Q & A 231-240 |
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This Page was last updated on: Wednesday, June 04, 2003 09:00 PM |
![]() Q231: Topaz, I was wondering if were possible to include moretinted colours like a black and white mode to give afeeling to the gamer that you are talking about thepast.It would be great if you can include more tintablecolours to your collection Chun |
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![]() ![]() A231: Hi Chun Wan: Hey, Thank You very much for the nice world you submitted of EVERMORE ! ![]() ![]() To answer your question, yes, B&W tinting has been considered, but remember, this would require me to go outside hardware tinting. Right now, I am tinting just by subtracting the Red/Green/Blue guns from the display. This is fairly easy to do and very fast but allows you to tint only to black, white, red, yellow, green, aqua, blue, and violet. To do a true tint where the screen turns B&W would require me to change every single pixel manually, which, can be done, but during this time period of changing pixels, there could be no text movement, or Sprite movement, or map scrolling. In order to allow Sprite animation and Map scrolling where it was B&W would require me to update all 2016x2016 pixels of the map and all 38 Sprites somehow caching their original images, so .. it may be more trouble than it would be worth to write.. Since ![]() ![]() ![]() In the meantime to get a mood-change for current Scenario by tinting the screen, you are limited to Red/Green/Blue. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Red could signify real danger, fire, or evil. Green could signify memory, long ago, or getting drugged by that nice innocent girl you date so often. ![]() And Blue could signify underwater (especially for use with ![]() One added advantage is since future ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() If you can think of some new ones, feel free to let me know and I'll do what I can to write them for you. ![]() ![]() |
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![]() ![]() Q232: Hi, Scenario is Just Wonderful but still I've found a bug or two. (a) I've never found the way to Insert Alpha Object can you please help me out on this. (b) Also Scenario Always Crashes when I'm trying to import Tiles something about Tile00.TXT or something anyway its about the .TXT file or something. |
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![]() ![]() A232: Greets Sebastian: (a) Alpha Objects are pretty easy. Lisa, one of the top-worldbuilders (one of many since there are quite a few of you now !) makes use of Alpha Objects quite a bit. To create one, first off, download an Alpha Object like FUTRHOME.GIF. You can RIGHT MOUSE CLICK on this picture which is FUTRHOME.GIF. ![]() SAVE it inside \REALM\ to your HardDrive as a .BMP file. DO NOT save it as a .GIF file. There are instructions at the bottom of the page on the Add-Ons to show you how to save it as a .BMP every time. Click ![]() Bring up ![]() Go to the place where you want to add it and hit: ![]() ![]() ![]() ![]() ![]() ![]() Now you are in the Sprite Messenger ! Hit ![]() ![]() ![]() ![]() ![]() Notice now your cursor has changed ! It is IMPORTANT to have at least ONE bitmap in your \REALM\ directory or you can crash ![]() Hit ![]() Select one, such as FUTRHOME (which you should have transfered to \REALM\) and press ![]() Notice that it will type it out in all caps. We're done ! Press ![]() ![]() ![]() ![]() (b) Make certain you are using the latest version such as v02-1214 or later ! If you have any .TXT files for TILES in Scenario, they may not work correctly.. I have changed quite a bit of code since those were implemented and the .TXT is only an assistance to you, the Worldbuilder, not the person who plays the game so they get pretty low priority. ... I just checked making a TILE09.TXT. It's fine and still works. Bring up NOTEPAD and type out: minibed save it off inside \REALM\ as TILE09. DO NOT type the ".txt" extension, as that is auto-saved in notepad. Now to import, go save a copy of TILE-292.BMP, which you can get by right-clicking ![]() Save it as a .BMP inside your \REALM\ directory. Remember, my website has them saved as .GIFs and you MUST save it as a .BMP file, save it as filename "TILE09" do not type out ".bmp" for the extension as this is auto-selected when you change the TYPE to save as bitmap. You can hit either ![]() ![]() ![]() You should see that the name appearing for TILE #09 NightMoon has now changed to "minibed" and that when you select TILE #09 (which you can get by hitting ![]() Congratulations ! You just imported a custom Tile ! ![]() Phew ! ![]() ![]() ![]() |
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![]() ![]() Persona # 12 is in use by Sebastian, selecting next higher 3rd type Q233: question: Everything's golden (slightly) in programming land. But I have a few q's (and comments too) to throw down. Here goes: (a) Version 95b and over crashes my system! Is there something I can do to fix it?? (or will I have to resort to crashing my compaq w/ a sledgehammer?) (b) Can you write a way for transports to be used in other maps other than #00? I have at least 2 more maps for my hero to travel, and I don't want to scrap my game... and it's almost finished!! (c) Can you PLEASE, PLEASE, PLEASE, let airships go through warps? I was abusing that until you canceled it... oh ya, boats too. :D (d) will scen2k EVER run on 3.1? (My sister keeps bugging me about this.) I'll keep scenX, but I need something for 3.1 before I have to push up my sleeves for major butt kicking! (grr...) (C:) This is the best RPG maker on the planet! I'll use this forever and ever... well, until I finally learn C++, but that can wait... -- Spinner! |
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![]() ![]() A233: Hi Spinner ! (a) Please check with the latest version of 03-0101. You can download that version by clicking ![]() It's a bit slow for some computers in which case you should change your screen resolution to 640x480 trying both 16-bit color and 24-bit color to see which is the fastest. Since I am not making use of DirectX, changing your screen resolution and/or interpretation/depth of the colors can and will make a difference. If it is still running slow, you can hit the ![]() |
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(b & c) Ah ! Actually this was a
very good request of yours. As such, it is fully implemented where you can have an infinite # of transports and for any map. When in the editor, hit ![]() ![]() (1) That if the player is boarded on a transport of either the Boat or Airship and they enter a warp that selects this map, then it is permitted. (2) Further the player cannot enter the water (which makes a bit of sense since boats are expected to enter or already be available on this map) If, however, you have it turned OFF for this map then it means the opposite: (1) That if the player is boarded on a transport of either the Boat or Airship and they enter a warp that selects this map, then it is FORBIDDEN. (2) That the player can enter the water (which makes a bit of sense since boats are forbidden to enter by warp this map, and quite possibly, there are no boats on this map because of this) So when they touch a warp of this kind, the warp will be ignored and the player will not warp to that map. This pauses the game somewhat awkward if you use the SEEK WARP of ![]() ![]() Look to future ![]() All in all, however, a good suggestion and I hope what I provided for new transport management will be effective and useful for you and others. ![]() |
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(d) I am now compiling ![]() ![]() |
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(C:) Thank you ! I am trying to make it very easy and usable for others so everyone can write the RPGs they always wanted to, but were detracted by complex systems. While the current engine is light-years from my original premise for it a mere 3 years ago, I still think it is a very solid system, and the Sprite Messenger the easiest way to do difficult animations, effects, and flag/switch adjustments. ![]() |
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![]() ![]() Q234: (a) First i would like to say scenario is good but i have two porblems, first i dont know how to alow people to enter cities and caves from the world map. (b) I cant find out if there is a patch for windows 2000 cause my abilities to save and testplay are limited. (c) how do i make mor party members thanks |
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![]() ![]() A234: Greets Kenuchii: (a) Creating warps from city icons to other maps is really quite simple. Ensure that you are viewing 7 tiles from the top to bottom of your screen, that is, the same display you get when you are in Testplay. If you are viewing the map scaled differently, from the editor hit: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Your screen should now be sized at the same size for Testplay. From here, move the cursor to a portion of your map where you would like a city to be. Generally this would be a map outside. NOTE that the large castle image on the first outside map is an Alpha Object and is not covered in this tutorial. Once you have the cursor where you want it, hit ![]() ![]() You have just selected a new Tile ! You can use either the ![]() ![]() This is useful for rapidly filling in areas if you like. NOTE that by plotting this CITY tile, it DOES NOT immediately tell your game that this is a warp to a city. It is just the IMAGE of a city, which to the editor means a tile the player can enter from any other tile. This is ALL it means until you put a warp on it. Now hit ![]() Add Which One ? SPRITE CRITTER WARP TREASURE LOCK TRANSPORT ![]() ![]() ![]() Confirming you have the latest version of ![]() ![]() ![]() A new screen will pop up: Image Of Warp ? BLACK TILE INVISIBLE Because we have already plotted the tile of City we can safely say Invisible, which merely means to use the current tile image beneath the cursor (in this case, the tile of City), so hit ![]() ![]() There are many different kinds of warps, and the easiest one to learn is the Absolute Warp. You will see several types of warps, but we want to keep this simple and easy for now so hit: From the map editor, hit ![]() ![]() You will be notified that the position to warp to will be recorded where the cursor is when you hit ![]() ![]() ![]() Once the cursor is over where you want it to warp, hit ![]() A notice will appear that the warp was added and would you like to make a return warp here as well ? This very simply means that if the player now touched WHERE the cursor is, they will be warped exactly to the warp tile that brought them here. Generally, you would say NO and build a new adjacent warp entirely, but you are welcome to use this mirror technique if it assists you. Realize that when a player is warped, they can walk backwards on to a map cel matching the same cel as they warped to, which may put them "outside" of a map where it is impossible to enter the map since the tile they arrived on does not match the type or class of the actual inside map. It's a good idea to have warps send the player inside the destination map and not on the edge of the map. That is how you make simple warps. Kenuchii, pause for a bit, the following may not apply to you since you are just learning warps. Stay with me though, it will all make sense in the end. For you veteran Worldbuilders, I am going to explain a bit about the Named warp. Now some of you out there may be saying, WHY should I use a named warp when an absolute is so much easier to create, plus the fact that if you do create a named warp, that you cannot put a Sprite Message directly where the player will land whereas with an absolute warp, you can. Actually you can do both, and I haven't really gone into this yet so I will now. ![]() For the purpose of warping to a new location or map, you can use a named warp without any difficulty. Some of you advanced Worldbuilders however want to warp to a new location where there is a Sprite Message attached to the immediate destination, so you use absolute warps. You can do this, or use a Named Warp, or both. Remember, that you can put a Warp Catch ![]()
Where
the white |
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A234
(b): Regarding your Testplay and SaveGame ability, please let me know if ![]() A234 (c): Current ![]() Click ![]() ![]() |
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![]() Q235: Can you help me? As you can imagine I loved yor "cutie characters" but i use (and will always do it) rpg maker 2000 So, I can't use your sprites, so my question is ... (a) Can you make another version for the rpg maker? If you say nope, then... (b) Can you tell me wich character editor use to do that?? (Idraw sucks!!) |
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![]() ![]() A235: Greets Mr. Morteo: (a) & (b) ![]() ![]() ![]() ![]() I have written and for years have been using a custom one specifically for my projects. In the future, I will make a program called Image Clipper which, although designed specifically for my programs, will allow you to clip images from any bitmap via keyboard and at exact sized cel images. I haven't heard of IDraw. Some graphic toys you should get your hands on are: Display (100% ![]() Paintshop Pro 7 (Commercial package by Jasc Software), Irfanview (100% ![]() Display is a keyboard-only DOS graphic tool and toy of the very best kind. If you're a mouse-aphobic like me, you'll love ![]() With ability to preview images before you load them and razor-sharp per-pixel alignment using arrow keys and numeric entry you can crop, resize, recolor, and re-render almost any image. Paintshop Pro 7 has about the best color quantization scheme I have ever seen to convert true 24-million colors to 256 colors, as well as bilinear resampling and Smart Sizing. Making use of it and the Magic Wand which "magically" selects solitary odd-shaped images from the bunch is what I use to extract new Sprites and images to work with. Irfanview is not as powerful as Paintshop Pro 7 but still has some very nice features nonetheless. I use it to screen-capture images from SNES gameplay (usually Japanese RPGs) and save them off as 24-bit bitmap file named spr##.BMP to re-render later as the way it saves off JPEG and .GIFs is not nearly as powerful or accurate as Paintshop Pro 7. Irfanview is very much like a mouse-version of Display described above. Oh yaas, PSP7 can also save JPEGs at an exact filesize of your choosing showing you a preview of it before you save. I try to keep a tight small-file collection of all of my Add-On archives (the master images) and this ensures keeping the quality for later Add-On rendering. Making use of PSP7's lavish effects such as JPEG Artifact Removal and Edge Preserving Smooth can cut down the size of a master image file and in many cases improve the quality of the final compared to the larger original image. The Cutie sprites were actually from a GBA game I played in Visual Gameboy, some kind of out-in-space board-game. Since you can remove alpha and graphic channels from the display, I nipped out each of the 8 frames to each of the cuties. From there, I brought up PSP7 used the magic-wand to capture each of them in motion, then re-sized them with Bilinear Resample which does the very best with resizing small sprites to new similar sizes. Using my own image clipper, I picked up each new rendering, adjusted them to be centered in the 64x128 area for a new Add-On Sprite and then updated the webpage. It took 3+ hours in all to get the 5 cutie sprites captured and rendered and a some-odd 2+ additional hours to get the face images as I had to play the game in Japanese (which I don't know!) to get any of the faces to appear in their varied emotional moods. The little blue-haired robot-girl I couldn't find get her all moods. This may seem like a bit of time to you, but I am excited at the prospect of my little RPGMaker being able to make use of new Sprites outside of RPG95. Look for many new rendered sprites direct from RPG2000 in the future. These are sized to 24x32 so I will need to resample each of them myself for new Add-On sprites for ![]() ![]() ![]() . . . (*) You mentioned in some private Email to me that you liked RPG95 and/or RPG2000 and would never make use of ![]() ![]() I hope you take a good look at Scenario before deciding too soon, however. It should run in WinXP now and I wrote Scenario because of RPG95 and RPG2000 being so complex to use. Further, RPG2000, translated from Japanese to English by Don Miguel, will not receive any changes, or additions, nor RPG95. They are fixed programs, and consequently illegal to own a translated copy. I personally don't care and secretly admire Don Miguel for translating a RPGMaker, illegal to own in the U.S. or otherwise, that spans 10megs of installation, but others might care and penalize, and this prevents you from contributing world files in the future for what could be personal profit and fame from your hard earned Worldbuilding ability. ![]() * Underwater FX * Snowflurry FX * Infinite # of transports on any map and ability to allow/prohibit player boarded on a transport to warp to any of the other maps. * WinXP compatibility * SafeWave driver for older computers Planned for the future is: Playing RealMedia music and Mp3s (just download any of the Daily Music for an example). Sample link below, this is New Year 2003 music although I do post a RealMusic file with every Daily Bulletin, consequently, you could collect quite a few by reading my bulletins. ![]() http://members.dfwonline.net/dw817/dailymus/newy2003.zip Playing RealMusic in ![]() The map editor is very intuitive and the overall system remembers the positions, selections, and last choices for over 400+ procedures and functions and selections used in the engine itself. Thus, all menu locations, last tiles chosen, and cursor position are saved each and remembered each and individually for any of the maps you work with. Over 20 world files have been written by others, and unlike the massive overhead of saving off worlds in RPG95 or RPG2000, if you decide to use the default images and music for everything, even in a world that has 350+ Sprite Messages, such as Suzi's Quest (the default sample), PKZIPing the .WRX file as a complete RPG comes PKZiped to 125k, not a meg, unless you are using a meg of add-on imagery & music. While I have not listed complete ideas yet, many good suggestions have been posed and will be followed through such as a DEFEAT icon that teleports the player when defeated in combat to an exact map location so you do not completely lose - game over - load a saved game - but are penalized as the Worldbuilder sees fit and can continue your quest at a new point. Background .WAV effects such as engines, rain, applause, etc. I would really like to see a ![]() Random encounters, not done through tile selections but instead inside the Sprite Messenger for more direct control and the ability to turn it off/on based on the player' s position and status in a game and their location. I will try to make this as simple as possible when it is in effect so there may be some additional tile data to record random encounter positions to separate positions of air/water/land combat. Scrolling Storyboard text, where an entire page of text can slowly scroll on to the screen not affected by any effects or Sprite Messenger Commands you do once the scrolling has started. ![]() As it's author, I am not asking for money nor do I plan to in the future. I just want to see what you and others can build in it. I very much enjoy playing unique and original RPGs and see my program as an engine to contribute to the great creativity and genius in others, and to share their world creations with everyone else, not just for playing these games, but for learning from them; good Worldbuilding techniques, stories to carry you, and gameplay that keep you wondering (and wanting to know) just what will happen next. ![]() There are a lot of very creative and talented people out there who have a "story" they want to write. To share their life experiences, ideas, and dreams with others. I would like to think ![]() If you make something interesting in ![]() ![]() |
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![]() ![]() Persona #12 in use by Sebastian - shifting you to the next persona .. Q236: I have 3. (a) How do you 'Tile Couch' critters and make them pop out at the right time? (b) How do you do the same thing with sprites? (c) What is 2+E?(I'm joking. Actually, how do you use critter messenger to make a critter speak ONLY, before it attacks?)[I've seen that in the game Dragon Slayer] |
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![]() ![]() A236: Greets JTBETA: (a) Adding critters, both visible and invisible in ![]() ![]() If your cursor does not look like this, hit the backwards apostrophe ![]() ![]() Okay, from here hit ![]() ![]() ![]() ![]() Now you have made a critter ! To make it invisible, that is, where it will not show up in Testplay until the critter is close enough to pounce on the player, with the cursor still on the newly created critter, hit the ![]() ![]() ![]() Some of you veterans may be wondering if you can create a hidden critter by pressing the ![]() If you delete a critter or any tile for that matter later with the ![]() (b) You cannot hide Sprites if you are using a Sprite image unless there is a switch attached to it. Using switches is a detailed process and is covered more by clicking ![]() There are many examples of both hiding and revealing Sprites that have Sprite images. Here are just a few located in the default SAMPLE world, "Suzi's Quest." Remember, in the editor, hit the ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() This Guard will change position and messages based upon the defeat of the Corsican Brother Gobblins just to his right (your left). ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Once these 3 critters are defeated, 3 new hidden and inactive ones appear and then become active. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() When these 7 Scorpions are defeated, the shy talking Scorpion Sprite changes position and a new secret room is revealed. NOTE that switches carry over to all maps so also check out position: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() There are many other examples. You may need to play a bit of Suzi's Quest to find all of them. ![]() (c) This is a good question, and I hadn't considered someone misinterpreting the order of events to create one. To make a custom combat Critter "talk," from the map editor: Hit ![]() ![]() ![]() ![]() ![]() ![]() Confirm you are adding a Sprite Message now by hitting ![]() ![]() ![]() Now, to make this Sprite PAGE a custom combat critter, NOTE that you are only changing this PAGE of this Sprite, NOT the entire contents of the Sprite itself, hit: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Go to fill out the details as you like for this critter. Now, to make your critter "Talk" hit ![]() ![]() ![]() ![]() ![]() Now, what you have done is insert a normal page prior to your custom combat page. ![]() From here, type out the text you want to have appear prior to the custom combat. You're in trouble now ! To go to the page with the custom combat, hit ![]() ![]() When you have everything where you want it, to save this Sprite Message, hit: ![]() ![]() ![]() ![]() ![]() Now, when you talk with this "Critter" (remember, it is not really a true Critter but a Sprite with the appearance of a normal Critter and a custom combat defined on page 2), you will see the opening text first, and then combat will occur. It is IMPORTANT to note that I have recently changed any custom combat that occurs inside a Sprite Message, to LOCK to the page right after the combat. If there are no other Sprite Messenger pages, then this sprite will TERMINATE and cannot be called again. ![]() |
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![]() ![]() Q237: (a) (numba 1) I have made a world that i want to beam up, but I've made it in Version H and then updated the more tricky stuff in 95a. Will this have problems running on the most current Scenario? (b) (numba 2) 03-0101 didn't work on Win 3.1 [my sister begs you to either make one that works, or take it out of your help file], but works fine on my pc (runs Win98), but it's a tad slow. What's up with that? (C:) Scenario is soo cool! When will ScenX come out? Soon, i hope, because I'd love to make more worlds w/ more heros!!! (oh yeah, can you up the extra guys to make a party of five? my sis is working on a Journey game that she would like to throw down in ScenX, and it has five memebers... :D) Don't mean to be cheeky! -- Spinner! |
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![]() ![]() A237: Hi Spinner: (a) This shouldn't be a problem. The latest version to date is 03-0204 and you can download that by clicking ![]() (b) Take what out of my help file ? The current version 03-0204 should be quite a bit faster than 03-0101. I am having to ask "permission" marks as the errors WinME/XP/2000/NT were having was that I did graphics without asking the system to. You don't need this for Win3.1/95/98. (C:) As mentioned, I doubt ![]() ![]() I was hoping to start work on my own RPG "What Color Is The Sun?" after FAQ but I am receiving quite a bit of Email wanting multi-players in combat, and that just isn't possible with the current engine, so I will want to start ![]() ![]() |
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![]() Q238: (a) but there was a question I really needed to find, I've been trying all night to work out how. I'll just ask the question here I guess. I know I have done it before, but how do I master the Multi choice Question Spirite thingy? The icon with the blue triangle and the white question mark? I can get as far as even making the replies to your choices (b) but I can't remember how that lock icon works. When the player answers the right way, I want the MESSAGE TO STOP, not continue onto the other boxes. I also want the message to stop completely once the player has made the right choice (No, not lock all run once only in the menu, because that would only give you one chance and it would screw the game up. I mean keep making the sprite talk until you make the right choice). Thanks, Bye. |
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![]() ![]() A238: Hi Shadow: (a) There is a very detailed answer to this and other ways of making decisions in ![]() ![]() (b) ![]() Well done, Shadow ! ![]() You will find your room in the newly updated Answers world at: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Click ![]() It is important to remember, that if you want to GOTO a LABEL without asking a question, from the Sprite Messenger hit: ![]() ![]() ![]() The NEXT keystroke will bypass the inquiry check ! ![]() From here enter in the label you want to FORCE GOTO every time after this page has been run, and hit ![]() You will notice that the corner top-right window will have INQUIRY blank and LABEL to have whatever label you want to GOTO after this page. ![]() |
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![]() ![]() Q239: I have two problems with the mask (it's driving me nuts!!) I'll lay them out for ya. (a) Our hero gets hexed by an evil mage and he becomes a little boy. The spell wears off once he leaves the place where the mage is training. [at first, our hero kept becoming invisible, but I've used reset vaules on this near the door, but it kept pausing the system] (b) There is a special case where it is full of past warrior's prized weapons. Our hero touches it,and he becomes one of them. (with beefed values and stuff!)The spell wears off near another door, keeping some of the beefed values. [This time the wear-off has a message attached to it. If you missed the case, and head straight for the door, the message would come up, spoiling the suprise!] |
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![]() ![]() A239: Hi Spinner: (a & b) I'm not sure if you can repeat this error with the current version. Are you saying that the "mask" of the player is inappropriately vanishing ? And if so, where ? The door-frame no-longer hides the player if the tile above the tile-above-the-door matches it. To change the mask for the player (which is permanent until you remove it, including game save or world close), but it does not affect the true player's default mask, use: ![]() ![]() ![]() ![]() ![]() To make the player invisible, use: ![]() ![]() ![]() To remove the player's overlay mask, or to make the player visible, use: ![]() ![]() ![]() If you are still experiencing problems with the mask vanishing, please send a small sample .WRX so I can see it in action and ascertain what the problem is. I always learn the most about correcting bugs when I can see them first-hand. ![]() ![]() |
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![]() ![]() Q240: I read your response... Would it be possible to keep the mask permant on everything except the Boat and Airship? I realize that the Airship is meant to be used on map 0 only but I am using the boat on that map and intend to use the Airship on another. I suppose I'll send you my incomplete world so you can see what I am doing. |
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![]() ![]() A240: Hi J.T.C: (a) At this point, with the new transport storage where you can have any number of and on any map, I think your mask is permanent until you change it. I've since removed the soft-mask (which caused problems back in 2001) and favored a more permanent one that is also recorded with a saved game. Click ![]() (b) Phew ! That's a difficult question, and no it doesn't earn you an Answers Room as the solution is a nasty one. ![]() Regarding you sending a world file for me to look at, that would be great, I'd love to see it ! ![]() ![]() |
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