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I think I might need to tell you that it's generally considered bad foruming around here to bump a thread that's been dead for a long time and you seem to have been doing a bit of that.
Just check the timestamp of the last post, else some other people might get upset with you :s
I had a really hard time with the eyes :s
It got to a point where I said "I have to move on or this will never be finished"
And yeah Ollie, Kuma's a pretty big cat.
I don't even know what post he's talking about :greydroll:
I haven't deleted any posts besides a few spambots lately, and there's nothing that says "there was a post here but it got deleted". Are you sure you posted it in the first place?
Either way I don't think this is how we're supposed to...
Step 1: Set the flag that says "Don't collide with tiles" for spur lvl3
Step 2: Set XP amounts for spur lvl 2 and 1 to 1 (or zero? can you do that?)
Both of these can be done with Cave Editor.
In order for quote to move with an entity, it needs to have a velocity that can be transferred to him. This entity moves by adding directly to x/y position, so you'll need to convert that to setting a velocity and then add some bit at the end that adds the velocities to the position. It may...
CPU Disasm
Address Hex dump Command Comments
0044CCA6 |. 0FB748 50 movzx ecx,word ptr [eax+50]
0044CCAA |. 83C9 08 or ecx,00000008
0044CCAD |. 8B55 08 mov edx,[ebp+8]
This is what I am talking about. Here, the NPC sets flag 0x8...
It goes 1, 2, 1, 3, 1, 2, 1, 3, ...
And since it's a 3D model it'll actually animate fully inbetween every single static position rather than just have pre-rendered frames.
1) Motion wall is that thing on top and bottom of Ironhead fight. For how to use it look at that map and see what Pixel did because I'm not sure.
2) Just put <SVP in some TSC. At the end of a cutscene, in a H/V trigger, wherever you want.
Pretty sure both those things are covered by NPC...
If by infinite tile sets you mean an unlimited number of different sheets then sure, that's not an issue. Make as many as you want.
If instead you mean one tileset that's infinitely large, I'm afraid that it's not feasible. The tileset information is stored as one byte per tile. The map is like...
Ugh I can't even see it being possible to feed it through allegro without doing EVERYTHING that way because how do I give it a DirectDraw surface? I'm pretty sure it can't use that.
Possibly related to our issue?
http://alleg.sourceforge.net/latestdocs/en/alleg009.html
Idunno. Building a DLL to overtake graphics rendering functionality from CS will be no light undertaking, and if we go that far then why not go the whole 9 yards and use Allegro to provide PNG loading, or translucency? Why not just write the whole engine over?
These are the questions that must...
There was a collection of a zip linked on a thread in this forum, but when I looked it was dead.
Sad day. If anybody has it other than me they can upload it, otherwise I GUESS I could do it SOMETIME tonight.
http://www.mediafire.com/?cxl1f0subhdepkd
Threw together a rudimentary particle class, on my crappy laptop it can handle upwards of 30k without any fuss. I've never made a DLL before though, so I must assert that this doesn't mean anything other than there should be no issue with this many renders
I was planning to get a 3DS anyway since my original DS is more or less tanked.
Isn't it only supposed to be like $250 anyway? Doesn't seem like a bad price, I mean that's around how much the original one was at release.
Apparently the 3DS is coming out like this summer?
So I guess it won't be...