalkableAreas);
oHarvester.Animate(3, 2,eRepeat,eNoBlock,eForwards); // object connected to tractor, following cChar3
oHarvester.StopMoving();
oHarvester.SetPosition(169-35, 133);
oHarvester.Move(169-20,91, 1,eNoBlock,eAnywhere);
}
else if (cChar3.x==169 && cChar3.y==91) { //moving right
cChar3.Walk(280, 91, eNoBlock, eWalkableAreas);
oHarvester.Animate(2, 2,eRepeat,eNoBlock,eForwards);
oHarvester.StopMoving();
oHarvester.SetPosition(169-45, 88);
oHarvester.Move(280,88, 1,eNoBlock,eWalkableAreas);
}
else if (cChar3.x==280 && cChar3.y==91) { //moving down
cChar3.Walk(280, 133, eNoBlock, eWalkableAreas);
oHarvester.Animate(0, 2,eRepeat,eNoBlock,eForwards);
oHarvester.StopMoving();
oHarvester.SetPosition(280-20, 91-10);
oHarvester.Move(280-35,133, 1,eNoBlock,eWalkableAreas);
}
else if (cChar3.x==280 && cChar3.y==133) { //moving left
cChar3.Walk(169, 133, eNoBlock, eWalkableAreas);
oHarvester.Animate(1, 2,eRepeat,eNoBlock,eForwards);
oHarvester.StopMoving();
oHarvester.SetPosition(280+30, 133);
oHarvester.Move(169,133,1,eNoBlock,eWalkableAreas);
}
}
}
Quote from: KhrisMUC on Fri 04/07/2008 00:47:05
The room's rep_ex isn't run during a blocking event.
Try moving the code to rep_ex_always.
The stuttering might be caused by the sound being played every 40th of a second due to IsChannelPlaying not returning true quick enough after PlaySound is called.
// scale sound
if (tractordriving == true && IsGUIOn(OPTIONS)==false) {
if (IsChannelPlaying(3)==false) PlaySoundEx(371, 3);
//adjust volume according to scaling
if (cChar3.y < 95) SetChannelVolume(3, 30);
else if (cChar3.y >= 95 && cChar3.y < 110) SetChannelVolume(3, 50);
else if (cChar3.y >= 110 && cChar3.y < 125) SetChannelVolume(3, 70);
else if (cChar3.y >= 125 && cChar3.y < 140) SetChannelVolume(3, 100);
else SetChannelVolume(3, 140); // character has an equal to / larger y-coordinate than 140
}
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