Topic:   Labyrinth Progress Topic   (Read 43713 times)


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Gan


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Re: Labyrinth Progress Topic
« Reply #75 on: July 07, 2008, 05:52:17 PM »
How does the pict command work?


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Re: Labyrinth Progress Topic
« Reply #76 on: July 07, 2008, 06:00:26 PM »
But why do you need the pict command in the first place? Aren't you loading all the walls as sprites?
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Silverwind


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Re: Labyrinth Progress Topic
« Reply #77 on: July 07, 2008, 06:01:39 PM »
Quote
How does the pict command work?
"PICT cardnumber" will display the graphic area of the specified card.

Quote
I figured out why I can't fix the blinking. It's because whenever you use the PICT command the screen refreshes.
But why do you need the pict command in the first place? Aren't you loading all the walls as sprites?
« Last Edit: July 07, 2008, 06:02:41 PM by Silverwind »
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #78 on: July 07, 2008, 06:13:54 PM »
The wall at the end of the screen I used as a pict the wall to your right and left are sprites.
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Gan


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Re: Labyrinth Progress Topic
« Reply #79 on: July 07, 2008, 07:06:06 PM »
Could you set the wall to load with the sprites or directly after the sprites?


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Re: Labyrinth Progress Topic
« Reply #80 on: July 07, 2008, 07:21:07 PM »
It doesn't work that way but I found out if I use the IMAGEFILE command it loads incredibly faster. It just doesn't put them all up at once.
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Re: Labyrinth Progress Topic
« Reply #81 on: July 08, 2008, 01:14:38 PM »
Can you have more than 1 image at once with IMAGEFILE though?
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #82 on: July 08, 2008, 02:12:32 PM »
Yes you go into options and you check the "IMAGEFILE command uses overlay" button
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #83 on: July 08, 2008, 04:46:17 PM »
Things are looking up. If everything works out I might have labyrinth ready by the end of next weak.
EDIT: Because I don't want to triple post,
I just added a new feature to labyrinth it is now possible to have dungeons that loop so it could seem like it goes on forever, But you guys will only see 2 of these type of dungeons so its possible for you to map them out. (Assuming you don't stand on a spinner and mess up your map making.)
« Last Edit: July 09, 2008, 08:44:18 AM by Tireas_Dragon »
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #84 on: July 11, 2008, 01:20:43 AM »
I am very sorry for triple posting but, The Labyrinth is finished. It's compiled and ready to be played, just a few things I need to do then I will release it. (Maybe before QoM [Gives cold stare to Silverwind])
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Re: Labyrinth Progress Topic
« Reply #85 on: July 11, 2008, 04:42:06 AM »
Nice one, can't wait to play it. :) What size is it?
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Tireas Dragon


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Re: Labyrinth Progress Topic
« Reply #86 on: July 11, 2008, 07:46:09 AM »
much smaller than QoM, 2.5 megabytes.
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Re: Labyrinth Progress Topic
« Reply #87 on: July 14, 2008, 12:31:31 PM »
Alright Its ready. I hope you like it. If you get stuck I inserted a hint book to help you. http://www.mediafire.com/download.php?by1eos5rn32 I would really like some ratings this time. No one gave me ratings last time. Well its not using sprites this time its using the IMAGEFILE command instead because sprites were WAAAY to glitchy for the minotaur and his walls for his level.
« Last Edit: September 09, 2008, 05:29:28 PM by Tireas_Dragon »
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

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Re: Labyrinth Progress Topic
« Reply #88 on: July 15, 2008, 03:40:40 AM »
I can't get past the first level. I found a key and some gold coins but no door.

The game would be considerably easier on the eyes if the walls loaded at the same time. Have you tried using negative valued sprites?
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EqwanoX


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Re: Labyrinth Progress Topic
« Reply #89 on: July 15, 2008, 10:04:41 AM »
yea the wall loading ruins the game, its to annoying, you should make this in sc so you can load the sprites simultaniously.