Then I guess I don't understand what you are asking or trying to do. Sorry?
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Show posts MenuQuoteQuoteWould it be possible to put something through repeatedly_execute that constantly repositions characters, could you simulate normal movement like that?
4. Only one room is loaded at any given time so it's only possible to interact with the currently loaded room. NPC characters can be moved other rooms and they can also be repositioned. They can't however be made to walk or do other things which requires interaction with room entities. Walking for example requires interaction with walkable areas and room objects.
*** Global Script ***
function repeatedlt_execute() (
// Make Y Gui visible
if (mouse.Y<gMyGui.Height) {
gMyGui.Visible = true;
}
else {
gMyGui.Visible = false;
}
)
Quote from: Manual, Importing your own sprite graphics
:
:
Tiled sprite import
You may have noticed a checkbox called "Tiled sprite import". Some people find this a useful way of importing many frames of a character's animation at once.
In order for this to work, you need to have all your sprites lined up on your source bitmap at even intervals. Then, use the "Import from file" option and import it as usual. Check the "Tiled sprite import" box, and select the upper-left frame.
When you click the left mouse button, the selection rectangle will become un-filled and now you can drag the mouse to define how many frames to import - they'll all be enclosed by selection rectangles. Once you have the correct number, click the left button again and they will all be imported.
*** Global Script ***
int Value=0;
function on_key_press (eKeyCode keycode) {
// Increase-Decrease value
if (keycode==eKeyPlus) {
Value++;
}
else if (keycode==eKeyHyphen) {
Value++;
}
}
*** Global Script ***
int Value=0;
function repeatedly_execute() {
// Increase-Decrease value
if (IsKeyPressed(eKeyPlus)) {
Value++;
}
else if (IsKeyPressed(eKeyHyphen)) {
Value++;
}
}
int state=0;
DynamicSprite *sprite;
function CaptureBackground() {
state = 1;
}
function repeatedly_execute() {
// Capture Background
if (state==1) {
gMygui.Visible = false;
state++;
}
else if (state==2) {
DynamicSprite *sprite = DynamicSprite.CreateFromScreenshot();
gMygui.BackgroundGraphic = sprite.Graphic;
state++;
}
else if (state==3) {
gMygui.Visible = true;
state++;
}
}
QuoteRemoving the nag screen is considered circumventing copy protectionWell, since it doesn't prevent copies from being made and since free copies are being given away it can hardly be considered copy protection. It may or may not be the case that keeping the nag screen is a condition of obtaining the free copy but that is a different issue entirely. Technically speaking, the instructions don't eliminate the Nag screen but rather tell how to display a different NAG screen, though it appears to contain nothing to display and automatically close itself.
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