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Messages - Moox

#141
Rule 3 zooty  ;)
I dont see anything wrong with this thread in my oppinion, its harmless like unlike those "LETS REVOLT" threads last week.

Paint is only limited by the user. You could get around missing layers, just Paint the seperate layers, save them individually, and copy/paste. You could do manual anti-aliasing, just about everything. It takes time tho, thats why people prefer other programs, its faster to do complex things.
#142
Critics' Lounge / Re: ISO HELP!!!
Fri 24/12/2004 00:49:43
Iso is 30 degrees. That char doesnt look iso. You would probably only see the hair and nose. Try going to zoggles site for some great tuts.
#143
General Discussion / Re: Template
Wed 22/12/2004 16:49:14
Its kinda like posted in critics lounge...
#144
General Discussion / Addicting Game I Found
Mon 20/12/2004 15:09:24
http://www.2flashgames.com/viewlink.php?url=http://www.isketch.net/isketch.shtml&id=1047

Its called I-Sketch. It has a huge player number. Its like pictionary with 10 people. It uses a whiteboard chat and it gives you a word to draw. The person that guesses it gets points. Try it out.
#145
Your Matchew !
#146
Your illogical rants humour me...
#147
Brilliant darth, are you going to use the same wall collapse when you enter for the bgs?
#148
I dont know where you shop, but I always see adventures. This looks intresting tho, I might give the site a look.
#149
RTFM  :P

Its called text parser, its in the manuel, demo game, and in several templates.
#150
General Discussion / Re: On my way outta here!
Tue 14/12/2004 21:31:02
Its kind of funny, I was just thinking of your game. Glad to see your on your way home to the states. Bring back any souveniers?
#151
I didnt even know that number two existed, as you stated that there is an easy work around there isnt use for it. Number one doesnt affect me so whatever you pick I am cool with.
#152
I get an error that says unexpected if on the line following the
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE

Well here is the global script
Code: ags
// main global script file
string text;
 
int index;
 

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
  // ** DEFAULT INVENTORY WINDOW
  InventoryScreen();
/*  
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY);  
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
*/
}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
  
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) {
    ProcessClick(mouse.x, mouse.y, GetCursorMode() );
  }
  else {   // right-click, so cycle cursor
    SetNextCursorMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  if (interface == ICONBAR) {
    SetCursorMode(6);
    if (button == 4) {  // show inventory
      SetCursorMode (MODE_USE);
      GUIOn(1);
    }
    else if (button == 7)    // save game
      GUIOn(4);
    else if (button == 5)   // load game
      GUIOn(3);
    else if (button == 6)   // quit
      GUIOn(2);
    else if (button == 3)   // interact
      SetCursorMode(2);
    else if (button == 1)   // look
      SetCursorMode(1);
    else if (button == 2)   // walk
      SetCursorMode(0);
    else if (button == 0)   // talk
      SetCursorMode(3);
  }  // end if interface ICONBAR

  if (interface == INVENTORY) {
    // They clicked a button on the Inventory GUI
    
    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (MODE_USE);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }
    
    if (button == 2) {
      // They pressed LOOK, so switch to that mode
      SetActiveInventory(-1);
      SetCursorMode(MODE_LOOK);  
    }
    if (button == 3) {
      // They pressed the OK button, close the GUI
      GUIOff (INVENTORY);
      SetDefaultCursor();
    }

    if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
    }
    if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
    }
  }
  if (interface == QUIT) {
    if (button == 0) {  // no
      GUIOff(2);
     }
    if (button == 1) {  // yes
      QuitGame(0);
      }
    }
  
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE
if (interface==3) {
 // if Restore interface
 if (button==0) {
 // if cancel is pressed
 InterfaceOff(3);
 // Close interface 
 else { index=ListBoxGetSelected(3,1);
 // else get the selected game
 RestoreGameSlot(savegameindex[index]);}
 // restore the game
 }
}
 if (interface==4) {
 // if save interface
 if (button==1) {
 // if enter is pressed  
 index=ListBoxGetNumItems(4,0);
 // Count saved games  
 if (index<20) {
 // if less than 20
 GetTextBoxText(4,2,text);
 // Get the typed text
 InterfaceOff(4);
 // Close interface
 SaveGameSlot(index+1,text); }
 // Save game (text as description)
else {
 // if saved games are 20
 index=ListBoxGetSelected(4,0);
 // Get the selected save game
 GetTextBoxText(4,2,text);
 // Get the typed text 
 InterfaceOff(4);
 // Close the interface
 SaveGameSlot(savegameindex[index],text); }
 // Overwrite the selected game
 }
 if (button==3) { 
InterfaceOff(1);
 // if cancel is pressed close interface
}
#153
Yahtzee will never quit making games... He mentioned a new "days" game in the 9 days thread.
#154
Critics' Lounge / Re: Character Walk-Cycle C&C
Mon 13/12/2004 01:20:05
Its better, but staring at it for a while makes the twitch show again. I dont think anyones going to be staring at a side view walk long enough in game for it to be noticable.
#155
This forum is for the development of games using ags, hints was most likely an afterthought.
#156
Look at the post counts of all above you.
#157
For some reason everyone that posts here dissapears...
#158
General Discussion / Re: More Guest Rights!
Thu 09/12/2004 04:51:09
Its almost been a year since I joined and I still remember that test. Its not that hard, its just common sence. If you do onot want to give out your email etc.... Just set up a gmail account or something like hotmail. Its free.
#159
General Discussion / Re: Doubts about my gift.
Wed 08/12/2004 22:29:44
I had that same card before I went to geforce. Its ok , I ran Call of Duty at max settings and UT2004 at min.
#160
It could be anti-aliasing, with what program did you draw the character?
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