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Messages - R4L

#521
General Discussion / Re: rar files
Tue 27/02/2007 00:40:01
Well theres UltimateZip which deals with RAR too I think, but its kinda old.... and it isn't the best against CRC errors..... but hey, if all else fails.

www.gamehippo.com

Look to the left listbar for UltimateZip.
#522
^^

Why me...

I hope to see some more stunning entries! Keep up the good work!  ;)
#523
General Discussion / Re: Pinball (real and PC)
Mon 26/02/2007 23:23:50
Raggit=

I read alot of gaming magazines  ;D...
#524
gypsy you do know that your well over the color limit right?  ;)
#525
Ah, a2 + b2 = c2...

Looks way different in code!  :D
#526
General Discussion / Re: Pinball (real and PC)
Mon 26/02/2007 10:59:44
There is a program that lets you make your own pinball machines, or play ones already made, but they're extremely realistic, and feature highly detailed 3d.

Its called Future Pinball: Click Here

(I don't meet system requirements, I don't have a Radeon or GeForce. :()
#527
Nice entries so far! Come on people only 2 days left!  :)
#528
I get the logic, and i've implemented that into the script, but it's still taking health off
as soon as I lay the dynamite down. As soon as I drop it, it starts taking health. Would I have to get a certain frame of the animation, then run the code?

EDIT: Thanks you so much Scorpious! I had to add this to get it working:

Code: ags

if(cDummy.Animating == true)
{
Ã,  Ã,  if (cEgo.Room == cDummy.Room) 
Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  cDummy.FollowCharacter(null);

Ã,  Ã,  Ã,  Ã,  if (cDummy.Frame > 6)
Ã,  Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã, Ã,  Ã,  Ã, float dX = IntToFloat( player.x - cDummy.x );
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  float dY = IntToFloat( player.y - cDummy.y );
Ã,  Ã, 
Ã,  Ã, Ã,  Ã,  Ã, Ã,  Ã,  float distance = Maths.Sqrt( dX*dX + dY*dY * (1.0) );
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  
Ã, Ã,  Ã,  Ã, Ã,  Ã,  Ã,  if (distance < 100.0 )
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  int damage = FloatToInt( 10.0 / distance ); // calculate damage (you can try other formulas here)
Ã,  Ã,  Ã,  Ã,  Ã, 
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  health = health - damage; // decrease health
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  }
}


Once again, thank you so much for helping me. It was really bothering me and I wasn't sure of what angle I should look at it from.

EDIT: Also, if you don't mind me asking, how does the distance calculation formula work? Im only in 10th grade (halfway to 11th) and haven't learned any trigonometry yet, so I have no clue how to calculate floats.

edit by scorpiorus to fix code indentation
#529
Oh, now I see.  As for cDummy, hes my invisible lightning fast character who follows the main character around. When you hit D on the keyboard, he stops following and turns into a piece of dynamite. I have this working fine, but would like to add a range to him, so he does damage to others. Sorry for not explaining as much Scorpious.

EDIT: The code that lets me pick up objects works! It works really good too! Couldn't I use the pixel perfect collision detection module to work out damages?

EDIT: The range code is working now too. I just had to export my health int. I forget to do stuff sometimes.  :D

So it's working, but it always takes health off, which is bad right now. Seeing how int distance is a float, can I use int distance to make a check to see if cEgo is far enough, THEN take off health?
#530
Quote from: Scorpiorus on Sun 25/02/2007 02:23:48
Quote from: R4L on Sun 25/02/2007 01:59:50The code I put in repeatedly_execute doesn't work?

Which one? The dynamite code won't compile as I used undeclared playerHealth variable. I assume you should change it to yours which stores character health.

I did that but it won't work. Here is my code:

Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
   
  
  if (IsTimerExpired(2) == true){
    
   RawDrawImage(cDummy.x-14, cDummy.y-18, 62);
    return;
  }
  
    int dynamite = GetGlobalInt(1);
  String temp = String.Format("%d", dynamite);
  GInt.Text = temp;
   
   int health = 100;
  String teemp = String.Format("%d", health);
  GHeal.Text = teemp; 
  
if(cDummy.Animating == true){
        if (cEgo.Room == cDummy.Room)
    {
        cDummy.FollowCharacter(null);
        float dX = IntToFloat( player.x - cDummy.x );
        float dY = IntToFloat( player.y - cDummy.y );
   
        float distance = Maths.Sqrt( dX*dX + dY*dY * (200.0) );
                          
        if (distance == 0.0) distance = 0.001; // just to avoid division by zero
                         
        int damage = FloatToInt( 10000.0 / distance ); // calculate damage (you can try other formulas here)
                         
        health = health - damage; // decrease health
   
    }
}

  else{
    cDummy.Transparency = 100;
  cDummy.FollowCharacter(cEgo, FOLLOW_EXACTLY, 0);
}
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


Quote
Quote2. Im not sure what to put here:
{
    // pick it up
}

Standart object is being picked up routine: :)

Code: ags

// pick it up
object[i].Visible = false;
player.AddInventory( inventory[i] );



See thats the thing, its not really an item. It just adds to health, or dynamite depending on what item you pick up. So I think I need to change this to change the dynamite int (GLOBAL INT 1) and health int (int = health) but I'm not sure where to start.
#531
WOW! Thanks a lot Scorpious! I have two problems though.

1. The code I put in repeatedly_execute doesn't work?  :'(

Im not sure whats wrong.

2. Im not sure what to put here:

Code: ags

    {
        // pick it up
    }


Sorry if I seem to demand. Its just that it's been a long time simce I coded for a long while. It starts to mess with me. :D
#532
Hello! Im working on a small side project (I'm taking time off of HH) and I have a character who can drop dynamite anywhere, and it blows up as planned. This works great, but I want the character to be affected by the blast, so he loses health.

Problem is, I don't know how to script it. I've searched for adding a "range" or dynamic collision to the dynamite character (cDummy) so that there is no collision until it explodes, then it goes away after, but to no avail.

Help is much appreciated! :)

R4L

EDIT: Also, how would I be able to make it so my character can walk into objects to pick them up?

Thanks!
#533
Critics' Lounge / Re: African- c+c
Fri 23/02/2007 06:16:17
Yes, and I couldn't agree more really.  :)

Well haven't really had time to work on it, but i'll be workin on it some time.
#534
Critics' Lounge / Re: African- c+c
Thu 22/02/2007 21:32:59
Wow, nice replies!

Quote from: monkey_05_06 on Thu 22/02/2007 18:44:09
The red magenta in the eyes stands out horrifically. Try using a lower saturation. Other than that I think it looks absolutely wonderful. Except perhaps the bit 06'? You do of course realize it's '07 now and that the apostrophe goes on the left (since that's where you've left something out)...unless it means something else.

Excellent style though. Wish I could draw like this. ;)

Wow I always do that in school too! I always accidently put 06 on my papers. :o
As for the red magenta, I can't see how it stands out. Just looking at the drawing I notice the face more, but I should change the color.

Quote from: thewalrus on Thu 22/02/2007 19:31:57
     Looks cool! What is it for? Just something you whipped up???

Sadly, yes. I wish I could use this style to make my game, but it's like I can't do it. I have these days where I start drawing something and I get something that looks pretty good, but when I draw maybe a room for a game, I always end up erasing alot of things, and at the end nothing looks good.

Quote from: thewalrus on Thu 22/02/2007 19:57:23
     I see what Mr.Buckethead is saying. The color is too gray. The black needs to be a little more vivid.

Could you explain "vivid"? Should it be more darker? Please note that it was supposed to be a little exaggerated. On cartoons you always see africans being presented by a character who is pure black in color, or a character who has dark grey skin. I was trying to achieve a similar style, but with more "real" features that cartoons don't have.

Quote from: TheVintageDemon on Thu 22/02/2007 11:11:54
Great so far, but the eyes need work. And the lips too, because it looks too - I dunno how to put it, but they need to look more real. Try looking in a mirror, and then observe your eyes and lips.

Heh, I dunno if I can make them look real. I'll have to look for pictures on google.

Quote from: Tuomas on Thu 22/02/2007 10:53:13
Well, it's a bit crooked. as if he's trying to avoid that name of yours there. And his forehead is a bit too low, you knowthe eyes are right in the middle from chin to forehead usually?

Yeah, somewhere I forgot about all that. I'll try to correct it to make it look better.

Thanks for all the replies! I'll make some more changes and find what I can do with this.
#535
Critics' Lounge / Re: A walkcycle I've made
Thu 22/02/2007 00:05:41
Off topic: Don't forget your shananagins (?) Steel Drummer. Everyone has their own, including myself, while VD may have a bit more...

On topic: Is this your first walkcycle? If so, then I congratulate you. Its a very good first attempt (if it is a first attempt.)

I have nothing to suggest, Afflict has said everything you need to know.

Good luck!
#536
General Discussion / Re: 7 Days a phony
Wed 21/02/2007 21:25:51
Well I don't use mIRC, I use ChatZilla, and my computer is scanned regularly, so I don't think a virus is a problem.

I'll try Geoffkhan's method first, and post back if it doesn't work.

EDIT: That did it! Thanks for the help guys!  :)
#537
Can someone upload a good copy of 7 Days a Skeptic? Everyone I've downloaded has some weird issue: All the music is replaced with some stupid atari game music (from colxfile's Secret Quest!) and it's been a while since i've played a good, engrossing game.

Much appreciated!

R4L
#538
Thanks to Afflict for reminding me.  ;)

This sprite jam's topic is: Living Objects!

I wanna see a talking couch, or a refrigerator playing football.

Sorry if the topic has already been covered, I'm no good at these things.

Restrictions:

25 colors
150x150
#539
IMO I think it gives the pictures a nice effect. Not something I would use alot in my backgrounds though.
#540
...and your talking about what?
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