Save it as png and repost
other then that it looks alright so far (cant say completely though as it's all blurred due to compression)

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Ascovel on Tue 15/06/2010 19:31:47
The problem is I much prefer making my own games for other people to play than playing a game about in which you create a story for another player.
Quote from: Jim Reed on Sun 13/06/2010 09:16:02
Here, I finished it. =)
Quote from: Wyz on Mon 14/06/2010 19:01:28
Make sure every loop in the walk view has at least two frames, just duplicate the first frames if you need to.
I hope that helps you.
Quote from: adm244 on Mon 14/06/2010 18:25:45
SpacePaw, You did't try to go simple path?
Simply having substituted the sprite of the character when it is necessary to turn it![]()
Quote from: Khris on Mon 14/06/2010 18:10:12
The only reason I can think of: I believe a character can only face directions they can walk in. Is the character on a walkable area?
function FaceDirection (this Character*, Directions direction, BlockingStyle block)
{
if (direction == eUp)
{
this.FaceLocation(this.x, this.y-1, block);
}
else if (direction == eDown)
{
this.FaceLocation(this.x, this.y+1, block);
}
else if (direction == eLeft)
{
this.FaceLocation(this.x-1, this.y, block);
}
else if (direction == eRight)
{
this.FaceLocation(this.x+1, this.y, block);
}
else if (direction == eUpLeft)
{
this.FaceLocation(this.x-1, this.y-1, block);
}
else if (direction == eUpRight)
{
this.FaceLocation(this.x+1, this.y-1, block);
}
else if (direction == eDownLeft)
{
this.FaceLocation(this.x-1, this.y+1, block);
}
else if (direction == eDownRight)
{
this.FaceLocation(this.x+1, this.y+1, block);
}
}
Quote from: tolworthy on Fri 26/03/2010 13:30:29
Making games withour RunAGSGame would be like living in a room without any doors. For me it's the backbone of AGS.
Quote from: ProgZmax on Fri 26/03/2010 08:06:08
I'd happily use RunAGSGame() if there was a way to mark data to return to the previous game for use (like for keeping high score tables and separate savegames for marking progress).
Quote from: monkey_05_06 on Mon 22/03/2010 22:45:55
Well you could just use the noloopcheck keyword such as:
Quote from: Pumaman on Mon 22/03/2010 23:00:15
What do you mean by "corrupt"? Do you want to check if the player has tried to hack it, or are you just concerned with data integrity? It's very unlikely that their files would be corrupt.
Quote from: Calin Leafshade on Mon 22/03/2010 20:11:39
you dont really need the structure.. you could just use a hash algorithm on save and then check it again before load.
Quote from: subspark on Mon 22/03/2010 13:05:11YOU DARE TO MOCK THE GREAT VEGETA?!
Its quite inconsistent and particuarily frustrating if your commonly relying on objects for effects.
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.107 seconds with 14 queries.