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Messages - Scummbuddy

#2961
Thank you. I don't know what is wrong with me.  Now I've got an even bigger problem, but I'll check it out.  Thanks.
#2962
Critics' Lounge / Re:Background need c+c....
Tue 10/06/2003 04:17:34
The yellow street lines seem to be pretty long.  And I would either move the puddle up under the pipe or just see about getting rid of it.
#2963
Umm. you are going to have to be more descriptive.
#2964
I coulda sworn, for someone with hair like that, they'd have to have a big dong.   Unless that was indirect relationship.. then it would work....  ;D
#2965
Critics' Lounge / Re:Background need c+c....
Tue 10/06/2003 02:51:23
Unless the water is gushing out of the drain pipe, which i sincerly doubt, judging that its not raining... i would thin the water in some.

Nice pic.
#2966
Critics' Lounge / Re:Isle Thing
Tue 10/06/2003 02:49:24
Yeah, to get them created like in Monkey Island 2.. .you would oil paint the bgs onto large canvases and then scan them in and shrink them.. just like they did.


Onto your picture.. your beautiful beautiful picture.

I'd add the ripple marks around the island where water would bounce off from... but yeah, great stuff there.
#2967
Advanced Technical Forum / Re:A few questions
Tue 10/06/2003 02:37:39
Make a copy of your old game. and save it somewhere else and safe.  Then download the new version of ags into its own new directory, and then load up agsedit.exe.   then load in one version that you want to change of your game into the editor and it will upgrade automatically.
#2968
************Compile Error **************

There was an error compiling your script.  The problem was in 'Main Script':
Runtime error:  Function still open; missing }

*************************************

After several times of relooking over my code (some of which is from an old LucasFan's free code, some mine) I am stuck without a clue as to where my problem lies.  I have to submit/post several replies for my code is too long ( I found that out the hard way).  I've totally reogranized it which should make searching fun and easy.  well, easy, at least...

Thanks for looking.... if you want to, anyways...

*Edited to take out code.  Problem solved.
#2969
That seems like a good idea to me.
#2970
What happened to the great american country website... wait, no I mean, the Greek Adventure Community?

http://www.gac.gamespage.com
#2971
but with helpfulness, we added the little icons to say that what they can help with.
#2972
Beginners' Technical Questions / Re:Intro Help
Mon 09/06/2003 20:10:07
That's what I did the first time I made a test game, but I think my way, with adding wait commands would be faster... but its up to you.
#2973
Beginners' Technical Questions / Re:Intro Help
Mon 09/06/2003 18:36:05
Create a room and save it as Intro.crm

Then on that room:

"Hide player character" if need be (probably not)
Then, depending on how many frames of different pictures you want.

If its not that many, then have them all be different bg frames,(all must be same size) then
-----------------------------------------------------
SetBackgroundFrame
SetBackgroundFrame (int frame)

Locks the background to frame number FRAME of an animating-background screen. (Values for FRAME are from 0 to 4). This allows you to use the animating backgrounds feature for another purpose - you can have two frames of the background, one for example with a spaceship crashed on it. Then, once the right event has happened, call SetBackgroundFrame in the Player Enters Screen event to set the background before the screen fades in.
Call SetBackgroundFrame(-1) to set the default animating frames.

The frame lock is released when the game changes rooms.

Example:

if (GetGlobalInt(20)==1)
   SetBackgroundFrame(4);

will change the current room’s background frame to 4 if the global integer 20 is 1.
See Also: GetBackgroundFrame

-----------------------------------------------------------
Or, if the amount you want is more... than create the room with all pictures linked like a banner.. or a long shot of all together.. kinda like the banner ad on the top of this page....

then you would
-------------------------------------------------------------
SetViewport
SetViewport (int x, int y)

Locks the screen viewport to having the top-left hand corner at (X,Y) in a scrolling room. This allows you to manually pan across a scrolling room or to have the screen follow a non-player character.
The lock is released when you either call ReleaseViewport or the player changes rooms.

NOTE: The co-ordinates supplied are 320x200-scale co-ordinates, and will be automatically multiplied up by the engine.

NOTE: This function has no effect if the current room isn't a scrolling room.

Example:

SetViewport (character[MAN].x - 160, character[MAN].y - 110);

will scroll around and follow character MAN in a specific room, ( you must put this in the room's repeatedly execute event)
See Also: GetViewportX, GetViewportY, ReleaseViewport

------------------------------------------------------------

Then check out these functions to see which one pertains to what you desire:
------------------------
Display
DisplayAt
DisplayAtY
DisplayMessage
DisplayMessageAtY
DisplaySpeech
DisplaySpeechAt
DisplaySpeechBackground
DisplayThought
--------------------------
#2974
What are you all talking about?  This is the best game of all time.

http://www.agsforums.com/yabb/index.php?board=5;action=display;threadid=5174
#2975
format C:/>

Just kidding. Dont do that.  ;D
#2976
I look forward to your lucas type template
#2977
No, no no. I know what he's talking about, but I'm not sure its possible.  I'll look into it, and I'll get back
#2978
You can not rename a global int, it just stays as a number.  Is that the problem?  Just increase a specified global int, then check it when in the other room.
#2979
Beginners' Technical Questions / Re:Verb Coin
Sun 08/06/2003 16:32:03
A good way to start this kind of search for a specific type would by to "why not contact the author of ILB and see what that leads to?"
#2980
Ernest goes to camp..... come on.  dont mess with the classics' names.  :P
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