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Messages - Spyros

#81
This sounds good, I'm downloading it
#82
General Discussion / Re:Hello again AGS !
Wed 03/09/2003 14:23:14
Hey Butch?
Where the Butch have you been?(Pou ston Mpoutso eisouna?)
#83
What room is this?
Maybe it has a blank background and a gui that looks like a background in the game
#84
An interview with "The Butcher".
And if you find him tell me where he is.
#85
I think I found a bug in the latest version.
The make my game button didn't make me any game at all!!!!
#86
Thanks Puma "This will become the official version on the website in a few days if no bugs are found" man.
#87
You can have two objects with the same graphic but different names.
Then turn the one on and the other off.
When you want to change the name turn the second on and the other off.
If you want to have the same interactions for both of them write the scripts for the first and then in the second object use the RunObjectInteraction to run the first object;s interactions.
#88
Don't call pumaman "munopan" it's an evil Greek word.
Excellent work again :)
#89
Advanced Technical Forum / Re:save game...gui
Thu 07/08/2003 22:42:26
After the
GetTextBoxText(4,0,text);
You can check if the text is empty
You can check it with
if (StrComp(text,"")==1) Display("You must type a text");
#90
in the start up function put a
rand_num=Random(100); // if you want a number from 0 to 100

then in the inventory interaction you can call the rand_num
#91
General Discussion / Re:I'm back
Wed 30/07/2003 17:19:00
Quote from: Barcik on Sun 27/07/2003 23:33:56
Welcome back Spyros.

Get Butcher back too!

Butcher? Who's butcher?

Gilbot: Yeah, for summer holiday
#92
General Discussion / I'm back
Sun 27/07/2003 21:24:56
Did I miss anything?
#93
try this
int ran;
ran=Random(2);
#94
Thanks Chris "Anyway, I had some time to work on AGS lately, so here's what we have" Jones
#95
Tested it with frame linked sounds and non frame linked sounds (just a PlaySound command)
With the PlaySound command there's no problem (if I set the volume to 0 it doesn't sound), but with the frame linked sounds (the walking sound of my hero) the footsteps sounds the same even if I set the volume to 0 or 100 .
#96
Advanced Technical Forum / Re:Transitions
Fri 27/06/2003 17:25:15
I think sylpher has made a demo with many transitions (squares, circles, move screen left/right etc) using RawDraw functions but the problem was that the draw functions draw behind the objects/characters and it didn't look good
#97
It may be a sprite of the view 6.
It usually happens when animating objects.
Before the character animation put a
character[EGO].loop=0;
character[EGO].frame=0;
and see if it helps
#98
I use a new black room and some display messages.
#99
I tried it with 3 different games.
I haven't tried it with a non linked sound yet.
#100
FANTASY I and III on a 8086 machine
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