Quote from: DGMacphee on Tue 04/05/2004 16:02:43
There's a simple way to fix this:
US
That's your trouble, DG, you're always "us, us, us"

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Show posts MenuQuote from: DGMacphee on Tue 04/05/2004 16:02:43
There's a simple way to fix this:
US
int following; // would need array if we have m,ulitple player chars function MyFollowChar (int lamb, int chartofollow) { following = chartofollow; FollowCharacter(lamb, chartofollow); } function NewRoomF (int room) { if (following>=0) { if (stop_on_newroom) { following = -1; FollowCharacter(GetP{layerCharacter(), -1); } else { character[following].room = room; NewRoom(room); } } else { NewRoom(room); } }
Quote from: Queen Kara on Mon 03/05/2004 12:23:56
The menu looks much better now with making the font smaller.
Quote from: Penguinx on Tue 27/04/2004 01:40:04
SSH, I haven't forgotton about your logo. I'm just trying to find some time to ink a sketch I came up with.
Quote from: DragonRose on Thu 29/04/2004 14:28:16
You shouldn't be saving them as PNG's anyways. I thought that you could only import BMP's and PCX's.
Quote from: Ashen on Thu 29/04/2004 13:54:55
Nice demo, but I think I found a bug...
After I've opened the secret door, if I leave the secret chamber, Horemheb enters by the stairs at the top of the screen, not through the door
Quote
Also, I need help. Is there a way to get past the first secret room in the demo?
Quote from: Peter Thomas on Thu 29/04/2004 12:41:14
weird.
Came up with an error when I tried to play. Said it couldn't load room1.crm, even though it quite clearly IS there.
Nothing I did would make it work...
Quote from: SteveMcCrea on Thu 29/04/2004 11:40:08Quote from: SSH on Thu 29/04/2004 10:17:38But I want to see it now!QuoteWell, a right click can describe it if you're impatient
I'd also make the floating text fade in much quicker. It's a bit frustrating having to wait two seconds to see the description.
QuoteQuoteReally? That's a great idea! I wish I'd thought of that!
Don't forget that you can talk about any item in the background during dialogs
(I guess I should have read the manual better. Can you also ask about any inventory item then?)
Quote from: Andail on Thu 29/04/2004 10:46:43
Why don't you just look at yourself when you walk?
Then you would see that the arm moves back when the leg moves forward; they don't move in sync
Unless you're a camel, of course.
Quote from: Piter on Thu 29/04/2004 08:26:50
1) Number of rooms. 300 for massive project are running out fast... since for every menu. close-up, panel, intro, outro, cutscenes I need separate room.
3) Dialog script-lines. 2000 well, nice, but I wonder if you could double or even tripple it... since i've got only one dialog and used 20 lines.
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