Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Melissa

#1
Quote from: Khris on Mon 01/04/2013 19:30:03
Did you put the line "bool down;" above the repeatedly_execute function?

Code: ags
bool down;

function repeatedly_execute() {

  if (IsKeyPressed(32)) {
    if (!down) {
      down=true;
      // do stuff
    }
  }
  else down=false;
}

Ups! :shocked:

Thank you again Khris!
#2
I know that someone has already posted this question:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=32121.msg414514

But I couldn't implement khris' code, the process keeps repeating itself when I keep the key pressed

Code: ags
bool down;

//rep_ex

  if (IsKeyPressed(32)) {
    if (!down) {
      down=true;
      // do stuff
    }
  }
  else down=false;


Thank you for helping me :wink:
#3
If I change to 256 colors Would I need to import again my 32 bits sprites?
I mean... Are those 32 bits sprites transformend into 256 automaticaly or i have to do it manually?

I figured out by myself
The color loss if very significant and it forces me to redraw all the backgrounds

I'll just wait for someone to make that glorious plugin
Thank you Khris anyway!
#4
Hi AGS community!
This is my very first post although I've been spending some time in making my debut game...
So that's why I've come across this problem:
I would like to have different color filters that could be changed in-game... As if I were changing the gamma settings...
The .TintScreen function is not what I need because it just adds a one color transparent screen
When I say "Color filter" I am referring to sepia or black and white filters...
Is it possible?
Or I'm in a dead end?

Thank you for visiting my post! ;)
SMF spam blocked by CleanTalk