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Messages - Darth RPG

Pages: [1] 2
1
Coding / Re: Small HTML Bug
« on: April 21, 2014, 10:53:54 am »
It's not an HTML error but a Javascript error, you have the Javascript functions calling ".accordion h3" elements, when they should be calling ".accordion img".

2
Coding / Re: Dialog: Color tag issue
« on: November 09, 2008, 05:02:18 pm »
I can't download it ._., but I'll lend you a hand. Firstly, the string you draw on screen must be cleared of special characters, but (assuming you draw the string in a while) the string you check on the while must be the uncleared one, so that you can find special characters. When you find one, just set the color to the one you want to change to and skip the part that draws the character. That's the theory, I can't help you further as long as I don't see the code.

3
Zelda Projects / Re: [WIP]Ocarina Of Time 2D
« on: October 20, 2008, 10:50:41 pm »
Looks too good to be on the Game maker 7...

What you can make is not all what can be made.

4
Coding / Re: Req GB name registration engine debugging
« on: September 23, 2008, 08:16:43 pm »
In the object: objNew_File at the draw event you wrote the code:
Code: [Select]
if not (variable_global_exists('font')) then global.font=font_add_sprite(spr_Text,'!',0,0);
draw_set_font(global.font);

change that to:
Code: [Select]
global.font=font_add_sprite(spr_Text,'!',0,0);
draw_set_font(global.font);
You do notice that with that code GM will be creating a font each step, right? With that code of yours he'd need to delete the font at the end of each step, which is terribly unefficient. In fact, it's better to place that code in the Create Event.

5
Coding / Adding sprites via a .rc file
« on: September 19, 2008, 06:22:03 pm »
I'm fed up of storing ressources in the same folder as the exe, so I'd like to know how to store ressources in a .rc file so that when I compile the exe, the ressources are stored inside the exe with no need to include them in the folder. I've tried searching many times, but I still have no result. Thank you for reading this and for possibly answering.

6
Zelda Projects / Re: [WIP]Ocarina Of Time 2D
« on: September 08, 2008, 10:18:24 pm »
Top one. Go go go best OoT2D ever! I'm sure you'll not let this stuck into Kokiri Forest. At least you'll get to Death Mountain XD

7
Coding / Re: [help?] Random Pick for trap placement
« on: September 07, 2008, 11:06:22 pm »
Code: [Select]
with (objlantern)
{
  unique=false;
}
(instance_find(objlantern, floor(random(instance_number(objlantern))))).unique = true;

8
Coding / Re: HTML/Javascripting and variables?
« on: September 07, 2008, 10:14:05 am »
Code: [Select]
<div id="something"><image src="blah.yay"></div>

9
Discussion / Re: Using VBA to rip sprites
« on: September 04, 2008, 05:53:31 pm »
Why the heck does it ask for the d3dx9_32.dll (presumably Direct3D)? And VBA doesn't ask for it.

10
Coding / Re: [Request] Rupee Engine
« on: August 25, 2008, 01:02:28 pm »
In fact it should be:
Code: [Select]
global.rupees = min(global.rupees + 1, global.rupeeMax);
But as Minalien has pointed I don't think this guy's posts is worth so much replies, considering that he is "making" a Zelda game and he doesn't even know how to make a rupee engine.

11
Coding / Re: [Request] Help with Room 2 room
« on: August 17, 2008, 10:43:54 am »
In fact it is pretty easy:
Let's say you have a variable with the current room number called global.roomnum. Then, when the event it's triggered:
Code: [Select]
var oldnum;
oldnum = global.roomnum;

if (is_moving_to_left) //you state the condition as I don't know how you do it
{
  global.roomnum -= 1;
}

if (is_moving_to_right)
{
  global.roomnum += 1;
}

if (is_moving_down)
{
  global.roomnum += 6;
}

if (is_moving_up)
{
  global.roomnum -= 6;
}

if (max(1, global.roomnum, min(30, global.roomnum)) == global.roomnum)
{
  execute_string("room_goto(room" + string(roomnum) + ")");
}
else
{
  with (o_player)
  {
    x = xprevious;
    y = yprevious;
  }
  global.roomnum = oldnum;
}

12
Graphics / Re: Majoras Mask MC Style HUD
« on: August 01, 2008, 04:41:06 pm »
That's not even MC

13
Zelda Projects / Re: (WIP) The Legend of Zelda Shadows of Time
« on: July 17, 2008, 11:48:09 pm »
OoT 2D?

14
Coding / Re: background_assign help
« on: May 27, 2008, 05:44:29 am »
BTW, you need the copy because you wouldn't be able to return to daytime if you went to nighttime without the copy.

15
Coding / Re: background_assign help
« on: May 26, 2008, 04:39:38 pm »
You need three backgrounds. The first one is the one you use to tile the rooms. Then, you must have two more backgrounds one being a copy of the first and another being a recolor for night time.

Whenever you need to switch to nightime, just do this:
Code: [Select]
background_assign(Tiling_bg, Nighttime_bg);
And for returning to daytime:
Code: [Select]
background_assign(Tiling_bg, Daytime_bg);

16
Graphics / Re: TarkarisZX returns, With LTTP style sheets!
« on: May 22, 2008, 04:41:03 pm »
Look like recolors of GB sprites. And there's a sprite of Veran in her second form in which she looks fat xD.

17
Dunno, the guy who posted it had stolen it, and I don't know anything about the author. The link provided for the original is this: http://gaminggirl73.deviantart.com/art/Princess-Rosalina-Sprites-78204478

18


Found on Pixeltendo

19
Coding / Re: plateform game movements theory
« on: May 13, 2008, 07:15:31 am »
You can use a loop something like this:
Code: [Select]
var i;
for (i = 0; i <= max_height_you_can_climb; i += 1)
{
  if (place_free(x+your_speed, y+i))
  {
    x += your_speed;
    y += i;
  }
}

20
Coding / Re: Gamemaker countdown
« on: April 13, 2008, 10:51:39 pm »
The name of the object is a constant which is equal to its index :P. Also there is object_index, which is the object index of the current instance.

BTW, obj_delete will delete completely the object so that you cannot create more instances of it and all its current instances will be destroyed. If you only want to destroy the actual instance, you can use instance_destroy();

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