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walkabout sizes
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Thu Nov 05, 2009 11:19 pm    Post subject: Reply with quote

ShakeyAir wrote:
Is this all you have to do for the new large walkabout script to work...

1.Set walkabout set and palette the same for the walkabout as the hero sprite you wish to use.

2. Set the example autorun script to the autorun script on the map.

...Because its not working? And I got the other one to work earlier. Am I missing some other step?


I haven't actually seen NP's script, but I would expect that there should be a 'key is pressed' segment to the process?
Unless the autorun is a loop that contains the key-press stuff.

Can you describe what exactly is happening?
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Moogle1
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Fri Nov 06, 2009 8:22 am    Post subject: Reply with quote

It was supposed to be a one-tick timer script.
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Fri Nov 06, 2009 9:55 am    Post subject: Reply with quote

The slices are not showing up at all. The game runs smoothly. I put a 'show value (1)' in the script to make sure it was running, and it shows up.

I cannot find a single difference between my game and the demo file. And this doesn't make any sense to me.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Fri Nov 06, 2009 11:46 pm    Post subject: Reply with quote

Try using the latest nightly, and making sure that layer 1 exists.
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Sun Nov 08, 2009 9:06 pm    Post subject: Reply with quote

Ah. Layer 1 not existing was definitely the problem.

Thank you!
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