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Messages - mode7

#261
Quote from: bicilotti on Sun 14/11/2010 14:18:14
Ah, of course, if someone wants to make a game ceremony or something similar, you are more than welcomed!

I think that'd be awesome! I'd love to see that
#262
Thanks monkey- that sounds good. I'll try it right away
#263
For me it's mostly seeing something and then thinking "Oh my god - I want to be able to do this"
So I read up on it, get some tutorials look at other peoples work....
And then it's practice...and practice...and practice
#264
You're missing a {

You wrote:
function hDoor1_Look()

You should write
function hDoor1_Look() {

Also don't forget to add a } at the end

the brackets you put are only meant for the ifs but you also need brackets for functions
#265
Hi guys,

I'm drawing a speech bubble on a gui. The text is put into a text label. I'm dynamically drawing the size of the textbox depending on the length of the string.

 int chars;
 int lines;

 while (text.Length >= chars) {
   
   lines++;
   chars = chars+26;
 }
 gbubble.Height = 13*lines;// 13 is the height of the font
 
The problem is that this is unreliable, sometimes I end up with spare lines and sometime a word gets cut off.
Has anyone an idea of a more precise way of doing that?
#266
How do you animate the background? by changing background frames?

SetBackgroundFrame (int frame)?

You could put this command into a function called repeatedly_execute_always () {

This will prevent your script from being paused, when displaying something.


#267
I'm not sure if I understand it right but if I get it correctly:

You are trying to use the standart walking function and while the function is running you try to offset the character on a per frame basis.

I'm pretty sure this will result in shake because as far as i understand is the standart walking function does nothing other than changing the x and y coordinates. So it's like two script will simultaneously change the coordinates which results in shaking.

There are two solutions for this I could come up with:
1. Writing your own walking function.
2. Put the offset you need inside the animation by just offseting the original frame the amount of pixel you need
#268
Great stuff Dualnames! This is poetry!
#269
Have you tried the general settings tab? There's an option for AA TT fonts. It worked for me
#270
invisible gui?
#271
I don't know about ocean spirit dennis and I don't know iceys previous games - so after the credits rolled I just thougt - what the f***

There were some nice ideas and all but...really I didn't get it. Was nice to hear some tunes from the FF games again though.

one thing: If you use the keyboard control module - just set the mode to pressing cause taping seems really odd and he's having a seizure if I keep pressing the arrows.
#272
Thanks for the explanation monkey. I'm moving a marker around when the player is standing on a specific hotspot, so you can always see what you're looking it (its a keyboard controlled game). Well I think an object isn't very suitable for the job then. I'll replace it with a gui then.
#273
I have this in my module script:

// new module script
function repeatedly_execute_always() {
overhotspot.X = omarker.X+13-GetViewportX();
overhotspot.Y = omarker.Y-15-GetViewportY();
cmarker.x = omarker.X;
cmarker.y = omarker.Y+50;
}

When I try to run the game I get an undefined object error. How do I reference objects from a module? Or isn't it possible?
#274
No, wanted to play certain sounds depending on what text the player entered, of course your idea would be very possible - I wonder why there isn't such a thing yet.
#275
Why don't you just make a video, like in the PSX Final Fantasy games. Play an animation which last frame is identical to you'r room so it will look like there's no gap between video and game graphics.
#276
What programm did you use to animate this - there are nice details like the water ripples bouncing to the beat - was this all done by hand?
#277
I knew I was very close to the solution ;) thanks man
#278
I want to play a different sound when a certain type-character is at a certain position in a string

First I tried this:

if (text.Chars[trunc] == I) {
   aI.PlayQueued();}

- which does not work

Then I tried this

if (text.Chars[trunc] == 78) {
   aI.PlayQueued();}

- which works BUT now I have to manually find out which char number corresponds to which letter. Is there an easier way to do this or at least a table somewhere, where I can identify char numbers?

Thanks in advance!
#279
OMG! I love it. Both song and animations are great!  baie mooi!
#280
I'm using anime studio. I'm using a bone rig, which distorts the limb layers. The last animation is actually a test of motion capturing.
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