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Messages - Moox

#62
I agree with zynds edit, the female chin line is more angular then that flat one you gave her. Maybe a shorter neck too?
#63
Marked improvement, looks good.
#64
Everything is working great now, thanks for all the help Ashen. One last question, how do I make it so if the player hits enter when in the save game text box it saves?
I know enter is number 13. I just dont know how to script it anymore, I remember there was an old command to find out if the key was pressed, im pretty sure IsKeyPressed (13); wont work though.
#65
Still no luck
Code: ags
// main global script file

#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() {
  lboxLoad.FillSaveGameList();
  lboxSave.FillSaveGameList();
  // 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
  gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);

}

#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(MouseButton 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 == eMouseLeft) {
    ProcessClick(mouse.x, mouse.y, mouse.Mode );
  }
  else {   // right-click, so cycle cursor
    mouse.SelectNextMode();
  }
}
#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) {
  // This function is obsolete, from 2.62 and earlier versions.
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart btnInvUp_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvUp_Click(GUIControl *control, MouseButton button) {
  invCustomInv.ScrollUp();
}
#sectionend btnInvUp_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvDown_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvDown_Click(GUIControl *control, MouseButton button) {
  invCustomInv.ScrollDown();
}
#sectionend btnInvDown_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvOK_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvOK_Click(GUIControl *control, MouseButton button) {
  
	// They pressed the OK button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
#sectionend btnInvOK_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvExit_Click(GUIControl *control, MouseButton button) {
  
	// They pressed the exit button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
#sectionend btnInvExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvSelect_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvSelect_Click(GUIControl *control, MouseButton button) {
  
	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnInvSelect_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconInv_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconInv_Click(GUIControl *control, MouseButton button) {
  
  show_inventory_window();
}
#sectionend btnIconInv_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconCurInv_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
  
  if (player.ActiveInventory != null)
    mouse.Mode = eModeUseinv;
}
#sectionend btnIconCurInv_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconSave_Click(GUIControl *control, MouseButton button) {
  
  gSave.Visible = true;
  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconSave_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconLoad_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconLoad_Click(GUIControl *control, MouseButton button) {
  
  gLoad.Visible = true;
  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconLoad_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconExit_Click(GUIControl *control, MouseButton button) {
  
  gQuit.Visible = true;
  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconAbout_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconAbout_Click(GUIControl *control, MouseButton button) {
  
  gMenu.Visible = true;
  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconAbout_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnQuitYes_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnQuitYes_Click(GUIControl *control, MouseButton button) {
  QuitGame(0);
}
#sectionend btnQuitYes_Click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart btnQuitNo_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnQuitNo_Click(GUIControl *control, MouseButton button) {
  gQuit.Visible = false;  
}
#sectionend btnQuitNo_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnMenuExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnMenuExit_Click(GUIControl *control, MouseButton button) {
  gMenu.Visible = false;
}
#sectionend btnMenuExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnLoadExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnLoadExit_Click(GUIControl *control, MouseButton button) {
  gLoad.Visible = false;
}
#sectionend btnLoadExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnSaveExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveExit_Click(GUIControl *control, MouseButton button) {
  gSave.Visible = false;
}
#sectionend btnSaveExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart sldVolume_Change  // DO NOT EDIT OR REMOVE THIS LINE
function sldVolume_Change(GUIControl *control) {
  sldVolume.Max = 100;
  sldVolume.Min = 0;
  SetMusicMasterVolume(sldVolume.Value);
}
#sectionend sldVolume_Change  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart sldSpeed_Change  // DO NOT EDIT OR REMOVE THIS LINE
function sldSpeed_Change(GUIControl *control) {
  sldSpeed.Max = 200;
  sldSpeed.Min = 40;
  SetGameSpeed(sldSpeed.Value);
 
}
#sectionend sldSpeed_Change  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart lboxLoad_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE
function lboxLoad_SelectionChanged(GUIControl *control) {
int LoadGame = lboxLoad.SelectedIndex;
Wait(5);
RestoreGameSlot(savegameindex[LoadGame]);
}
#sectionend lboxLoad_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnSaveOk_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveOk_Click(GUIControl *control, MouseButton button) {
  int index = lboxSave.ItemCount;
  if (index < 4) {
    String text = tboxSave.Text;
    SaveGameSlot(index+1, text);
    gSave.Visible = false;
  }
else {
    String text = tboxSave.Text;
    int SaveGame = lboxSave.SelectedIndex;
    if (SaveGame == -1) DisplayAtY (20, "Capacity reached, Select a slot to overwrite.");
   else {
     SaveGameSlot(savegameindex[SaveGame], text);
     Wait(5);
     gSave.Visible = false;
   }
}
}
#sectionend btnSaveOk_Click  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart lboxSave_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE
function lboxSave_SelectionChanged(GUIControl *control) {
}
#sectionend lboxSave_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart tboxSave_Activate  // DO NOT EDIT OR REMOVE THIS LINE
function tboxSave_Activate(GUIControl *control) {
  
}
#sectionend tboxSave_Activate  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnMenuAGS_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnMenuAGS_Click(GUIControl *control, MouseButton button) {
  Display("Thanks to Chris Jones for creating the AGS engine.");
}
#sectionend btnMenuAGS_Click  // DO NOT EDIT OR REMOVE THIS LINE


Is it because I have the fill list stuff in rep execute?
#66
Alright, I have the load GUI working perfect now, just a few more questions about save
Code: ags

#sectionstart btnSaveOk_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveOk_Click(GUIControl *control, MouseButton button) {
Ã,  int index = lboxSave.ItemCount;
Ã,  if (index < 4) {
Ã,  Ã,  String text = tboxSave.Text;
Ã,  Ã,  SaveGameSlot(index+1, text);
Ã,  Ã,  gSave.Visible = false;
Ã,  }
Ã,  else {
Ã,  Ã,  String text = tboxSave.Text;
Ã,  Ã,  DisplayAtY (20, "Capacity reached, Select a slot to overwrite.");
Ã,  Ã,  int SaveGame = lboxSave.SelectedIndex;
Ã,  Ã,  SaveGameSlot(SaveGame, text);
Ã,  Ã,  Wait(5);
Ã,  Ã,  gSave.Visible = false;
Ã,  }
}
#sectionend btnSaveOk_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

It still seems to overwrite the first slot, when I click one of the list boxes it still highlights the first one. Im so confused, sorry if I'm just over looking something. Also, is there a way to disable the little scroll bars that show up when my listbox is full?

Edit: The highlight in the listbox is only showing up for less then a second in the
load one too come to think of it. All my test saves are from the same room so I cant tell if its only loading the first slot.
Code: ags

#sectionstart lboxLoad_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE
function lboxLoad_SelectionChanged(GUIControl *control) {
int LoadGame = lboxLoad.SelectedIndex;
Wait(5);
RestoreGameSlot(savegameindex[LoadGame]);
}
#sectionend lboxLoad_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE

Does that look correct?
#67
Its been so long. I managed to get the listboxes to display the save games, I also am able to save in slot one so far. My load game is not working right though. I test it but I get a file can not be found message.
Code: ags

#sectionstart lboxLoad_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE
function lboxLoad_SelectionChanged(GUIControl *control) {
int LoadGame = lboxLoad.SelectedIndex;
RestoreGameSlot(LoadGame); 

}
#sectionend lboxLoad_SelectionChanged  // DO NOT EDIT OR REMOVE THIS LINE

Thats what I have in my load GUI, what I want it to do is get the selected save and load it when enter is pressed.
Heres what I have for save so far
Code: ags

#sectionstart btnSaveOk_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveOk_Click(GUIControl *control, MouseButton button) {
  String text = tboxSave.Text;
  SaveGameSlot(1, text);
  gSave.Visible = false;
}
#sectionend btnSaveOk_Click  // DO NOT EDIT OR REMOVE THIS LINE

Im trying to figure out how to script multiple slots still. I want a max of 4. I am confused as to how to create an int for the slot number to save and to check number of slots there already are. Help would be appreciated.
#68
Needs a bit more bob in the shoulder area.
#69
Advanced Technical Forum / Save/restore GUIs
Sun 12/02/2006 05:00:51
The scripting is 100% different now from when I last used ags. I managed to figure out how to code most of the guis I need, but I'm so confused as to how to script the save and restore guids.

Objects I have on the GUIs
For save:
lboxSaveÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  lboxSave_SelectionChanged
tboxSaveÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  tboxSave_Activate
btnSaveOkÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, btnSaveOk_Click
btnSaveExitÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  btnSaveExit_Click

For load:
lboxLoadÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, lboxLoad_SelectionChanged
btnLoadExitÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  btnLoadExit_Click

My scripting
Code: ags

#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
Ã,  // This function is obsolete, from 2.62 and earlier versions.
}
#sectionend interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart btnInvUp_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvUp_Click(GUIControl *control, MouseButton button) {
Ã,  invCustomInv.ScrollUp();
}
#sectionend btnInvUp_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvDown_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvDown_Click(GUIControl *control, MouseButton button) {
Ã,  invCustomInv.ScrollDown();
}
#sectionend btnInvDown_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvOK_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvOK_Click(GUIControl *control, MouseButton button) {
Ã,  
	// They pressed the OK button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
#sectionend btnInvOK_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvExit_Click(GUIControl *control, MouseButton button) {
Ã,  
	// They pressed the exit button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
#sectionend btnInvExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvSelect_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvSelect_Click(GUIControl *control, MouseButton button) {
Ã,  
	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnInvSelect_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconInv_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  show_inventory_window();
}
#sectionend btnIconInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconCurInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  if (player.ActiveInventory != null)
Ã,  Ã,  mouse.Mode = eModeUseinv;
}
#sectionend btnIconCurInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconSave_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconSave_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gSave.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconSave_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconLoad_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconLoad_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gLoad.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconLoad_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconExit_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gQuit.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconAbout_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconAbout_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gMenu.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconAbout_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnQuitYes_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnQuitYes_Click(GUIControl *control, MouseButton button) {
Ã,  QuitGame(0);
}
#sectionend btnQuitYes_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart btnQuitNo_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnQuitNo_Click(GUIControl *control, MouseButton button) {
Ã,  gQuit.Visible = false;Ã,  
}
#sectionend btnQuitNo_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnMenuExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnMenuExit_Click(GUIControl *control, MouseButton button) {
Ã,  gMenu.Visible = false;
}
#sectionend btnMenuExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnLoadExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnLoadExit_Click(GUIControl *control, MouseButton button) {
Ã,  gLoad.Visible = false;
}
#sectionend btnLoadExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnSaveExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveExit_Click(GUIControl *control, MouseButton button) {
Ã,  gSave.Visible = false;
}
#sectionend btnSaveExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart sldVolume_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function sldVolume_Change(GUIControl *control) {
Ã,  sldVolume.Max = 100;
Ã,  sldVolume.Min = 0;
Ã,  SetMusicMasterVolume(sldVolume.Value);
}
#sectionend sldVolume_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart sldSpeed_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function sldSpeed_Change(GUIControl *control) {
Ã,  sldSpeed.Max = 200;
Ã,  sldSpeed.Min = 40;
Ã,  SetGameSpeed(sldSpeed.Value);
 
}
#sectionend sldSpeed_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart lboxLoad_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function lboxLoad_SelectionChanged(GUIControl *control) {
Ã,  
}
#sectionend lboxLoad_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnSaveOk_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveOk_Click(GUIControl *control, MouseButton button) {
Ã,  
}
#sectionend btnSaveOk_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart lboxSave_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function lboxSave_SelectionChanged(GUIControl *control) {
Ã,  
}
#sectionend lboxSave_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart tboxSave_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function tboxSave_Activate(GUIControl *control) {
Ã,  
}
#sectionend tboxSave_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnMenuAGS_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnMenuAGS_Click(GUIControl *control, MouseButton button) {
Ã,  Display("Thanks to Chris Jones for creating the AGS engine");
}
#sectionend btnMenuAGS_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
#70
What ever happened to opo terser and his paint masterpieces?
#71
Critics' Lounge / Re: Wizard's room for c&c
Sun 05/02/2006 22:22:03
Add some forground objects in black, all thats really needed.
#72
I was working on a 1942 engine a while back, lost it all in a reformat though :/ Ill try to get something working again.
#73
Sociopath
You are 71% Rational, 42% Extroverted, 85% Brutal, and 85% Arrogant.
#74
My God Vict0r, I didn't remember you as an E-thug. Seriously, instead of yelling at the kid and trying to prove that your right in 3 posts, just help him.
In my oppinion there is nothing wrong with it, if he wants to go with a style based on oversized textures, no perspective, and lighting psp plugins, more power too him. I did the same thing when I started. Practice makes perfect.
Instead of texturing it all at once Corey make wireframe outlines.That way you can easily try both colored and textured bgs.
#75
Critics' Lounge / Re: Need some help on a car
Mon 23/01/2006 19:35:11
Heres what I have now


It fits quite well actually on the bg when its in animation. Plus this Bg will only be used in an cutscene.
#76
I think the main problem is thehand rails, they come right up to the door, but they are not there to grab.
#77
Critics' Lounge / Re: Need some help on a car
Sun 22/01/2006 15:04:39

Unfinished bg it will go on.
#78
Critics' Lounge / Need some help on a car
Sun 22/01/2006 03:53:42
Long time no see everyone. I was cleaning out my hdd and found my unfinished game and decided to start the project over. I know I was a bit of a flamer back in the day, so try not to think of me as such now.



The car that the archduke and duchess were assassinated in.
http://wedel1.tripod.com/images/Austria/car.jpg
What it is based on, I know the wheels are different.
#79
Critics' Lounge / Re: Help with background
Sun 22/01/2006 03:40:41
It keeps on getting better, walls still look a bit bare though.
#80
Perfect
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