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Nightly build bug reports [rquote=1661&tid=45&author=Dani_Karmann]"simply maximize with windows button to "fix" the pr ... |
3-12-2016 at 12:11 PM by: CicTec |
Work in project: Floral Magician Marybell [rquote=1660&tid=171&author=Dani_Karmann]
-The speed of the game is a bit slow
[/rquote] ... |
3-12-2016 at 12:03 PM by: CicTec |
Nightly build bug reports [rquote=1656&tid=45&author=Dani_Karmann]I found two new problems:
-First, when you ope ... |
3-12-2016 at 10:55 AM by: CicTec |
Work in project: Floral Magician Marybell Mmm ok, write a list of problems please, so we can see what happen and fix the bugs. |
3-12-2016 at 10:40 AM by: CicTec |
Work in project: Floral Magician Marybell I've downloaded the file, but is compiled with dos version seems, why you don't compile with DivDX ? ... |
2-12-2016 at 10:58 PM by: CicTec |
Work in project: Floral Magician Marybell [rquote=1650&tid=171&author=Dani_Karmann]No, the size of the zip is 9,05 mbytes.
[/rquote]
... |
2-12-2016 at 07:16 PM by: CicTec |
Work in project: Floral Magician Marybell Maybe your zip exceeds the size limit allowed, check if it exceeds 19.2MB. |
2-12-2016 at 05:31 PM by: CicTec |
Tile Maps? Create a level editor for the IDE would be the best choice, but it requires a lot of work, what coul ... |
2-12-2016 at 05:28 PM by: CicTec |
Work in project: Floral Magician Marybell [rquote=1610&tid=171&author=Dani_Karmann]The .prg is already playable, but the RPG parts of ... |
1-12-2016 at 03:39 PM by: CicTec |
Complicated mode 8 question... Well done dom cook.
[Edited on 30-11-2016 by CicTec] |
30-11-2016 at 08:10 PM by: CicTec |
Complicated mode 8 question... Thanks, I shall examine it in the coming days to see possible solutions.
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29-11-2016 at 10:41 AM by: CicTec |
Complicated mode 8 question... it is difficult to test the code without an exmple, you have a small wld + assets + prg that you can ... |
28-11-2016 at 09:58 PM by: CicTec |
Complicated mode 8 question... You have a small example to be able to try? it would be useful to see if the formula that you want t ... |
28-11-2016 at 07:37 PM by: CicTec |
Work in project: Floral Magician Marybell Hello Dani_Karmann,
Very nice project, when we could try the first demo ? |
28-11-2016 at 11:21 AM by: CicTec |
Tile Maps? Hello MasterComputer202 and welcome,
DIV currently has no native tilemap system, support a system ... |
28-11-2016 at 11:17 AM by: CicTec |
Accurate health bar [rquote=1589&tid=121&author=Dani_Karmann]The bar is not accurate, but don't worry. At least, ... |
25-11-2016 at 11:31 PM by: CicTec |
DIV Goes open source [rquote=1586&tid=169&author=BreadCaster]Oh Wow, could some of those possibly be added into t ... |
25-11-2016 at 12:55 PM by: CicTec |
DIV Goes open source It has some changes to adapt the structure of DIV, yes. |
25-11-2016 at 08:16 AM by: CicTec |
Accurate health bar I can't test for now with a really example, try:
[code]
if(damage < max_health)
real_unit = ... |
24-11-2016 at 09:15 PM by: CicTec |
Accurate health bar From the video it seems to work well, the issue of when it reaches 0 should be corrected with the ab ... |
24-11-2016 at 08:49 PM by: CicTec |
Accurate health bar in which the minute video is shown?
It should be easy to solve, try:
[code]
if(damage < max_ ... |
24-11-2016 at 08:25 PM by: CicTec |
DIV Goes open source [rquote=1576&tid=169&author=saucjedi]
Any way, I have seen structs and some comments that m ... |
24-11-2016 at 04:32 PM by: CicTec |
Accurate health bar You can use the formula of Mike, adapted for your 100 pixels bar:
[code]
real_unit = 100000 / max_ ... |
23-11-2016 at 07:31 PM by: CicTec |
Accurate health bar Mmmm yes, need another formula than, wait please.
[Edited on 23-11-2016 by CicTec] |
23-11-2016 at 06:48 PM by: CicTec |
Accurate health bar It has been a pleasure for me, I hope that you can finish the game, and I hope to see soon a new dem ... |
23-11-2016 at 05:01 PM by: CicTec |
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