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Messages - strazer

#2361
1.) It's an old program, but it runs flawlessy on my Win2k, so I suspect it will run on WinXP as well.

2.) I'm not sure I understand what you mean. An animated gif consists of frames too.
For this particular program, you have to save each animation frame in gif-format before assembling the animation, yes.

Quotemake it easier to draw the still frames in the first place

Personally, I use a lot of layers when drawing animation frames in PSP.
For example, I create an extra layer, paint the arms moving a bit, then I can save a copy of that pic as the new animation frame without having to draw the body again.
Also, that makes it easier if you decide to change some things later. Just hide/show the needed layers and re-save the animation frame.
#2362
No problem.
Were you able to solve your problem then?
#2363
Do you mean for GIF animations?
I use Microsoft Gif Animator.

Edit: Fixed link
#2364
Do you mean letter or ladder? :)

Quotebut i want it to show the big ledder

What do you mean by "it"?
The mouse cursor? A button on a gui?
#2365
Please post the exact script code you used, not pseudo-code.

You had the right idea with the variable, although if you leave the room, the variable resets to 0 because you declared it in the room script.
Better use GlobalInts (look them up in the manual).

Now, your code should look something like this:

...
  if (GetGlobalInt(77)) { // global integer is anything but 0
    Display("You already have it.");
  }
  else { // global integer is 0
    AddInventory(ITEMNUMBERHERE);
    SetGlobalInt(77, 1); // set global integer to 1
  }
...

I've used GlobalInt no. 77 here, but any number from 0 to 499 will do.

This is pretty basic stuff, so please try the Beginner's Forum next time. :)

Edit: Corrected valid GI numbers
#2367
You're welcome. :)

What is there to tell about variables? I wouldn't know where to begin.
Read this and feel free to ask any specific questions.
#2368
Critics' Lounge / Re: New Character for C & C
Wed 26/05/2004 18:20:21
The feet weren't too long, I think the tip of the shoes shouldn't be standing up like that? Unless that's intentional.

I don't know why, but somehow this character gives me the creeps...
#2369
Oops, didn't see that:

function dialog_request(int value) {
   if (value==1) {
      if (character[GetPlayerCharacter() ].inv[1] > 0) {
         SetDialogOption (topic, 0, 7);
      }
   }
}

And in the SetDialogOption function, you have to replace "topic" with the number of the dialog topic.
The second parameter has to be at least 1.
The last parameter can only be 0, 1 or 2.
Check the manual!

Quotehow do ise game.bgspeech_stay_on_display ?

Put this in your game_start function:

  game.bgspeech_stay_on_display = 1;

Then background speech isn't removed when doing DisplaySpeech.
#2370
In the "Characters" section of the editor, you can define a "Talking colour" for each character.
You can get the number to enter there from the "Palette" section.
#2371
QuoteI'm not really happy with his pants, and I cannot for the life of me draw a beret.

I like it. It's hard to draw it angled without it looking silly.

QuoteAlso, he's supposed to be a somewhat older guy - 40's - but I have no clue how to show that.

You did a good job already, he looks in his late 30s. :)

I did a quick paintover, I hope you don't mind:




- Angled the feet a bit. Works better than the dead-on view IMO.
- Tilted beret a bit more
- Darkened shading
- Added some (subtle) wrinkles to the eyes

QuoteAdd wrinkles, grayish hair

Yeah, do that.
#2372
Does

...
  else if(cur_mode == 9) { // Additional cursor modes
    if (GetGlobalInt(80) == 2) { // "Give" mode
      string madetext, givewhat, giveto; // declare local variables
      GetInvName(player.activeinv, givewhat);
      StrToLowerCase(givewhat); // no capitals; keep in mind other languages
      GetLocationName(mouse.x, mouse.y, giveto); // what's under the mouse cursor
      StrToLowerCase(giveto);
      StrFormat(madetext, "Give %s to %s", givewhat, giveto); // create sentence
      SetLabelText(GUI, LABEL, madetext); // show sentence on gui
    }
    // more modes here
  }
...

work?
#2373
Very nice, Flippy.
Thanks for the entries so far.

But come on, people, put your Wacoms to use, don't mind the restrictions.

Here's a little inspiration:


4 days to go!
#2374
Is it my headphones?
Right when he says "long".
#2375
Exactly (to Stalkey).
I'm just amazed at the blatant disregard for audio quality on this particular CD...

QuoteI don't get it... does this mean the music is less quality... or just louder. What's the big deal?

Yes, as loud as possible, therefore less dynamic range, but I don't know what that sounds like, since I have nothing to compare it with.

QuoteI do exactly the same thing regarding mastering/compressing/limiting to the music I make... so whatever....

Sure, tweaking a peak here and there, but you don't try to "squeeze the music into a rectangle", do you?
#2376
Listen to the beginning of track 4, when he starts to sing. Better yet, rip it and look at it in your audio editor. I have headphones, maybe it's more noticeable there.

Maybe there's a corrected version out there? When did you buy it?
#2377
I've never bought much music CDs, not because I download a lot of music, but because there's so little music that I actually like.
Most of my favorite bands have broken up, changed styles or only release crap recently.

Now after a few years of hearing it here and there, I finally decided to buy "Californication" by the Red Hot Chili Peppers, and I've immediately noticed how awful it sounds. Clipping (clicks) all over the place.

I loaded it in my PC, and sure enough, almost all tracks look similar to this:



(This picture is taken from this site explaining the whole thing.)

I've read about this phenomenon before, but I've never really noticed it until now.

At first I thought my copy or my CD drive had a defect, but I checked the net, and many people noticed the same thing. It seems the CD was mastered this way intentionally, just to be insanely loud (resulting in audible clipping).
I checked a few of my other CDs and have noticed similar effects.

Is anyone else appalled at paying money and getting such a technically flawed product in return?  >:(
#2378
@S // dialog startup entry point
EGO: "hello."
return // show dialog options. if missing, following option is run at startup

But that's not the problem. It should display something regardless.

Double-check:

- Action is in Interaction Editor -> "Talk to OBJECT" ?
- Action is "Game - Run dialog (0)" ?
- Mouse cursor is in Talk mode when you click on the object?

Try an action other than "Run dialog" to see if it works at all when you click the object.
#2379
Please post your dialog script.
#2380
Cool.

Btw, the name holds the character value, so to be on the safe side, use
AnimateCharacterEx (ZOMBIE,5,5,0,0,1); // animate blocking

As for making a zombie corpse, I would draw it directly onto the background. This way, it doesn't slow down the game. However, it is erased once you leave the room.

Try this:

#define CORPSESPRITE 777

int corpsewidth = GetGameParameter(GP_SPRITEWIDTH, CORPSESPRITE, 0, 0);
int corpseheight = GetGameParameter(GP_SPRITEHEIGHT, CORPSESPRITE, 0, 0);
RawDrawImage (character[ZOMBIE].x-(corpsewidth/2), character[ZOMBIE].y-corpseheight, CORPSESPRITE);

where 777 is the number of the zombie corpse sprite in the sprite manager.

You can combine the above three lines into one, but that makes it less readable:

RawDrawImage (character[ZOMBIE].x-(GetGameParameter(GP_SPRITEWIDTH, CORPSESPRITE, 0, 0)/2), character[ZOMBIE].y-GetGameParameter(GP_SPRITEHEIGHT, CORPSESPRITE, 0, 0), CORPSESPRITE);

You decide.

Edit:
Of course, if you do it this way, you can't interact with the corpse afterwards.
The good thing is, however, that you can have the same character come at you as another zombie. Zombie hordes! :)

If you just don't want him to disappear, erase this line:
character[ZOMBIE].room=-1;

To have him be a corpse, just play a death animation with the last frame being the corpse.
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