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Messages - Nixxon

#421
well atleast you could tell it was a bird :P
'how gratifying'  ;)
#422
I designed this logo for a couple of friends in a band, took around 1 1/2 hours all up. Tell us what you think  :P

#423
Dang sorry about that... i musta been stonned and/or sleep deprived.
Ice Caverns were part of the whole mountain atmosphere... i dunno.... I'll be over here now.
#424
do the StartCutscene and EndCutscene functions go in the global or in the room script?

EDIT -
S'all good, I dunno if this is right but it seems to work

StartCutscene(4);

PlayMusic(1);
SetObjectView(2,23);
AnimateObject(2,0,2,1);
SetObjectView(3,24);
AnimateObject(3,0,2,1);
Wait(200);
ObjectOff(0);
ObjectOn(1);
SetObjectView(1,22);
AnimateObject(1,0,5,0);
while (IsObjectAnimating(1)==1) Wait(1);
EndCutscene();
NewRoom(9);

Thanks again :D :D
#425
Howdy  :)
I want to be able to skip my intro when i press escape... however i can't since my intro consists of the cursor being in wait mode for the entire duration... how can i get around this? heres the code -

if (IsKeyPressed(27) == 1)
NewRoom(7);
PlayMusic(1);
SetObjectView(2,23);
AnimateObject(2,0,2,1);
SetObjectView(3,24);
AnimateObject(3,0,2,1);
Wait(200);
ObjectOff(0);
ObjectOn(1);
SetObjectView(1,22);
AnimateObject(1,0,5,0);
while (IsObjectAnimating(1)) {
Wait(1);
}
NewRoom(9);

Thanks a lot, greatly appreciated  8)
#426
KQ5 made such good use of theming -
Desert, Town, Swamp, Mountains, Desert Island, Evil Castle Thingo, Did i miss anything?



U know you love it!
even if Cedric was a tad homo (not that there's anything wrong with that)
#427
Thankies :P
just a few more anims, this and that... should be ready in a little over a week, I'll re-post in this thread so look out :D
#428
Thanks people,
I often avoid using wait, sinse my comp is a mediocre chunk of shyte Wait(40) which is equal to 1 second can often be around 6 seconds, hard to keep things in sync. Anyways ill try the code, Cheers ;)

- Yup all workies :D thanks again
#429
Thanks guys :D, I tried to immitate DOTT style as close as possible
#430
Greetings :D
Simply put, how would i script a new room to load once my object has finished it's animation view/loop?

heres the object and animation in question -
SetObjectView(1,22);
AnimateObject(1,0,3,0);

thanks :D

EDIT -
Tried this to no avail
while (IsObjectAnimating(1)==0) NewRoom(9);
#431
tada! Duke Stalker (project name star whores - the next penetration).
A short teaser will be available in meer 'Eons' but untill then... gander at some screenies. Hype never hurt anyone? right?....RIGHT?








Full game shall feature -
dozens of cartoony 320x200 BG's
Roughly 20+ characters
A story (boo yeah)
Bunch of Funked up Music

Soon to be released Teaser shall feature -
About 4.5% of the shit above ;)

BTW - screenies above are still under construction so to speak... in any case, i don't wanna spoil too much do I? ok yes.... yes i do.... shhh
#432
Why does no one like KQ5?
Everyones fav is KQ6, i found it a tad poofy... maybe it was alex's scarf?
#433
Great, thankie Muchie
#434
greetings :D
I'm thinking of recreating a scene from KQ3 and just wondering if someone could quickly post a couple of KQ3 screenies for me, I'm using XP and as we all know it's about as responcive as a dead terd concearning DOS apps/games and I'm unable to print screen.
I've also googled it, to no avail.
Thanks, would be very much appreciated ;)
(the screenie i have in mind is the jagged hill below mannan's house)
#435
Critics' Lounge / Re:Colored Cartoons
Fri 13/06/2003 01:42:30
Quote from: Bob the Hun on Thu 12/06/2003 21:43:19
:o
Now I know that my artwork is crap..

I could have told you that...
j/k ;)
#436
Critics' Lounge / Re:Colored Cartoons
Thu 12/06/2003 10:35:17
utterly proffesional, however would it be remotely plausible to make a game with such detail/style?
Keeping animations in mind here... would you need to simplify a tad?
#437
Critics' Lounge / Re:3D is Nifty
Thu 12/06/2003 10:30:20
make a 3D boobie... now
#438
A good idea is to base your character sprites on the template roger char walking animation.
Import all the roger sprites into your paint prog then begin to model your char over them... or above/below them etc. basically use it as a guide... I do anyway.
#439
nope all standard cursor mode boxes are checked  :-\

GUI2 is my lucas style main GUI

EDIT - I think it stopped working apon pasting some of gilberts code into my global... i prob left somthing out.
i still can't see any flaws however   :-\

I could always start a new game and copy the default template mouse function code into mine... really don't know. BTW the cursors are definately working... since i can select them on my GUI2... just can't right click cycle.

EDIT - YAY WORKED... here's the code i copied from a new game and pasted into my global.

 }
 else if (button==LEFT) {
   ProcessClick(mouse.x, mouse.y, GetCursorMode() );
 }
 else {   // right-click, so cycle cursor
   SetNextCursorMode();
 }

looks the same to me, but meh.. worked, maybe i was missing a bracet etc.?

Anyway s'all working, thanks a lot :D
very much appreciated :) :) :)
#440
Cheers, I'd prefer to use somthing as simple as disabling the wait cursor... since it's only really one room i want to disable the other cursors... I 'THINK' it works now... can't really tell since none of my rooms will let me cycle right click now... very distressing. ill paste both my room scripts and my global mouse function thingie :P
thanks a lot.

the menu screen -

 // script for room: Player enters screen (before fadein)
GUIOff(2);
DisableCursorMode(MODE_WALK);
DisableCursorMode(MODE_USE);
DisableCursorMode(MODE_TALK);
DisableCursorMode(MODE_LOOK);
DisableCursorMode(7); // Disable Wait mode
SetCursorMode(6);


first playable room (cycle not working) -

 // script for room: Player enters screen (before fadein)
  EnableCursorMode(MODE_WALK);
EnableCursorMode(MODE_USE);
EnableCursorMode(MODE_LOOK);
EnableCursorMode(MODE_TALK);
EnableCursorMode(7);
GUIOn(2);
   SetObjectView(2,11);
   AnimateObject(2,0,2,1);
    SetObjectView(4,12);
AnimateObject(4,0,2,1);
SetObjectTransparency(2,20);
SetObjectView(5,14);
AnimateObject(5,0,4,1);
SetObjectTransparency(5,90);
SetObjectView(6,15);
AnimateObject(6,0,4,1);
SetObjectView(7,16);
AnimateObject(7,0,7,1);
SetObjectTransparency(8,40);
SetObjectView(9,19);
AnimateObject(9,0,5,1);

Mouse Function Script -


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)
if (IsGUIOn(6) && button==LEFT) GUIOff(6);
if (IsGUIOn(7) && button==LEFT) GUIOff(7);

}
else if (button==LEFT) {
ProcessClick(mouse.x, mouse.y, GetCursorMode() );
}
else { // right-click, so cycle cursor
SetNextCursorMode();
}




Sorry about all the code :( as i said im happy to use disable wait... but my main concearn now is to be able to cycle cursors again.
Thanks, means a lot :D
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