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Messages - Rocco

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1
Congratulation for this well deserved price and honor to your work :),
Cart Live is for sure the best and most rememberable indie game i played in the last 2 years.

2
Well thx, but this is not really an option in my case, the more akward limitation is the walkable area limit.

Rocco, working on your limits issue right now. I added a new thread for Interaction modes. Next I am working on Screen Resolutions so that more are offered. However, this is a pain. There is a lot to consider. But thats the next "Navigating and understanding the AGS Source" Thread that I will create. After that, I want to try and figure out how to add Inventory Categories and types and I will compile the sources for you to work with Rocco.
would be great if you are working on that walkable area limitation furthermore....  :)

3
@Rocco
I am playing your game right now, very interesting story, I am happy that you can avoid fighting by switching to the stealth mode
I made me remember the times when I played some fight games at my friend's house on Atari, especially those close-up fights with the opponents :) Thanks for that
how many levels are there? I think I am now outside the prison, will play it later tonight

Thanks, David. :)
There are 3 Levels outside the prison, and after the prison the escape driving level.

4
hey david, i think when your monitor doesnt support the widescreenresolution,
then you must play the game in windowed mode, and it should work.

5
AGS Games in Production / Re: Jailbreak
« on: 02 Aug 2012, 18:26 »
I'm glad you liked it. :)

Now the end is near...

Where are the dancing mini-game screenshots you promised?!?!  I demand to see the dancing mini-game in action!  :P
Sorry for the little delay, here it is, dancing on the street and in jailyard:  :P





and another two:







6
Thx this is really great.  ;-D
But no sweat, take your time.
I'm as good as finished with my actual game, only polishing, so its not an burning issue.
But its a weighty issue for my following project(s).

7
When you talk about limits then i have to say,
there are two limits that restrain me really hard with my Top-Down Games.

These are the limitations of 15 walkable areas and 15 regions for a single room.
If this could easily be raised, to lets say 50 like the hotspots i would be more as pleased.
I suggested this already years ago.

8
AGS Games in Production / Re: Jailbreak
« on: 25 Jul 2012, 03:12 »
finished the 3rd score right now, which will be the last for now.
MUSIC -> JAILBREAK Score 3

9
AGS Games in Production / Re: Jailbreak
« on: 22 Jul 2012, 23:25 »
It must be finished next week.  :P

Yay, looking very interesting! Can't wait to see the game in action. And scratch my head thinking how many hoops you've had to jump through to get something like this made in AGS. :)

Good luck, I hope you'll make the deadline!
Yes there were some hoops. :)
The biggest is my naive optimism on how long I will need to create a game, its always the same.  (roll)
Im looking forward to finish this damn thing next week, and after that have the time to play barely floating and all other summerbatch games.
i will fully enjoy it then.  :-D

10
AGS Games in Production / Re: Jailbreak
« on: 20 Jul 2012, 14:09 »
So Endspurt, actually today is Deadline, but the game isnt still finished.   :-[
But there is a light at the end of the tunnel, Sunday finished beta version and in the next few days the final Game.

New Screenies and Music:

Music during driving -> Drive.mp3

Escapedriving:


Prison inside:


and the final Titelscreen:


to come:
Screenies of the Dancing minigame sequenz.  ;)

11
here is another free option -> http://www.uvnc.com/screenrecorder/

12
Advanced Technical Forum / Re: need AudioClip.IsPlaying
« on: 10 Jul 2012, 19:19 »
i see, this with the wrong channel was nonsens, sorry.
Big Thx you both its working now properly,  ;-D
i had an issue with the rpm sounds, too many were playing at once,
what was probably also the reason why my construct from the 1st Post didnt work.

13
Advanced Technical Forum / Re: need AudioClip.IsPlaying
« on: 10 Jul 2012, 17:59 »
Thx, the function works now without errors, but unfortunatly its not working accurate.
Maybe its because there are more sounds running at once.
There is a constant driving sound.clip which changes with different speed, and the crash sound is an additional sound.
I guess the function gives the wrong channel back sometimes, so the sound is playing multiple times alternatly with stopping and playing only once.

14
Advanced Technical Forum / Re: need AudioClip.IsPlaying
« on: 10 Jul 2012, 17:23 »
What does it mean that it's "not working"? Is it constantly restarting the clip, not playing it at all, playing it multiple times??
No there was silence, it wasnt playing.

thx for your function, this is a great solution,
but i got an error message on line 7
Code: Adventure Game Studio
  1. return (System.AudioChannels[channel].PlayingClip == this);
Error (line 7): must have an instance of the struct to access a non-static member

15
Advanced Technical Forum / need AudioClip.IsPlaying
« on: 10 Jul 2012, 16:58 »
hmm, i remember this was easier with the old audiosystem.

all i want to do, is play an audioclip, but take care if it is playing already.
So i have:
Code: Adventure Game Studio
  1. // ROOMSCRIPT
  2. AudioChannel *channel;
  3.  
  4. function room_RepExec()
  5. {
  6.    if(channel)
  7.     {
  8.       if(!channel.IsPlaying)
  9.         channel = aJB_crash_small.Play();
  10.     }    
  11.     else
  12.       channel = aJB_crash_small.Play();
  13. }
  14.  
  15.  
this construct doesnt work, i dont know why?




16
Thx, i will use that and keep it in my toolbox.  :)

17
thx for your suggestions OneDollar this should work,  :)
its a bit costly, but i suspect theres no easier way in doing this. 

18
This is tricky (for me)


As you can see on the picture, when a guard is knocked out he falls to the ground in Top Down View.
The problem is to ensure that he lies only on a walkable area and dont cover a wall (regions).
With monkeys code i know how to measure the sprite, but i need two calculations which i dont know how to start.
The first one is to determine, if there is a region underneath a single pixel of the sprite, and when yes
to find the nearest spot from the npcs origin on the walkable area, where i can place the sprite.


19
1.) You're looping through all the characters in your game. Maybe it would be better to check if the character is actually in the same room as the player first.

2.) What's wrong with the commented code? It should work well in most cases and be a LOT faster.
Thx, checking for the npcs in the current room, brings a lot of performance, i think it could work this way.  :)

@Khris: Your modules are also running in the back (POV and NoMouse) you know ;), so i guess there is too much going on with the innefficient while loops..
Thx for your suggestion, i will merge all the ideas and see if i can make this construct working.

@Crimson:
Code: Adventure Game Studio
  1. function ROC_FUNC_Get_Distance_From(this Character*, Character*c) {
  2.  
  3.   float dx = IntToFloat(c.x - this.x);
  4.   float dy = IntToFloat(c.y - this.y);
  5.   float dis = Maths.Sqrt(dx*dx + dy*dy);
  6.   return FloatToInt(dis, eRoundNearest);
  7. }

edit:THX, it works now, without stucking.  :)

20
well my construct looks like this:
(the critical section is commented right now, so it works smooth) 

Code: Adventure Game Studio
  1. function room_RepExec()
  2. {
  3.   int i = 0;
  4.  
  5.   while(i < Game.CharacterCount)
  6.   {
  7.     if(Guard[i].alerted)
  8.     {
  9.      
  10.       /*
  11.       int j = 0;
  12.       while(j < Game.CharacterCount)
  13.       {
  14.         if(i != j)
  15.           if(Guard[j].alive)
  16.              if(character[i].ROC_FUNC_Get_Distance_From(character[j]) < 300)
  17.                    character[j].ROC_FUNC_Guard_Alerted();
  18.            
  19.      */
  20.  
  21.        if(character[i].IsCollidingWithChar(player))
  22.          if(thief.guards_alerted > 1)
  23.          player.ChangeRoom(5);        
  24.          else
  25.          {
  26.  
  27.             character[i].ROC_FUNC_JB_Startfight();
  28.          }
  29.          
  30.         // j++;
  31.          
  32.       //}
  33.        
  34.     }
  35.  
  36.     i++;
  37.   }
  38. }
  39.  
  40.  

but its obivious when the other section isnt commented, it brings the PC down to his knees.
i thaught about a gamecycle counter, only execute this code every 3rd frame or so, but i guess this isnt a convenient solution either..
And suggestions how to solve this?

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