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Messages - Ubel

#1041
I don't know much about this but you probably have to export the variable and import it to script header.
#1042
I think Vivendi has already made it's decision. And I don't think this can help KQIX at all... They've stopped the project, and they most probably have no intention on bringing it back. Even if they got a thousand of letters. But it's always good to try anyway I guess...
#1043
This looks really nice! I may even buy a copy myself later. :)
#1044
So adorable!

Gonna love this! :D
#1045
Interesting. Does this include video files too?
#1046
The player character always exists in the room you are in. Even if you don't see it, it still is there. That's how the ChangeRoom function works. It tranfers a charater from one room to other. That's how the NewRoom function also worked. It transferred the player character into another room.
#1047
I really like this idea. It would make working on rooms so much easier. I fully support this.
#1048
QuoteChangeRoom
(Formerly known as NewRoom, which is now obsolete)
(Formerly known as NewRoomEx, which is now obsolete)
(Formerly known as NewRoomNPC, which is now obsolete)

Character.ChangeRoom(int room_number, optional int x, optional int y)

Changes the room that the character is in.
If you call this on the player character, then the current room is unloaded from memory and ROOMx.CRM is loaded instead, where X is room_number.

IMPORTANT: This command does not change the room immediately; instead, it will perform the actual room change once your script function has finished (This is to avoid problems with unloading the script while it is still running). This means that you should not use any other commands which rely on the new room (object positionings, and so on) after this command within the same function.

If you call this on a non-player character, then they are instantly transported to the new room number.

Optionally, you can include an X and Y co-ordinate (you must include either both or neither). If you do so, then the character will also be moved to the specified co-ordinates in the new room.


For example, if your character's script name is EGO:

cEgo.ChangeRoom(2);

or

character[EGO].ChangeRoom(2);
#1049
I just admire your artwork. Oh gosh I can't wait to get to play this... Just... wow! Amazing! Suberb! Über! Mahtavaa!
#1050
You need to place the extra games .exe file in the other games Compiled folder.
#1051
Looks very nice! I love the style of those graphics. :D

But as Minimi already said don't give too much away.

I'm really looking forward to try this game out when it's ready!
#1052
[totallyofftopic]
Quote from: King_Nipper on Fri 07/10/2005 16:40:30
...
Greatest 3 pixels in the history of the world.

Actually they're not pixels. Ttf fonts are vector based...

...


[/totallyofftopic]


Somebody should smack me...
#1054
I have A5 (edit: no wait... A6 ) and I'd prefer a bigger one. Would you like to change Inc? :=

I think choosing the size depends on personal preferences. I myself am used to use bigger tablets, so I don't really like my current tablet very much. But of course it usually mostly depends on money.
#1055
Adventure Related Talk & Chat / Re: pixel art
Tue 04/10/2005 05:29:16
I don't think Photoshop is that hard to use for pixelling. I actually started pixel graphics with it (well okay, I started with MSPaint, but didn't everybody?) and learned it quite quickly. Sometimes I use both Graphics Gale and Photoshop for my pics.
#1056
I watched the last parts and they were fun. Thank you, Scummbuddy, for seeing all the trouble for this!
#1057
If you're using Photoshop you could take a look at this. It might help you out.
#1058
My vote: Traveler
#1059
I don't think AGS supports .jpg files very well. You could try .png instead.
#1060
Quote from: Pumaman on Thu 29/09/2005 21:28:52
I'd like to come, but having three AGS meets in as many months would probably be a bit much for me to manage.

You can always skip Mittens ;)
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