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Messages - madwagon

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1
Help, Errors, FAQ / why dose version 2 reqire net frame work?
« on: 2007-09-01, 11:30:43 PM »
why dose version 2 reqire net frame work?

2
Help/FAQ / Re: backup files corrupted
« on: 2007-08-31, 11:15:28 PM »
I repeted my error ,
 In opening the map file with note pad and changing a pic file from bmp to jpg and hitting save.
The sprite definitions dissappeared,, guess i need to keep hands off map file.
And files copied to new folder were fine, i had to delete the old shortcut and make a new one

3
Help/FAQ / 123 sprite function
« on: 2007-08-31, 09:27:55 PM »
I have been working on a 123 effect on a sprite ,,
first kick changes sprite to a cracked sprite (done damage effect) then kicking the new cracked sprite will change it to a fireball and vanish... everything works up to the cracked sprite, but afterwards the cracked sprite seems immune to any other script....
my file is hosted on http://www.mediafire.com/?1x0rxhmocqx  They virus check there stuff name of file is full metal alchemist,,,
Anyone willing to look and help with this ? new full metal is the shortcut icon may not appear in download, i didnt clean up sprites yet trying to get past this hurdle

4
The enchanted forest has some good script lessons (http://gamedevprj.sourceforge.net/index.php?page=10)
sword sample (http://gamedevprj.sourceforge.net/index.php?page=18)
To tell you the truth examples didnt work for me
Take these small projects change the sprites just go to tiles and edit the file now you can edit tiles!
go to map and edit re arrange the tiles! if your character fell thru the new tile floor go to tileset definitions and add the new
floor tiles to the list of solid tiles, learning by changing a simple working game such as these is far better than starting with blank canvas,take posted games apart , i am no script editor in vis basic , but i can open the file in sword sample with notepad and change the magic attack from 2 per screen to one,,,,, (that way my long sound file has a chance to finish before the next shot) the file has all explinations of what it is doing
ripping games apart and messing them up till you just delete them is my way, and you usually inadvertantly discover a new way of doing things, say wow that guy just shot his sword instead of swinging it, that fits perfectly into my archer game.....
as to your post... take the sword sample open it up and click the red dot sprites and settings, click player in paths, sprite definitions click player1 and then click load sprite,,,go to motion and turn up the gravity you now walk on the floor

5
Help/FAQ / backup files corrupted
« on: 2007-08-29, 08:22:14 PM »
I usually have 2 folders , one is game name , and the other folder is  game name working, so any changes i make that work are copied into that folder and saved so I dont have to go back to square one,
 for some reason all sprites got wiped out, when i renamed the game dev proj. file as "same name old" then edited the gdp in note pad to change the bmp to jpg to reduce file size .... any way after loading screen errors i renamed the old back to its original and deleted other , still errors, even my backup folder had the same problem, all the sprites and settings dissipeared from all projects .
 my old game with totally diffrent file names was unscathed , worked fine. so my base program is fine .
seems even though i had a diffrent folder name , game dev saw all files of that name anywhere and changed them  ,,,,  I didnt get any error messages upon closing program and it never crashed , 
These oddities do happen , first time i posted on it though, especially with numba 2.0 coming soon  ;D
ps. yes all fire wall antivirus anti spyware battle wall and scans ect ect. up and running, cant be a hack sgdk dose these oddities on my other pc as well and its never been online its net virgin . I doubt ill get a total solution seems the nature of the beast,but blue monk might consider this a bit in 2.0 , never screw up sgdk with 3d , in my book sprites rock, every free 3d is garbage' and even worse to model yourself.

6
Help/FAQ / Re: video clip flickers
« on: 2007-08-29, 02:49:41 PM »
Thanks very much durnurd , modal fixed it (some reason it thought that reffered to text box)
I knew it would be the 1 thing i didnt try.
It's 1.4.6 version so future posts will be in version 1 forum.

7
Help/FAQ / video clip flickers
« on: 2007-08-29, 04:04:06 AM »
I have been trying to get a video clip to play without flickering like crazy.
It is a special function "trigger" in the map. I've changed formats .avi , .wmv and quality from best to worst size from small to large ,diffrent bitrates ect.
Ive changed the frame-rate in players settings from no limit down to 30 ( video was 30 fps)
nothing seemed to matter it still flickerd very bad .
 plays fine in the little media preview window .

8
Help/FAQ / Re: solid tile breakout
« on: 2006-07-15, 09:30:29 PM »
I just tried putting the tileset for jab in the solid definition and it did nothing,player can still sword thru other solids.maybe if i used a bounce function?or would that launch player like a slingshot?
 only luck i have had so far is to set the down button to teleport player -4 on the x axis relative to player globally,it raises player up to counter the effect.drawback is i had to modify  tiles because of the 4pix gap between jab and sword ,i dont see a setting to teleport multiple sprites yet as a whole "player" definition.Sword Sample has same problem it goes thru solids too.
 working out ideas to accomplish what you see in your imagination,seems there are alot of ways to do one thing . :-\

9
Help/FAQ / solid tile breakout
« on: 2006-07-15, 03:46:40 AM »
I have been using the sgdk for about a week now
and I am working with the "sword sample" zelda like demonstration
cause it has the sword and fire functions i want.
But if you push against the wall and use the sword the sprite advances past the solid tile.
my game is a side view like the OrionPax"forest" tile-set demo so i have a problem of sprite punching thru
the ground and falling off the screen.also sprite "fly's" if you swing sword up fast enough.but gravity pulls it down again(wich is kinda cool ,can live with that )
using the jab and sword sprites  to replace the player sprite seems to advance the player sprite thru anything.!! ??? I set the gravity to 0 for the jab-sword sprites and it helped a little.changing inertia dosnt help .All the tiles involving player sprite are same size . I could disable the down button but seems like cheezy solution.
"samuri blade" dosnt have that problem for some reason.But cant see why.Too big a game to make any sence of for me.
Help....I need a sword that obey's solids!!!

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