overlord5 Wrote:the save game class i mentioned in our PMs could have a tostring converter, which could be read again. the easiest way to do this is to print out all things represented in some manner in one long line, we would have to create buffer numbers for when we need to add more stuff such as a new creature
overlord5 Wrote:I think the best solution would be to simply create a save file in same folder which i have seen done in flash before
overlord5 Wrote:hopefully the classes will also help with this
KaitoHatsune Wrote:OMG! Im Retard! Sorry! From now on I will put pictures mode Spoiler and not forget to press Space in the scenes
Tacomancer Wrote:[Request] Auto saving option. Save at end of world. Save and end of level. Hotkey Save/load.
Haegemon69 Wrote:So good the prisonball thing was found. It was a difficult one.
MPLDAM9919 Wrote:I just noticed that Peach's face doesn't animate with she's masturbating. It's stuck on her default face.
MPLDAM9919 Wrote:And do have anything in mind for the rest of the World 7 levels Ivan? So far I've gotten up to Glitzvile (which I sent to you ahile back).
JJPG Wrote:lakitu scene 3 doesnt play when peach touches it again
JJPG Wrote:piranha plant and thwomp doesnt raise up the laid counter
Biles Wrote:Okay guys. Here's the thing, while I'm working on making sample animations for the Koopa Troopas, I'm trying to figure out how to effectively color their shells in a more efficient manner. I know there's a way that allows actionscripts to color a symbol despite its original colors. Problem is, I don't have enough left-brain power to figure out how.
Biles Wrote:Well, it's been ages since I've updated the working sprites for the koopa troopa. So without further adieu, I present to you my revised version.
Biles Wrote:If you're wondering what's with the three koopa shells on the right, those are spinning frames for whenever the shell gets stomped and starts dashing across the floor.
meisbi Wrote:Next bug report(s): 1) Lakitu will only ever play the same scene, regardless of the level I am playing. Consequently, the gallery counter for "he loves to fuck damsels in the cloud" isn't going down anymore...
meisbi Wrote:2) This is probably a hard one: Sometimes (and I really don't know how to reproduce it), the enemies in a level kind of get "stuck". That means they stop moving but instead walk in one spot. When this happens, it seems to happen to all enemies in the level, that exist allready. "New" enemies coming out of the ground or out of pipes continue to act normal. The locked ones usually also stop interacting with Peach
meisbi Wrote:When walking past Birdo trying to fuck her sometimes suddenly Peach (or Krystal in this instance) vanishes and a speach bubble appears about fish nipping her breasts. Pressing "shift" get's her out of this "scene" and makes her reappear. A few meters left of Birdo is a bridge with jumping fish, which on the other hand jump right through Peach (see screenshot 2).
KiWolfGirl Wrote:The koopa troopa looks great Other great additions to this game would be Mauser and Tryclyde.
Biles Wrote:Okay guys. Here's the thing, while I'm working on making sample animations for the Koopa Troopas, I'm trying to figure out how to effectively color their shells in a more efficient manner.
Ivan-Aedler Wrote:You say 'was fixed', or 'was found again'? The ball should only appear when she is locked in the prison, and even so, there are times she can be in the prison but not restrained.
Biles Wrote:Well, it's been ages since I've updated the working sprites for the koopa troopa. So without further adieu, I present to you my revised version. The only thing that needs to be done however, is to be imported into flash and be animated and ready to be used in the game. If you're wondering what's with the three koopa shells on the right, those are spinning frames for whenever the shell gets stomped and starts dashing across the floor.Spoiler (click to show/hide):
Biles Wrote:Okay guys. Here's the thing, while I'm working on making sample animations for the Koopa Troopas, I'm trying to figure out how to effectively color their shells in a more efficient manner. I know there's a way that allows actionscripts to color a symbol despite its original colors. Problem is, I don't have enough left-brain power to figure out how.
Biles Wrote:Thanks, and guess what, it worked! It really did the trick!
Users browsing this forum: No registered users