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Messages - Shade

#121
me again. this time i tried to use the forceÃ,  ;) so how about that?



#122
first of all thx for your critics again.

@ nikolasideris
it's a church (or should be... ;))

@ Snarky
i took a scene from a game to improve the perspective. i am really bad in drawing backgrounds (as you all could seeÃ,  ;)). i just remembered a scene in gothic with a church. so i took a screenshot of it and tried my best to copy it (as a beginning).

@ Tuomas
i like your idea of a "psychedelic adventure". probably we can collect such scary backgrounds and make a game out of it.Ã,  :)

and yea...the white lines...MAN I WAS JUST TO LAZY TO GET RID OF THEM!Ã,  :) but in the near future i get rid of them. thx again.

~}Shade{~
#123
thx for your critics. i put this bg away and made a new one. i hope this looks a bit better then the old one. i didn't spent much time on it till now so don't expect to much:





i put it two times here because one is the "normal one" without anything and the otherone is my try to make it look better. probably someone can give me an example how to make it look better. thx
#124
i don't take it too hard  :)
if it's shi* than it's shi*. i have to do better. no problem.
#125
here is what i have:



it's empty till now but before i go on i want to have some feedback. what do you think?
#126
Critics' Lounge / need help with my worldmap
Sat 01/10/2005 17:24:52
this is my worldmap:

http://img349.imageshack.us/img349/7679/danavis4tk.jpg

it looks really crappy and i am too bad to improve it. i wanted to use this worlmap like in a rpg where the player character walks all over the world in a very short time. but i don't think that i can use this inÃ,  my game. i wanted to ask for your help. can somebody try to transform this crappy worldmap into a good looking one? THX

~}Shade{~
#127
didn't know that... :D
i thought i am god and i can do everything...but i found my master in ags... :D
thx
#128
here is what i have in my script header:

Code: ags
struct ItemStats{
 int   buy;
 int   sell;
 String name;
};


and this i have in my global script:

Code: ags
ItemStats myitems[10];
myitems[0].buy=10;        //line 96
myitems[0].sell=5;
myitems[0].name="Poster";
...


when i want to save my game i get this error:

error (line96): parse error: unexpected 'myitems'

i have done it like in the manual but it doesn't work. what am i doing wrong?
#129
i am glad you like it.   :D
its probably not done in the best way but its easy and i can do exacly what i want.

QuoteAs for dialogs the simplest approach would be to "run-script N" and then call Speech() from within dialog_request -- would require some work to arrange them though, so that it would be easy to keep track of what speeches for what.

i totaly forgot the run-script command. then i can use it in dialogs too.  :D

Quoteint gameloops = ((StrLen(text) / game.text_speed) + 1) * GetGameSpeed();
WaitMouseKey(gameloops);

didnt know that. probably i should put it this way.

thx for your "moral support".  ;D
#130
i think i have found a fairly simple solution. all i need isÃ,  gui and one function:

Code: ags
function Speech(int who, int Face, int Color, const string text){Ã,  Ã,  Ã,  //who is just there to make it easier to see who is speeking
Ã,  SetButtonPic(5, 0, 1, Face); //now i don't need any views!
Ã,  SetLabelColor(5, 1, Color); //characters text color
Ã,  SetLabelText(5, 1, text); //the text is displayed on a label
Ã,  GUIOn(5); //after all the textgui is turned on
Ã,  WaitMouseKey(800); //and stays on till wait is over
Ã,  TextLabel.Text=""; //text is erased
Ã,  SetButtonPic(5, 0, 1, 145); //the pic also
Ã,  GUIOff(5); //and the gui is of
Ã,  }


not very much scripting and it works. and the best thing about that: i don't have to use viewsÃ,  ;D
the other thing is that it doesn't work for dialogs because i haven't done this for dialogs. i think i can work with this.
thx for youre attention.

~}Shade{~
#131
thats bad...really bad... :(... :-[... :'(...
would it be possible to script another speech style that looks like the sierra one but does what i want? its just because i would like to have different expressions for the atmosphere and dont want to have ten different talking views for each character.
#132
i am using the sierra speech style and i have about 10 different expressions for the pic of the character. e.g. one when he is angry or one when he is happy...but i can't figure out how to switch this expressions characterspeechviews) during a conversation (dialog or displayspeech) without using 10 different talking views.
i just want to put the talking views (or better the talking pics) into one view and trigger them from there (with settalkingview(char,view,loop) or so). but how can i do that?
#133
I imported the modules in the right order and also imported the guis. When i want to test my game I get this error:

Quote
'In: savegames with screenshots"

error (line 80): local variable cannot have the same name as an import

Code: ags
static function sgs_i::reget_slots()
{
  int i=0;
  Label *li;         //line 80
  string temp;


How can i fix this?

Edit:

Thanks, I really had a variable called "li", but now it works perfectly.
#134
thx. now i got used to it. and it is really easy  ;D
#135
i am working on a little "fighting engine" and i want to display some information on a gui. e.g. how many damage ego or his oponent makes, do they hit each other or do they miss, ...
the problem is i don't know how to get these information on a gui label.

i have e.g. something like that:

Code: ags

ran_damage=Random(es_damage);
[...]
if(ran_damage==0){ damage=1;}
[...]


and now i want to display the "damage" on a gui label. e.g. "value of damage(here: 1)" damage. but how can i do that.
the same thing i wanted to do with this:

Code: ags

ran_hit=Random(es_hit);
[...]
if(ran_hit==0){ hit=1;} //means the char hits
if(ran_hit==1){ hit=0;} //means the char misses
[...]


here i want to display: if hit=0 -> "hit" , if hit=1 -> "miss" but again i don't know how.

in haven't found something in the manual so please help me. thx
#136
thx  :D
i think i can work with that.  :D
#137
but if i would do it like in your code the the box could stand on the right edge and the character on the left and it would happen something. and if i would test the difference between the box's x coordinate and the character's x coordinate it would not really work i think. e.g. i am checking wether the character is 1-5 x coordinates left from the box. if this is true something is going to happen. but the character could face up in this area and the box moves right. probably i don't really get what you mean. if it's so i am sorry. so could you please eyplain it in more detail to me? thx
#138
how can in check from which direction the character.Ego collides with another character or object? i need this because i wanted to make something like: here is the crate put it on the button right here. so the character has to push it to the right position. but how can i check from which direction he pushes?
#139
thx for your help. now it works  :D
#140
i want to make two characters hug each other. i move them towards each other and do the hug animation for each character. the problem is that one character makes the animation in front of the other so that one can't see the other. the effect i wanted to have isn't there. so how can i do it that it looks like they are huging each other?
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