Thanks for answering my questions.
I do, however, have a follow-up question...
How?
I do, however, have a follow-up question...
How?

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Show posts MenuQuote from: FSi on Mon 24/03/2008 14:46:53Quote from: Ghost on Mon 24/03/2008 13:27:57
Short but very suitable: The New Kid.
You have to grow watching LazyTown (or be a /b/tard) to play it though.
if (InventoryItem.GetAtScreenXY(mouse.x, mouse.y)==iPencil) gIconBarStatus.Text="A pencil";
if (InventoryItem.GetAtScreenXY(mouse.x, mouse.y)==iPaper) gIconBarStatus.Text="Some sheets of paper";
Quote from: FeeWOW.. thats about 10x better than my first project :OI'll say thank you, but really I'm not sure how much of that is down to the evolution of the software, and whatnot.
Excellent stuff!
Quote from: FSiOh come ON, people! That's the game about Stephanie!!1Ermm... okay...
function LucasartsStatus() {
String buf, name;
if (GUI.GetAtScreenXY(mouse.x, mouse.y)==null) {
name = Game.GetLocationName(mouse.x, mouse.y);
if (mouse.Mode==eModeMoveto) {
buf = String.Format("Walk to %s", name);
}
else if (mouse.Mode==eModeLookat) {
buf = String.Format("Look at %s", name);
}
else if (mouse.Mode==eModeInteract) {
buf = String.Format("Pick up %s", name);
}
else if (mouse.Mode==eModeTalkto) {
buf = String.Format("Talk to %s", name);
}
else if (mouse.Mode==eModeUseinv) {
buf = String.Format("Use with %s", name);
}
else {
buf = name;
}
}
else {
buf = " ";
}
gIconBarStatus.Text = buf;
}
function repeatedly_execute() {
LucasartsStatus();
}
function hRightedge_MouseMove()
{
gIconBarStatus.Text=String.Format("Go back");
}
function btnIconInv_MouseMove() {
gIconBarStatus.Text=String.Format("Look in your inventory");
}
Quote from: GhostI was also told to send a hug.That is so cute.
Quote from: TuomasWell basically adjusting the relative size would do, as in, the bigger the furniture, the smaller the room looks. No need to alter the image size.But then you'd have to change the character size to match.
Quote from: FribbiCute game. Short and silly but I had fun with it.Sweetness. I'm glad you liked it.![]()
Quote from: Leon- I had some problems with the 'exit' of the bin-screen. The lack of cursor-changing and action indicators made it a bit difficult for me to find out how to get away. [exagerating here but still...]Yeah, I was planning on putting something at first, but I couldn't think of a fitting description that would fit in the status panel space. I'll probably go with changing cursors in the full game, so it should be more obvious.
Quote from: LeonThe credit screen at the end says ESC to exit. But that brings up the control panel... then you need to push quit, then confirm... It looks a bit messy.Again, yeah. I initially wanted to have any click activate the quit command, but I couldn't figure out what part of the script that was, so I just went with what was already in place.
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