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Messages - strazer

#181
First, to enclose code for an if-condition, you have to use braces, not brackets:
  if (x = 1) { // note { not (
   somecode();
   somemorecode();
  } // note } not )

Second, if you use the character[] array, the character names have to be capitalised:
  character[TAY].ID
and
  character[GINNIE].ID

But the capitalised character names already represent the character number, so you could just as well do
  if (player.ID == TAY) {

But as KhrisMUC already noted, the best way is this:
  if (player == cTay) {
and
  cTay.SetAsPlayer();
#183
You also have to copy the script header over.
#184
Quote from: Dave Gilbert on Fri 29/12/2006 00:29:24If you don't want to redownload the game, just right-click on the game icon, select "properties", and where it says "Start" type in your game's directory.  That'll fix it.

Does that mean the version that we can download as of now is the fixed version?
#185
Oh, there will be a boxed version? Sweet. Will it cost extra? If so, how much? Any details on shipping (overseas) yet?
#186
Quote from: Joseph DiPerla on Sat 23/12/2006 20:13:17Nope, checked it out. I put it in every which way possible. I spent 38 minutes retesting it. It doesn't work. Atleast not for me.

Have you actually tested it in-game? As I said, I think the resizing doesn't show up in the editor, only at run-time.
#187
I think he meant in the editor. AFAIK they only show up scaled at run-time.
#188
Right, you shouldn't need to "bypass the Module's rep_execute function". Every module, the global script and each room can have their own independent repeatedly_execute(_always) functions.
#189
1) I agree, essential things like this and Object.Clickable should be selectable from the editor, just like it is with characters.

2) Automatically resizing an object will always look ugly. If you draw the object in the correct size from the beginning, you shouldn't need this.
The "Use walkable area scaling" works just like it does with characters, it resizes the object according to the scaling setting of the walkable areas it's currently on. You may need this if the object is not stationary but moves around the room.

Maybe it didn't work for you because the base of the object is the lower-left corner, not lower-middle like characters. Make sure this point is actually on the walkable area.

3) Makes sense to me. Maybe the room editor could just superpose the player character automatically for the game maker to drag around.

4) Yeah, the highest benefit is see here is if you could drag the points around after  they have connected so you can adjust the area/region without having to manually edit or draw it again.
#190
How did you "install" it and what's the error message you get?
#191
It runs on my Debian which Ubuntu is based on, so I would say yes!
#192
Did it happen just this one time or does it happen every time with this file?
#195
AGS Games in Production / Re: Banana Man
Tue 19/12/2006 04:30:46
Oooh, at first I thought you were making a game about THE bananaman



Good luck though!
#197
Quote from: KhrisMUC on Fri 15/12/2006 21:20:52
FLIC anims are meant to be used in 256col-games.

Really?? Meh!
#198
Quote from: joelphilippage on Thu 14/12/2006 13:30:32Its pretty hard to use it on dialoge speech.

Yeah, that's the problem with all custom speech functions. Rather than trying to implement all these suggestions, maybe CJ should really look into allowing script functions in dialog script.
#200
Dave or CJ, has this been resolved?
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