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AGI Programming => Mega Tokyo AGI Archive => Topic started by: Patrick on July 22, 2002, 01:20:17 PM

Title: VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 22, 2002, 01:20:17 PM
Does anyone know a special way to draw VIEWS for things like a guy with a sword that is slinging it?

I have 5 different Views(*cels...Sorry 7/23/02)


1.   Upright with sword in hand

2.   Right leg foward with sword at a 45 degree angle

3.   Sword straight at a 90 degree angle with right leg slightly out more.

4.   Same as 2

5.   Same as 1


I think that it really looks stupid but it will have to work!


So now what do I do to have a sword fight between EGO and O1? I want EGO to go up and say "SPEAK", and then the dude says "DO YOU HAVE A SWORD?" And then if you type "YES" you fight him and if you type "NO" you dont fight him... so here is the breakdown

EGO says  SPEAK
O1   asks  DO YOU HAVE A SWORD
EGO chooses YES or NO
if YES then EGO changes to view 48
if YES then O1's view changes to view 49
if YES then EGO moves to 100,105
if YES then O1 moves to 105,105
if YES then O1 and EGO animate their views in turns (4)
if YES then O1 changes his view to 50 (he is dead!)
if YES then sound 255 plays
if YES then the O1 is erased from the screen forever after you recieve I9-Swordman's Green Coins


If NO O1 says COME SEE ME WHEN YOU DO


Does anyone know how to put this all into LOGIC?

I would really appreciate it if anyone could help me!

THAnKS
SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 07:21:15 AM
I think it would be something like this:

if (said("speak")) {
  print("Do you have a sword?");
  print("Say yes or no.");
}
  if (said("Yes")) {
  erase(o0);
  erase(01);
  load.view(48);
  set.view(o0,48);
  load.view(49);
  set.view(o1,49);
  move.obj(o48,100,105,1,f60);
  move.obj(o49,105,105,1,f61);
  animate.obj(o48);
  animate.obj(o49);
  end.of.loop(o48,f62);
  end.of.loop(o49,f63);
}
if (f62);
 start.cycling(o48);
}
if (f63);
  erase(o49);
  load.view(50);
  set.view(o49,50);
  load.sound(what ever sound it is. for example 50);
  sound(50,f64);
}
if (f64);
  erase(o50);
  get(I9-Swordmans Green Coins);
}


This code should work but may have some bugs. If it does tell me and ill fix the code.

Good Luck!

 
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 07:23:52 AM
whoops i forgot something.

if (said("no")) {
 print("Come see me when you do.");
}


you can place that code where ever you want.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 23, 2002, 10:34:16 AM
Ok....I will see how it works! Thanks!

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 23, 2002, 11:33:51 AM
I changed it to this:

if (said("speak")) {
 print("Do you have a sword?");
 print("Hint: Say YES or NO");
}
 if (said("Yes")) {
 erase(o0);
 erase(o10);
 load.view(48);
 set.view(o0,48);
 set.loop(o0,3);
 load.view(49);
 set.view(o10,49);
 set.loop(o10,0);
 move.obj(o0,100,105,1,f60);
 move.obj(o10,105,105,1,f61);
 animate.obj(o0);
 animate.obj(o10);
 end.of.loop(o0,f62);
 end.of.loop(o10,f63);
}
if (f62){
 start.cycling(o0);
}
if (f63){
 erase(o10);
 load.view(50);
 set.view(o10,50);
 load.sound(50);
 sound(50,f64);
}
if (f64){
 erase(o10);
 get(i8);
 set.view(o0,0);
}

if (said("no")) {
 print("Come see me when you do.");
}
}
return();
But when you say, SPEAK, it says   I DO NOT UNDERSTAND YOUR REQUEST.

I know it probabally has to do with the } 's because my problem is ALWAYS with the } 's !!

So... can anyone help me with this?

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 12:39:59 PM
did you put the work speak in the words.tok file.
you know you go into words.tok editor in AGI Studio.
And by the way, whats the name of your game?
just wondering.

-Joey
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 23, 2002, 12:43:07 PM
I have about 9 forms of speak in my Words.tok file

So far my game is very plottless and it is called Patrick's Quest AGI Because I have Patrick's Quest on RPG Maker 95 and 2000!

If anyone has a good plot for me, I could give it a try!

SMG240
P.S. Did you see what was wrong else with my edited version of the Sword person?
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 12:44:59 PM
if you did put it in words.tok I think you messed something up. you put
erase(o10);
i thought it was o1 that was going to be erased. I think the reason it is saying i do not understand your request is because there is a bug in the  code. the erase(o10); may be it. and make sure that view 1 is already in the screen when you play it.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 12:48:24 PM
also you put set.loop(o0,3); and a lot of other things with o0. i think it is not going to understand that because o0 is now 48. i think you'd have to do set.loop(o48,3); and the same with move.obj(48,.....
and all the other code that involves you except erase(o0); try that and get back to me.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 12:54:40 PM
did it work?
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 23, 2002, 03:18:25 PM
Well, o0 is my ego and o10 is the man with the sword.

I think that o0 stays o0 even if it changes views because i have o0 in my defines.txt as my ego and I have o10 on the top of my page of logic as the man.
Loop3 on view 48 is the loop I want to animate. Loop  0 on view 49 is the loopI want to animate... I have had this happen before on things where i tried to talk to someone in my game after I changed something and I got a message saying I DO NOT UNDERSTAND YOUR REQUEST.  Maybe we should check the }'s and the other parts, the compiler reads it, and says that it complied successfully, but I cant talk to the friggin man!

I dont know what is wrong


Smg240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 03:34:40 PM
i think i figured it out. there is an extra { at the end of the file. get rid of the { before return();
if it says { expected at end of file, then there is a bug in the code. i will keep looking for the bug
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 23, 2002, 08:27:42 PM
well.......
did it work?
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 23, 2002, 11:26:00 PM
It must be a bug because it said that } wasnt at the end of any command blocks.

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Chris Cromer on July 23, 2002, 11:41:01 PM
Could you show me the entire logic? I think I know what the problem is but for me to be sure I would need to see the whole thing.

Joey, the bug isn't in the code displayed, but I beleive the bug is where he put the code you gave him. If he put it in the spot I think he did then it would not work... so just show me the entire logic so I can see what is going on.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 23, 2002, 11:42:37 PM
Well, I will have to send it in a minute, it is on my downstairs computer---back in a few...

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 23, 2002, 11:46:33 PM
// ****************************************************************
//
// Logic 10
//
// ****************************************************************

#include "defines.txt"
#define man o10

if (new_room)
{
 load.pic(room_no);
 draw.pic(room_no);
 discard.pic(room_no);
 set.horizon(13);

animate.obj(o10);
load.view(23);
set.view(o10,23);
set.loop(o10,0);
set.cel(o10,0);
position(o10,132,63);
ignore.horizon(o10);
ignore.blocks(o10);
ignore.objs(o10);
wander(o10);
draw(o10);



 //ADD ADDITIONAL INITIALIZATION CODE HERE

 if (prev_room_no == 3)
 {
   position(o0, 8, 88);
 }

 if (prev_room_no == 9)
 {
   position(o0, 78, 166);
 }
 if (prev_room_no == 12)
 {
   position(o0, 79, 19);
 }

 if (prev_room_no == 11)
 {
   position(o0, 158, 84);
    }
   }


 draw(o0);
 show.pic();


if (ego_edge_code == horizon_edge)
{
 //ADD ADDITIONAL HORIZON EXIT CODE HERE
 new.room(12);
}

if (ego_edge_code == bottom_edge)
{
 //ADD ADDITIONAL BOTTOM EXIT CODE HERE
 new.room(9);
}

if (ego_edge_code == left_edge)
{
 //ADD ADDITIONAL LEFT EXIT CODE HERE
 new.room(3);
}

if (ego_edge_code == right_edge)
{
 //ADD ADDITIONAL RIGHT EXIT CODE HERE
 new.room(11);
}
if (f2 && unknown_word_no == 0 && !f2)
{  if (said("look"))
 {
   print("You see a crossroads.");
  }

if (said("speak")) {
 print("Do you have a sword?");
 print("Hint: Say YES or NO");
}
 if (said("Yes")) {
 erase(o0);
 erase(o10);
 load.view(48);
 set.view(o0,48);
 set.loop(o0,3);
 load.view(49);
 set.view(o10,49);
 set.loop(o10,0);
 move.obj(o0,100,105,1,f60);
 move.obj(o10,105,105,1,f61);
 animate.obj(o0);
 animate.obj(o10);
 end.of.loop(o0,f62);
 end.of.loop(o10,f63);
}
if (f62){
 start.cycling(o0);
}
if (f63){
 erase(o10);
 load.view(50);
 set.view(o10,50);
 load.sound(50);
 sound(50,f64);
}
if (f64){
 erase(o10);
 get(i8);
 set.view(o0,0);
}

if (said("no")) {
 print("Come see me when you do.");
}
}

return();

Thats it... I am off to bed now.... it is 11:47 here!!

I really appreciate this.

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Chris Cromer on July 23, 2002, 11:57:06 PM
It was just as I though, use this:

Code: [Select]
// ****************************************************************
//
// Logic 10
//
// ****************************************************************

#include "defines.txt"
#define man o10

if (new_room)
{
 load.pic(room_no);
 draw.pic(room_no);
 discard.pic(room_no);
 set.horizon(13);

animate.obj(o10);
load.view(23);
set.view(o10,23);
set.loop(o10,0);
set.cel(o10,0);
position(o10,132,63);
ignore.horizon(o10);
ignore.blocks(o10);
ignore.objs(o10);
wander(o10);
draw(o10);



 //ADD ADDITIONAL INITIALIZATION CODE HERE

 if (prev_room_no == 3)
 {
   position(o0, 8, 88);
 }

 if (prev_room_no == 9)
 {
   position(o0, 78, 166);
 }
 if (prev_room_no == 12)
 {
   position(o0, 79, 19);
 }

 if (prev_room_no == 11)
 {
   position(o0, 158, 84);
   }
   }


 draw(o0);
 show.pic();
}

if (ego_edge_code == horizon_edge)
{
 //ADD ADDITIONAL HORIZON EXIT CODE HERE
 new.room(12);
}

if (ego_edge_code == bottom_edge)
{
 //ADD ADDITIONAL BOTTOM EXIT CODE HERE
 new.room(9);
}

if (ego_edge_code == left_edge)
{
 //ADD ADDITIONAL LEFT EXIT CODE HERE
 new.room(3);
}

if (ego_edge_code == right_edge)
{
 //ADD ADDITIONAL RIGHT EXIT CODE HERE
 new.room(11);
}
if (f2 && unknown_word_no == 0 && !f2)
{  if (said("look"))
 {
   print("You see a crossroads.");
 }

if (said("speak")) {
 print("Do you have a sword?");
 print("Hint: Say YES or NO");
}
 if (said("Yes")) {
 erase(o0);
 erase(o10);
 load.view(48);
 set.view(o0,48);
 set.loop(o0,3);
 load.view(49);
 set.view(o10,49);
 set.loop(o10,0);
 move.obj(o0,100,105,1,f60);
 move.obj(o10,105,105,1,f61);
 animate.obj(o0);
 animate.obj(o10);
 end.of.loop(o0,f62);
 end.of.loop(o10,f63);
}
if (f62){
 start.cycling(o0);
}
if (f63){
 erase(o10);
 load.view(50);
 set.view(o10,50);
 load.sound(50);
 sound(50,f64);
}
if (f64){
 erase(o10);
 get(i8);
 set.view(o0,0);
}

if (said("no")) {
 print("Come see me when you do.");
}

return();
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 24, 2002, 09:10:42 AM
DAMN CHRIS!!!
lol
i thought i knew how to help him. lol
anyway.
smg240, tell us if it works

-joey
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 24, 2002, 10:28:16 AM
Ok... I will try it out now!!

(I see you have 2 stars now Joey! Great job!)

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 24, 2002, 10:40:44 AM
Well... Um... it did the same thing as before...

the } on line 55 said that it wasn't at the end of and command blocks, so I had to move it to the bottom...

???

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 24, 2002, 10:58:33 AM
what do the stars mean?
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 24, 2002, 11:04:35 AM
the code should work.....
well im goin to the rainforest resteraunt.
ill review the code after.
oh and a message to everyone:
Date Quest 2 is about 20% done. screen shots are posted at http://joekool224.tripod.com
only 1 is there now but more shall be there by the end of the day.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Chris Cromer on July 24, 2002, 11:40:12 AM
Hmmm that should have fixed it, the problem I found was that it was in the new_room if and if it is in there then it would only be called once and not work... there must be another bug in the code if it didn't work.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Chris Cromer on July 24, 2002, 11:52:39 AM
Alright, I have done you a favor and have searched the code, formatted it, and fixed it. This is a possitive fix, I have checked it thouroughly and fixed 2 other bugs which where in the code I gave you earlier(and in the code you posted).

Code: [Select]
// ****************************************************************
//
// Logic 10
//
// ****************************************************************

#include "defines.txt"
#define man o10

if (new_room)
{
 load.pic(room_no);
 draw.pic(room_no);
 discard.pic(room_no);
 set.horizon(13);

 animate.obj(o10);
 load.view(23);
 set.view(o10,23);
 set.loop(o10,0);
 set.cel(o10,0);
 position(o10,132,63);
 ignore.horizon(o10);
 ignore.blocks(o10);
 ignore.objs(o10);
 wander(o10);
 draw(o10);

 //ADD ADDITIONAL INITIALIZATION CODE HERE

 if (prev_room_no == 3)
 {
   position(o0, 8, 88);
 }

 if (prev_room_no == 9)
 {
   position(o0, 78, 166);
 }

 if (prev_room_no == 12)
 {
   position(o0, 79, 19);
 }

 if (prev_room_no == 11)
 {
   position(o0, 158, 84);
 }

 draw(o0);
 show.pic();
}

if (ego_edge_code == horizon_edge)
{
 //ADD ADDITIONAL HORIZON EXIT CODE HERE
 new.room(12);
}

if (ego_edge_code == bottom_edge)
{
 //ADD ADDITIONAL BOTTOM EXIT CODE HERE
 new.room(9);
}

if (ego_edge_code == left_edge)
{
 //ADD ADDITIONAL LEFT EXIT CODE HERE
 new.room(3);
}

if (ego_edge_code == right_edge)
{
 //ADD ADDITIONAL RIGHT EXIT CODE HERE
 new.room(11);
}

if (said("look")) {
 print("You see a crossroads.");
}

if (said("speak")) {
 print("Do you have a sword?");
 print("Hint: Say YES or NO");
}

if (said("Yes")) {
 erase(o0);
 erase(o10);
 load.view(48);
 set.view(o0,48);
 set.loop(o0,3);
 load.view(49);
 set.view(o10,49);
 set.loop(o10,0);
 move.obj(o0,100,105,1,f60);
 move.obj(o10,105,105,1,f61);
 animate.obj(o0);
 animate.obj(o10);
 end.of.loop(o0,f62);
 end.of.loop(o10,f63);
}

if (said("no")) {
 print("Come see me when you do.");
}

if (f62){
 start.cycling(o0);
}

if (f63){
 erase(o10);
 load.view(50);
 set.view(o10,50);
 load.sound(50);
 sound(50,f64);
}

if (f64){
 erase(o10);
 get(i8);
 set.view(o0,0);
}

return();
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 24, 2002, 11:59:43 AM
Ok Thanks! I will giveit a whirl!!
SMG240  ;D
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 24, 2002, 02:03:05 PM
Code: [Select]
// ****************************************************************
//
// Logic 10
//
// ****************************************************************

#include "defines.txt"
#define man o10

if (new_room)
{
 load.pic(room_no);
 draw.pic(room_no);
 discard.pic(room_no);
 set.horizon(13);

 animate.obj(o10);
 load.view(23);
 set.view(o10,23);
 set.loop(o10,0);
 set.cel(o10,0);
 position(o10,25,149);
 ignore.horizon(o10);
 ignore.blocks(o10);
 ignore.objs(o10);
 draw(o10);

 //ADD ADDITIONAL INITIALIZATION CODE HERE

 if (prev_room_no == 3)
 {
   position(o0, 8, 88);
 }

 if (prev_room_no == 9)
 {
   position(o0, 78, 166);
 }

 if (prev_room_no == 12)
 {
   position(o0, 79, 19);
 }

 if (prev_room_no == 11)
 {
   position(o0, 158, 84);
 }

 draw(o0);
 show.pic();
}

if (ego_edge_code == horizon_edge)
{
 //ADD ADDITIONAL HORIZON EXIT CODE HERE
 new.room(12);
}

if (ego_edge_code == bottom_edge)
{
 //ADD ADDITIONAL BOTTOM EXIT CODE HERE
 new.room(9);
}

if (ego_edge_code == left_edge)
{
 //ADD ADDITIONAL LEFT EXIT CODE HERE
 new.room(3);
}

if (ego_edge_code == right_edge)
{
 //ADD ADDITIONAL RIGHT EXIT CODE HERE
 new.room(11);
}

if (said("look")) {
 print("You see a crossroads.");
}

if (said("speak")) {
 print("Do you have a sword?");
 print("Hint: Say YES or NO");
}

if (said("Yes")) {
 load.view(48);
 load.view(49);
 load.view(50);
 load.sound(50);
 position(o0,20,149);
 position(o10,25,149);
 erase(o0);
 set.view(o0,48);
 draw(o0);
 set.loop(o0,0);
 set.view(o10,49);
 set.loop(o10,0);
 start.cycling(o0);
 start.cycling(o10);
 animate.obj(o0);
 set.dir(o0,v3);
 animate.obj(o10);
 animate.obj(o0);
 animate.obj(o10);
 stop.cycling(o0);
 stop.cycling(o10);
 end.of.loop(o0,f50);
 end.of.loop(o10,f51);
}
if(f50) {
 erase(o0);
 animate.obj(o0);
 animate.obj(o0);
 animate.obj(o0);
 set.view(o0,0);
 get(i8);
 draw(o0);
}
if(f51) {
 erase(o10);
 start.cycling(o10);
 animate.obj(o10);
 animate.obj(o0);
 animate.obj(o0);
 stop.cycling(o10);
 load.view(50);
 set.view(o10,50);
 draw(o10);
}
if (said("no")) {
 print("Come see me when you do.");
}

return();


I re wrote this using what Chris had fixed and I put some things in to get it how I wanted and I came up with this!  There are only 4 things I need help on after this had been written.

1. I can say yes infinite number of times... I only need it once!!

2. I am trying to put v3 += 3; (for adding points) in there but every where I put it, the counter shoots up ti 275 and goes back to zero continueously (sp?).

3. When I say "YES" the Ego goes to a new position but there is a shell of him left where I said YES. i can walk over the shell and it dissappears.

4. My EGO anly animates when I move him in a direction. I want it to animate by itself while o10 is animating!

THanks for helping me guys.

SMG240
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 24, 2002, 02:42:27 PM
I had the same problem in date quest 2.
i forget the code i did cause its up stairs on my pc.
that should work though. ummmm.......
let me go get the code. ill send it to u in a couple min.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 24, 2002, 02:48:25 PM
if (said("use spray")) {
  if (has("breath spray")) {
  print("Ok.");
  v3 += 2;
  print("You quickly run into the grass, where no one is looking and apply the spray.");
  program.control();
  erase(o0);
  animate.obj(o5);
  load.view(5);
  set.view(o5,5);
  set.cel(o5,0);
  set.loop(o5,0);
  draw(o5);
  start.cycling(o5);
  end.of.loop(o5,f230);

}
  else {
    print("You don't have it.");
    }
}
  if (f230) {
  print("No wonder that breath spray was only 99 cents. Your all out already.");
  print("Atleast you'll have good breath for the rest of the game.");
  drop("breath spray");
  player.control();
  erase(o5);
  load.view(0);
  set.view(o0,0);
  position(o0,6,61);
  draw(o0);
  player.control();
  accept.input();
  reset(f230);
}




this code worked for me, but you'll have to change some stuff for your game.
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Joey on July 25, 2002, 11:12:03 AM
// ****************************************************************
//
// Logic 10
//
// ****************************************************************

#include "defines.txt"
#define man o10

if (new_room)
{
 load.pic(room_no);
 draw.pic(room_no);
 discard.pic(room_no);
 set.horizon(13);

 animate.obj(o10);
 load.view(23);
 set.view(o10,23);
 set.loop(o10,0);
 set.cel(o10,0);
 position(o10,25,149);
 ignore.horizon(o10);
 ignore.blocks(o10);
 ignore.objs(o10);
 draw(o10);

 //ADD ADDITIONAL INITIALIZATION CODE HERE

 if (prev_room_no == 3)
 {
   position(o0, 8, 88);
 }

 if (prev_room_no == 9)
 {
   position(o0, 78, 166);
 }

 if (prev_room_no == 12)
 {
   position(o0, 79, 19);
 }

 if (prev_room_no == 11)
 {
   position(o0, 158, 84);
 }

 draw(o0);
 show.pic();
}

if (ego_edge_code == horizon_edge)
{
 //ADD ADDITIONAL HORIZON EXIT CODE HERE
 new.room(12);
}

if (ego_edge_code == bottom_edge)
{
 //ADD ADDITIONAL BOTTOM EXIT CODE HERE
 new.room(9);
}

if (ego_edge_code == left_edge)
{
 //ADD ADDITIONAL LEFT EXIT CODE HERE
 new.room(3);
}

if (ego_edge_code == right_edge)
{
 //ADD ADDITIONAL RIGHT EXIT CODE HERE
 new.room(11);
}

if (said("look")) {
 print("You see a crossroads.");
}

if (said("speak")) {
 print("Do you have a sword?");
 print("Hint: Say YES or NO");
}

if (said("Yes")) {
 if(f89){
 print("you already fought him");
}
 else {
 program.control();
 load.view(48);
 load.view(49);
 load.view(50);
 load.sound(50);
 position(o0,20,149);
 position(o10,25,149);
 erase(o0);
 set.view(o0,48);
 draw(o0);
 set.loop(o0,0);
 set.view(o10,49);
 set.loop(o10,0);
 start.cycling(o0);
 start.cycling(o10);
 animate.obj(o0);
 set.dir(o0,v3);
 animate.obj(o10);
 animate.obj(o0);
 animate.obj(o10);
 stop.cycling(o0);
 stop.cycling(o10);
 end.of.loop(o0,f50);
 end.of.loop(o10,f51);
 set(f89);
}
}
if(f50) {
 erase(o0);
 animate.obj(o0);
 animate.obj(o0);
 animate.obj(o0);
 set.view(o0,0);
 get(i8);
 draw(o0);
}
if(f51) {
 erase(o10);
 start.cycling(o10);
 animate.obj(o10);
 animate.obj(o0);
 animate.obj(o0);
 stop.cycling(o10);
 load.view(50);
 set.view(o10,50);
 draw(o10);
}
if (said("no")) {
 print("Come see me when you do.");
}

return();
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 25, 2002, 11:26:01 AM
Ok thnkx, the only problems no is:

1 One was that the shell of EGO was still there when I said yes

2. You forgot player.control(); LOL!!

3. And I had to press a directional key for EGO to animate while in view 48!

THNKS
Title: Re:VIEW Artisting---Then inserting it into my game!!
Post by: Patrick on July 25, 2002, 11:26:32 AM
Ok thnkx, the only problems no is:

1 One was that the shell of EGO was still there when I said yes

2. You forgot player.control(); LOL!!

3. And I had to press a directional key for EGO to animate while in view 48!

THNKS
smg240