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Messages - Phemar

#1961
Critics' Lounge / Re: CJ's Home
Tue 08/06/2004 19:18:04

Very nice...Just covert to a gif so I can see properly...

Maybe add some "C++ 4Ever!" and "4pp13 nn4( r00135!" type posters on the wall.

Maybe he can sleep on a pile of straw...
#1962

Hey thanks R2!

Mods you can delete this topic if you want...
#1963

Wow, sweet graphics, I hope you finish this...
#1964

Call him Dirk...Dirk Gently, as in Dirk Gentlys holistic detective agency...By Douglas Adams...I love that book...

Anyway...nice sprite BTW. IMO I would go with loomys edit...that looks cool...
#1965
I'm sorry for bugging you, but why won't this work, and how do I geta string to display properly?
string inventory;

function repeatedly_execute () {
  if (GetCursorMode()==4) {
    GetInvName (player.activeinv, inventory);
    SetLabelText (MAINGUI, 13, "Use %s with @OVERHOTSPOT@", inventory);
    }


All it says is invalid parameters for SetLabelText. All I want to do is get it to display the current inventory by the %s?
#1966

Well dithering basically means gradient in a weird crazed world...something like that...
#1967
Critics' Lounge / Re: Story concept
Mon 07/06/2004 05:35:03

@#%$@%!!!!!!

I was just starting on a game with sorta the same storyline...

#^#%$%!!!!!!!
#1968

So, current Beta-da-testers are:

- Dart
- Darth Mandarb
- Hotspot
- BerserkerTails

Have fun Guys! (and gals!)
#1969

For number one i would go:

//top of global script

int currenthp;
int totalhp=100;

function repeatedly_execute() {
//now split your current label in quarters, making four labels. Leave two blank, 
//Label the other "Hp:", and other "/"
//Postion it like this: "HP:" " " "/" " "
SetLabelText (YOUHP, 2, currenthp);
SetLabelText (YOUHP, 4, totalhp);


//now use this to increase health:
currenthp=currenthp+5;
//or to deduct:
currenthp=currenthp-5;
if (currenthp<0) {
  Display ("Hehe...you are now pushing up the daisies...");
  RestartGame ();
  }
//That should be it...
[/pre]
#1970
Critics' Lounge / Re: miki muster stile
Sun 06/06/2004 11:22:25

Those look like originals...I've never heard of this comic before...The second one is scaled funny...
#1971

Looks brilliant...but add some aquatic life..., seaweed etc...
#1972

Beta testers...anyone who wants to beta test, reply here between now and tomorrow...

Don't worry, you will get mentioned in the credits...
#1973

Cool, yeah...I'm in Southern hemisphere, so summers not until long...

Hurry up and finish your game, now!
#1974

Those characters are so cool! I love the stylishness you've used to create the hands...

The only thing I really don't like is the 2nd guys moustache, (or is it a mouth?)

But other than that, they're cool!
#1975

Yes, neither me...I think there should have been more topics. It should be locked to start new topics, but free to reply...
#1976
Critics' Lounge / Re: My first bg..
Sat 05/06/2004 19:58:27
Quote from: Opo Terser on Sat 05/06/2004 18:22:48
yeah sorry about redoing it, i know i kinda went overboard but i was just having a good time you can get ideas from it mainly

yeah i'll try to stick to just paint overs, but i was also trying to show some composition ideas too

No you did not go overboard...you were just fine, and don't give me that crap..Now go to your room mister...

But lets get back on topic...
#1977

InCretin ;D : Well how do you propose I really do it?
Both walls are absolutely necessary for the game...

Damien: Yeah, you're right. What that actually is is a cliff...should I still reverse the gradient?
#1978

On your first the tree on the right looks awesome...
#1979
Here's an update:




I think the water is cool. Now my main problem lies in the building...You see my nature-beegees look so stylish...but my manmade objects are so...bland. Help anyone?
#1980
Critics' Lounge / Re: My first bg..
Sat 05/06/2004 10:31:05
Quote from: Hotspot on Sat 05/06/2004 09:35:31
if you dont mind me saying, waht was the point in that paint over???

Who cares? It looks 10x better than any of the other paintovers, and if it were human I'd marry it, irrelevant of it's sex...
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