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Messages - rtf

#541
Try Pressing the "prt scr" button instead of F12.
It's usually near scroll lock.

If it's the top of a double button, hold shift and press it.

Otherwise, check your global script and make sure that the screenshot button actually is F12.
#542
Press F12 during your game, and the screenshots will be saved under your "Compiled" folder.
#543
Quote from: Esseb on Sat 14/02/2004 13:02:02
In point 13 you imply the script writer with a lower IQ ripped off a Schindler's List quality movie since you wrote the whole thing as a perpetual cycle.


Oh Crap!
I forgot the apostrophe and now it dosent make sense.

Thanks for pointing that out.


EDIT: It's fixed now.  Have a ball!
#544
QuoteI can't remember that much humour in Schindler's List.

I should have been more clear about that.  Yeah, what jackhammer said.
#545
Barbie and Ken have been dating for 45 years and they havent gotten married...

...and now theyre dead.




oop, excuse me that was just wishful thinking
#546
General Discussion / Re:Valentines Day
Sat 14/02/2004 04:05:14
Valentines Day is really stupid.

I know what pirate man was saying in the first post.  I am proof, in one way or another

I am 13 myself and every  girl at my school is a sluts.  OK, not every, but we got the award in the district.  I'm friends with one of them (not that way) and whenever we talk on AIM she starts going off about who made out to whom, and who is back with whom.  
I frankly dont give a spit.

I diddnt get any valentines this year and I'm happy becuase I dont want to end up like one of those losers who is hypnotyzed by meaningless fliting.


Another reason is because I'm jst too sexy for everyone, but we'll get to that in another thread.


Conclusion:
Valentines Day is a goveronment conspiracy to get the gullible and manipulative out of society before they can drive.

Besides, is you were truly smart at my age, you would olny be in it for those little 'Sweethearts' candies.  Hell yeah

Those things kick arse!

...except for the white and green ones.  Mint is for dental gum.

Thank you very much
#547
Awesome.  Thanks, Darth Squinky.
#548
Here is my take on

The Life Cycle of an American Movie

Tell me if you liked my opinions FACTS
#549
Alright, thanks, Mandarb
You are really smart!

Too bad you crossed over to the dark side  :-\

I'm killing me!
#550
Something isnt working right in this animation command.
Everything works except for the actual animation.  All the loops and views are correct, and I can't see a problem:

Quote
StartCutscene(1);
MoveCharacterBlocking(1, 661, 106, 0);
DisplaySpeech(1, "Take a deep breath and...");
SetCharacterView(1, 14);
AnimateCharacter(1, 2, 3, 2);
SetCharacterView(2, 15);
ObjectOn(5);
DisplaySpeech(1, "Hahahahahahaha!");
ReleaseCharacterView(1);
EndCutscene();

If you help me out I might add your name to my credits  :D
#551
Quote from: Darth Mandarb on Fri 13/02/2004 22:01:24
Inside "Use Inventory on this Object" you use a conditional statement "If Inventory Item Was Used".


OK, thanks.  It's a little comfusing, but it'll get the hang of it.
#552
Hey, wat up?

I have a question.
When you do an interaction "Use Inventory on this Object"  it seems kind of vauge becasue you would want to make it so that if you use a Certain inventory item of the object the event will occur.

How do you make it so that the next script will run only is I use Inventory Item 8?


Thanks
#553
Hey again.

I was wondering, is it possible to make a Global Message be displayed as speech?

Thanks to anyone who can help
#554
Hints & Tips / Re:journey home
Fri 13/02/2004 18:42:16
I havent played the game in a while but I'm pretty sure you have to go to the town and keep on walkting to the right.

I could be wrong, though
#555
Hints & Tips / BOE Saved Games
Fri 13/02/2004 17:38:36
How do you save a game on Bestowers of Eternity?

It is currently minimized on my desktop and I can't shut off the computer because I am totally immersed with the story and I can't start over.

Thanks
#556
Bad news, but it's not too bad.

I am getting kind of delayed on the production of this game.  Mostly becasue my school has this big science project that's due in a few weeks.
All that and the fact that I'm looking for the best MP3 Track Recording Software to make music on.

So I dont think I can get it into the Febuary MAGS competition.  Boooo

Also that maks it so the game wont be released until early March.

But, there is some good news that con come from that:

  Now that I have no deadline to worry about, I will focus on quality more than production speed.

It will give me more time to record my Town-Wide famous music style and  to fine-tune the sprites and all that stuff that is neccesary.
#557
Dont worry about the questions

i have a load of them

ps  I loved that Simpsons game
#558
OK, thanks everyone

I have a few friends who play drums and bass but I dont think they even know what AGS is and it would be a  nightmare trying to set everything up right about now (especially with our school's science project right now)

Just thought I'd ask to save some time.
I'll think of something.
#559
Beginners' Technical Questions / MoveCharacter
Wed 11/02/2004 23:54:43
Hahaha  OK, I am laughing at myself for the number of posts I put on here.  I'm sorry.

anyway...
I have another problem.  Whenever I do the MoveCharacter command, weather from the Interactions editor or from a script, everything is fine, with no errors.
That is, until I test the game.
Whenever the MoveCharacter command should be called, all the game does is imitate a "Wait" function.


DisplaySpeech (6, "This string is only a test!!!");
Wait (100);
MoveCharacter (1, 210, 84);
DisplaySpeech (1, "I wonder what he was saying...");


Yeah.  So the character should move, but all he does is Wait.

Is there a better command that I should use?  What does MoveCharacterBlocking mean?  Is that right?

Thanks for the help.  I need it becasue there is an important thing in my game that needs this command.

UPDATE:
Could it have anything to do with the "Wait till move is finished" thing in the interactions editor problem?
#560
Quote from: SteveMcCrea on Mon 09/02/2004 09:07:20
Sorry about that earlier code.
This is what I normally do - walk the player character off the screen edge.

function room_c() {
// script for room: Walk off left screen edge
if (character[EGO].inv[3] != 1){
DisplaySpeech (EGO, "I can't go out there without protection.");
MoveCharacterBlocking(EGO, character[EGO].x + 16, character[EGO].y, 0);
}
else {
NewRoom(5);
}
}


Ah ha!!! Perfect!  Snaps for Steve!!

Thanks
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