I'm really sorry. Maybe I can make a quick fix
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Show posts MenuQuote from: icey games on Sat 09/07/2011 08:20:35
Finally I finished my game. Here it is a complete game of Pub master quest.
Pub master quest® Wandering spirits
struct Engine {
bool ShowLoadingScreen;
int LoadScreenGraphic;
int LoadScreenColorBG;
int LoadScreenColorHigh;
int LoadScreenColorLow;
};
Engine UTE;
import Engine UTE;
// room script file
ViewFrame *SpritesData[3500];
DynamicSprite *Sprites[3500];
function room_AfterFadeIn()
{
int spritescount;
int v = 1;
while (v < Game.ViewCount+1)
{
int l;
while (l < Game.GetLoopCountForView(v))
{
int f;
while (f < Game.GetFrameCountForLoop(v, l))
{
SpritesData[spritescount] = Game.GetViewFrame(v, l, f);
f++;
spritescount++;
}
l++;
}
v++;
}
Display("%d sprites written", spritescount);
int s;
while (s < spritescount)
{
Sprites[s] = DynamicSprite.CreateFromExistingSprite(SpritesData[s].Graphic, true);
s++;
}
Display ("%d dynamic sprites precached",s);
}
// room script file
ViewFrame *SpritesData[3000];
DynamicSprite *Sprites[];
function room_AfterFadeIn()
{
int spritescount;
int v = 1;
while (v < Game.ViewCount+1)
{
int l;
while (l < Game.GetLoopCountForView(v))
{
int f;
while (f < Game.GetFrameCountForLoop(v, l))
{
SpritesData[spritescount] = Game.GetViewFrame(v, l, f);
f++;
spritescount++;
}
l++;
}
v++;
}
Display("%d sprites written", spritescount);
Sprites = new DynamicSprite[spritescount];
int s;
while (s < spritescount)
{
Sprites[s] = DynamicSprite.CreateFromExistingSprite(SpritesData[s].Graphic, true);
s++;
}
Display ("%d dynamic sprites precached",s);
}
surface.DrawTriangle(vertex[polygon[PC].a].x * polygon[PC].a].z*100, vertex[polygon[PC].a].y * vertex[polygon[PC].a].z*100, vertex[polygon[PC].b].x * vertex[polygon[PC].b].z*100, vertex[polygon[PC].b].y * vertex[polygon[PC].b].z*100, vertex[polygon[PC].c].x * vertex[polygon[PC].c].z*100, vertex[polygon[PC].c].y * vertex[polygon[PC].c].z*100);
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