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Bunch o' questions:
Is the maximum for all the stats 100? I was doing some testing and found that Stamina doesn't increase after 100.
Does it matter if an image is PICT or PCT? Is there a difference between PICT and PCT? (Sorry if this was already answered in another post.)
If you just use still images for your player and NPCs, can you make them "pop around" like in Realmz or Exile between tiles instead of letting the characters just float across the map?
Thanks a lot!
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To answer question one: I have an uber Ranger with stamina over 300. His strength and luck are also up around there. So I don't know why your Stamina is not going over 100. Could you be a little bit more specific about what and how you're testing?
Gallandro
Quote
Could you be a little bit more specific about what and how you're testing?
I took the Medival built in game and made one of the tiles give a lot of xp to boost my levels. Then I loaded and walked onto the tile. I think I should have put in "End Event" for the tile event because the event just happened over and over again. It stopped when I was at level 23, where my stamina was 100.
(This message has been edited by unknown (edited 08-22-2002).)
Originally posted by unknown: **Bunch o' questions:
**
1. you can have a higher stamina make sureyou didn't cap it somehow. 2. no. Yes i believe .pct is Photoshop's format, and PICT is Apple/Quicktime's default picture file format.. 3. a. Interesting question, try this, set the motion tiles to for all the NPC's to a default like 32x32 that way everything will pop at the same clip, i'm sure you'll have to fool with the speed (so they move 32pixels at a time)and they're delay between moves ***** ( using wait events see the parentheses ) , that way they can't just keep popping all the time. And finally give them one frame for each direction, or none if you want to make it look like Exile. 3. b. if you want them to glide, with out moving, like for a board game, simply slow them down and add in duplicate the frame.
***** _ (which by the way is a great way to accomplish turn based/charging attacks, just put a wait event and link to every action taken by the character, and apply a wait action to the NPC's and you can also add in an attack delay if you want the monsters to move more than they attack, coupled with the A.I )_
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