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Messages - strazer

#2141
Beginners' Technical Questions / Re: Flic?
Sun 26/09/2004 06:24:42
A flic is basically a movie, a series of images but without (its own) sound.
.FLI supports only one resolution: 320x200 with 256 colors
.FLC supports any resolution up to 1024x768 with 256 colors.

You can use the RAD Video Tools to convert a series of pictures into a flic ("List files...", save list, select .lst file, "Convert a file", "Output type...", ...).

Goot: Do you mean StartCutScene & EndCutScene?
#2143
General Discussion / Re: Emoticon Upgrade?
Sat 25/09/2004 21:57:07
I think something like captures the expression of the old "Undecided" one better.
Nice updates. :)
#2144
General Discussion / Re: Emoticon Upgrade?
Sat 25/09/2004 02:42:59
Excellent blend between old and new style!

Just a few things:
- Raise big eyes on "Shocked" one pixel
- Widen sunglasses on "Cool"
- "Undecided" should be like the old icon IMO
- Can hardly see tears in "Cry", use lighter color

I love them and would like to see them implemented.
#2145
Maybe because declaring variables in the script header actually creates seperate variables for the global script (inv interaction) and each room (hotspot interaction)?
#2146
From the to-do list:

* DisableWalkableArea/EnableWalkableArea as interaction command
* add SetScreenTransition as interaction editor command
* 'Character - Set Location' function for setting npc x/y

Edit:

Oh, and:

- easy non-script based way of doing SetPlayerCharacter and ChangeCharView
#2147
It would help if you posted the code or interactions you use to start the animation.
Are you sure you're using the correct views?
What do are you trying to animate? Characters, objects?
#2148
Quote(I originally wanted to use GetGameParameter() for the character coutn in the array declaration, but changed my mind, as I think the compiler probably only accept fixed values at compiled time.)

True. I was hoping to use it for arrays as well. :-\
#2149
Remove the GUI's "Clickable" checkbox.
#2150
It's great. I like the mountain too.

If it's an active dig site, you may want to add some dirt and tools.
#2151
QuoteIt has been asked already in like 50 threads, everytime its a no as masks are possible

Indeed.

We won't ban you, but we ask that you please use the forum search function before posting any more suggestions. Thank you!
#2152
Thank you all for the warm welcome. :)

Thankfully there has not been much need for moderation around here but I'll do my best.
#2153
General Discussion / Re: Gmail
Fri 03/09/2004 01:51:27
If I were to use GMail, I'd be very concerned because in theory, it allows to link search querys to a specific user/email account. Sure, they say they don't need to, but they're not ruling it out either.
So I'd suggest everyone to read up on GMail's privacy policy and to delete and then block cookies from the google search engine.

Btw, "I've got nothing to hide" doesn't count. :P
#2154
I've noticed it too. It used to work in earlier versions IIRC.
Another workaround is adding a second "Run script" action and putting
SetDefaultCursor();
in there.
#2155
QuoteI may well add an option to change the behaviour.

I'd like such an option, provided it's not too much trouble to implement.
#2158
Check out the AreThingsOverlapping function in the manual.
#2159
QuoteHoly crap, strazer, you know...you're right! Let me try that. How could I have missed that? Just one thing, what are HEROWALKING and MIRRORWALKING? What do they equal?

HEROWALKING and MIRRORWALKING are the names of their walking views. Change it according to your views.

The problem with your code is, character[CJMIRROR].view is the view number (3) minus 1, so it should be
character[CJMIRROR].view = 2; // view 3
#2160
Don't you have to set the appropriate view for the mirror character as well?
I do it like this:

if (player.view == HEROWALKING-1)
   character[MIRROR].view = MIRRORWALKING-1;
else if (player.view == player.talkview)
   character[MIRROR].view = character[MIRROR].talkview;
// else if (player.view == HEROBLINKING-1)
//   character[MIRROR].view = MIRRORBLINKING-1;

EDIT:
Of course, since you have mirror's views as 3 and 4, you could just do
  character[MIRROR].view = player.view + 2;
but this could lead to problems for users that have their views set up differently.
So I suggest using something similar to the code above.
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