I think he is refering that such images have large one-color areas resulting in increasing game size (comparing with original images of course).
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Show posts MenuQuote"force alternate screen resolution" isnt an option - just the three resolution modes....but it enables standart resolutions instead like 320x240 or 640x480 which may work.
QuoteThe exact error message is "resolution not supported" if that provides a hint.how about your video drivers? Is there a chance you upgraded them?
QuoteOkey, I don't see why not.Thanks, Cj.
QuoteA workaround is of course to record in a GlobalInt whenever you change the Anti-Glide Mode setting, and work it out from that.Yep, that is how it works for now. I have function get called on game start event which overrides anti-glide setting. Thereby I know it's state. But I just want to know it's initial state (in the editor). What I do is a movecharacter() function but it should work differently depending on anti-glide mode setting (whether it would work relying on character[].animspeed value when updating the char's position or not etc.)
QuoteYep, the rule is simple enough: just keep both dlls in the same folder where the game .exe is.QuoteFirst, I love the snow rain plugin... very nice looking. Question: When you distribute a finished game (and include the dlls with it,) do you have to specify to the user to put the dlls in his windows folder?
No, the DLLs just need to be in the game folder.
QuoteDoes this only work with high color games, or 256 color also?Well, it works for 256 colors game as well. However you wouldn't be able to use transparency effects.
QuoteSetCharacterView (EGO,3);Yep, you need Wait(1), as Gilbert pointed out.
SetCharacterView (JACKO,6);
AnimateCharacter (EGO,5,0,0);
while (character[EGO].frame < 4) Wait(1);
AnimateCharacterEX (JACKO,5,0,0,0,1);
ReleaseCharacterView (EGO);
QuoteAlso I don't really know what i'm gonna do for the inventory. I want a stats gui that you can click on, then it brings up a stat screen where you can load ammo and equip the guns.Do you have something done already? You can use GUI buttons to reload the gun etc. Actually I don't fully understand about the exact view/style of that GUI.
Quote* Added GetGameParameter, IsInventoryInteractionAvailable text script functions.Cool changes CJ
* Added plugin API functions GetSpriteWidth, GetSpriteHeight, GetTextExtent, PrintDebugConsole, PlaySoundChannel, IsChannelPlaying
* SetButtonPic now updates the button size to the size of the new graphic, when changing the Normal graphic.
* Mirrored view frames now work with objects.
* Fixed spurious engine crash "no such function in script" when nesting scripts inside interactions.
* Allow FileOpen to open files in sub-directories if FILE_READ.
QuoteHey... in my game I've got it where when you click the gun in the inventory on another character it runs an animation of the main character shooting. How do i make it so you can equip the gun and have it say a message like "the gun is equiped". then you would be able to press a single key, like control or spacebar to shoot the gun?It depends on how you want to organize it. Do you have a custom inventory GUI? Can you provide a bit more information on how you suppose to equipe it? You can choose bullets inv item and click it on gun for example or ...?
QuoteQuestion 2: I have animations of the other characters dieing for when they get shot, but i dont know how to run them like halfway through the shooting animation. Can anyone please help me out?You can try this:
Quote from: BlackBaron on Mon 21/04/2003 18:10:16BlackBaron: I think it's because the game was blocked (wait mode). But the pausing only doesn't block the repeatedly_execute().Quote from: Scorpiorus on Mon 21/04/2003 11:31:33function repeatedly_execute() {
if(IsGamePaused()) {
Display("inside repeatedly");
}
}
As I said in my first post, I already tried that (and if (IsInterfaceEnabled()==0)) and it didn't work (at least it didn't when the game was paused because DisplaySpeech was used).
Thanks a lot anyway.
QuoteYep, that's a clever trick. The problem is that it won't be used when the engine automatically blocks the game, eg. inside MoveCharacterBlocking.CJ: Yep, that is. The solution would be to write special variant of each blocking function, for example:
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