Wow, this already looks super awesome. Good luck, and I hope you finish it.
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Show posts MenuQuote from: 'AGS MANUAL'So, does that rule out all other file extensions? Anyway, I saved the file as .bmp, .pcx, .tga, and .png and tried to import the mask, with still none of them working. .pcx and .tga gave me different errors about invalid parameters.
AGS has the ability to import an external BMP or PCX file to use as the walkable-area, hotspot or walk-behind area mask
Quote from: KhrisMUC on Wed 30/01/2008 18:04:05
Did you change the inventory GUI visibility to "Normal" instead of "Popup modal"?
sprite = DynamicSprite.CreateFromExistingSprite(oTarget1.Graphic);
surface = sprite.GetDrawingSurface();
surface.DrawingColor = 10434;
int shot2x=Random(11);
int shot2y=Random(39);
if (Object.GetAtScreenXY(shot2x+oTarget1.X-GetViewportX(), shot2y+oTarget1.Y-39) == oTarget1) {
surface.DrawPixel(0+shot2x, 0+shot2y); // draw a pixel bullet hole.
// Display("hit!"); // check if it works. it does.
}
else if (button == eMouseLeftInv) {
InventoryItem*ia=inventory[game.inv_activated]; // use inventory
player.ActiveInventory=ia;
ProcessClick(mousex, mousey, eModeUseinv); // mousex, mousey are the coordinates of the previous mous click.
}
else if (button == eMouseRightInv) {
inventory[game.inv_activated].RunInteraction(eModeLookat);
}
Quote from: KhrisMUC on Tue 29/01/2008 01:42:54
TheJBurger, you need to use a global DynamicSprite. Declare it outside the on_key_press function. Right now, AGS gets rid of the DynamicSprite as soon as on_key_press finishes because it's local to the function, resulting in the blue cup showing as the target's sprite.
DynamicSprite *sprite;
DrawingSurface *surface;
if (Object.GetAtScreenXY(shotx, shoty) == oTarget1) { // if random coordinates are on target.
// code here
sprite = DynamicSprite.CreateFromExistingSprite(oTarget1.Graphic);
surface = sprite.GetDrawingSurface();
surface.DrawingColor = 8322;
surface.DrawPixel(shotx, shoty); // draw a pixel bullet hole.
Display("hit!"); // check if it works. it does.
surface.Release();
oTarget1.Graphic = sprite.Graphic; // turns into a blue cup instead of a bullet induced target.
}
// press space to fire
else if (keycode == 32 && position == 1) { // space to shoot when out of cover
player.LockView(6); // gun shoot
player.Animate(0, 5, eOnce, eBlock, eForwards); // fire!
breath=0; // kill breath.
sldrShift.Value=breath;
btnFlash.NormalGraphic=22;
if (headshot == 0)
{ // not charging.
//int shotx=oTarget1.X+Random(11);
//int shoty=oTarget1.Y-Random(39);
int shotx=oTarget1.X-GetViewportX()+Random(11); // coordinates for bullet
int shoty=oTarget1.Y-GetViewportY()-Random(39); // width and height of sprite
if (Object.GetAtScreenXY(shotx, shoty) == oTarget1) { // if random coordinates are on target.
// code here
DynamicSprite *sprite = DynamicSprite.CreateFromExistingSprite(oTarget1.Graphic);
DrawingSurface *surface = sprite.GetDrawingSurface();
surface.DrawingColor = 8322;
surface.DrawPixel(shotx, shoty); // draw a pixel bullet hole.
Display("hit!"); // check if it works. it does.
surface.Release();
oTarget1.Graphic = sprite.Graphic; // turns into a blue cup instead of a bullet induced target.
}
}
Is suicide painless? I gaze down hundreds of feet at the boding, murky waters. Nobody understood me. Nobody liked me. Now they all would know. They would remember me. I stepped up onto the railing of the bridge. What would I feel as I jumped? Relief? My “friends†called me indecisive. I'll show them. Regret. |
Quote from: monkey_05_06 on Wed 16/01/2008 06:53:00
No offense JBurger, but your entry looks very much like a quick paintover. I'm not trying to accuse you and if you say you didn't then that will be that. Just my opinion.
Quote from: blowie on Tue 15/01/2008 04:07:09
Yo, bitches!
If you know what's good for you, you'll nominate The Crackwell Legacy for the P3N1S Award!
- Blowie the Ghost
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