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Messages - dgill

#1
I figured out how to get the label to work but I have a new problem.  The HP doesn't update until after both sides attack.  The user attacks through the text parser.  Here is what I am doing:

In the activate function of the text parser I display text, update the HP variables, call a function called DisplayHP, and then call a function called SailorAttack (enemy attack system)
Inside the SailorAttack  function I do the same thing - display text, update the HP of the user, then call DisplayHP
Inside the DisplayHP function is where I change the text of label - depending on who attacks changes which label gets altered.

After the first message is displayed I would like to show updated HP value of the enemy that was just attacked.  I am not sure why but it waits until the enemy attacks back and that message is displayed and updates them both at the same time.
#2
Thanks. That was also of great help.
#3
That will work, thanks for the help.
#4
I thought about doing the gui thing, but the only problem is I want this text to include a variable and the gui label doesn't allow that.  My intention is to use this as an HP meter for a battle scene so I have a variable that stores their HP values.  I tried the character.SayBackground but since I have more than character in the battle and you can't change the location of where you want the text to go, it will only show one of them.  Right now I have it display the health and then it disappears and you attack and then redisplay the health.  I think that looks all right but do you have any other ideas.
#5
Is there any display functions that isn't a blocking function?  I would like to display a message that remains up while the player is allowed to act.
#6
Is there anyway to use the group number associated with a word in the text parser instead of having to type out the word itself?  I want to use this to be able to randomly pick a word using the int values and then convert that int into the word associated with it and output it to the screen.  Is this possible in anyway.
#7
Thank you.  That helped.  I actually had to change it to 32-bit since the only way I could keep the color settings correct on my image files was to save them as 24-bit Bitmaps.
#8
I am getting an error message when I try to import a sprite saying to check color depth and size and try again.  The resolution for my game is 640x480.  The size of my image is 747x1054.  I am not sure if that is problem.   If it is, is there a way to change the size of the image to match the resolution without having to redraw it?  Any help would be great.  Thanks in advance.
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