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Topics - MiteWiseacreLives!

Pages: [1] 2
1
So all I want to do is pass the numerical value of the Button above the one the player presses to an integer. (From within another Function as opposed to within function btnInv7_OnClick() )
I tried this:
Code: Adventure Game Studio
  1.       GUIControl *control = GUIControl.GetAtScreenXY(gInventory.Controls[startblock].X + 10, gInventory.Controls[startblock].Y - 10);  
  2.       int block = control.ID;      
  3.       if(InvBlock[block].full)
  4.            return false;  // block1 is full
  5.  
But this just ends in Null pointers, I don't think GUIControl has an ID parameter. I tried several other things like using AsButton, and searching the Beginner Forums with no success.
Thanks,
Mite

2
Sorry if I'm going to clog up the forums today  :-[
I cannot figure why the following gives me an error:
Code: Adventure Game Studio
  1. if (iInvHat1.GetProperty("IsHat"))
Error (line 43): Unexpected 'int'

IsHat is the Boolean property in the properties pane and set to true, so why not an integer??

3
So what I'm trying to do is use dynamic sprites to help me alter sprites in my game, then those sprites will be used in character views.
ie: I want to draw a hat on each frame of a walk cycle.
I searched the forums and manual, and created this abomination that makes the game crash:
Code: Adventure Game Studio
  1. void Swapper(int swapX, int swapY)
  2. {
  3.  Character *SwapChar;
  4.  SwapChar = Character.GetAtScreenXY(swapX, swapY);
  5.  if (SwapChar == cNpc)
  6.  {
  7.    DynamicSprite *frame1 = DynamicSprite.CreateFromExistingSprite(37);
  8.    DrawingSurface *surface = frame1.GetDrawingSurface();
  9.    surface.DrawImage(35, 110, 17);
  10.    surface.Release();
  11.    ViewFrame *head = Game.GetViewFrame(SwapChar.View, 0, 0);
  12.    head.Graphic = frame1.Graphic;
  13.    frame1.Delete();
  14.    Display("drew on sprite");
  15.  }
  16. }
  17.  

help.

4
From the game series that has been the pinnacle of quality for five years:

He needs no introduction..
It has teh grateness froms within insides!
Teh Scourge of teh Underwurlds!
WITH RHYMINGS HE COMES AMONG TEH MONSTERS!
OCEANSPIRIT DENNIS: The Terror of the Ice Princess


!1 THIS WAY TO TEH GR8TEST GOODNESS OF ALLS 1!
Teh Codez of SOURSE

Created for MAGS November 2015.
Rerelease January 11, 2016!
Brought to you by Team Party Wagon and Square Peniks.
Dennis, marooned by a crew of disco-crazy pirates, stumbles across an invasion of monsters like he's never seen before (in any of the OSD games I've played so far..). Battle and puzzle your way to Uranus Rift and the top of a conspiracy that threatens the very existence of Oceansspirit Dennis' universe! Will Dennis destroy the monster horde, or become one of them in doing so?

Features:
    -F5 to save F6 to reload.
    -320 x 200 graphics!
    -Turn based fight system with stat building!
    -Multiple icons!
    -Game altering decisions!
    -Childish art!
    -The actual OSD Canon!
    -Unicorn!
    -Pirates!
    -Uranus!
    -Fun!

5
The Rumpus Room / "Gotham" the TV series
« on: 28 Oct 2015, 08:00 »
O.K. so I read some pretty negative stuff towards Gotham.
The problem is, I really like it... it's got this unusual gangster movie/comic book and 1980's/right-now  aesthetic going on and I'm hooked on most of the characters.
Am I a simpleton?
Or, as they often find great joy in doing, are the critics robbing the joy from life?

6
Hi this just cropped up today.
I'd deleted my compiled folder and went into ags to rebuild my project.
Avast popped up and blocked the creation of the exe and also any tmp files. Flagged them as suspicious.
Infection: Win32:Evo-gen [Susp]

I had to turn my File System Shield off to be able to compile the game.

AGS 3(Build 3.3.4.2) and using Avast! antivirus
Thanks

7
I am having trouble storing the location of my character when entering a room(2)/minigame, so that the character on exit of the room/mini game returns to where they were.
This if what I tried:
Code: Adventure Game Studio
  1.  
  2. function room_Load()
  3. {
  4.   if (player.PreviousRoom != 2) //to store your location before you entered this room
  5.   {
  6.     LeaveGunfight = player.PreviousRoom;
  7.     LeaveX = player.x;
  8.     LeaveY = player.y;
  9.   }
  10.  
  11. function room_AfterFadeIn()
  12. {
  13.   cJose.x = 320;
  14.   cJose.y = 300;
  15. }
  16.  
and linked to a button on a GUI that pops up asking if you would like to retry:
Code: Adventure Game Studio
  1. function BtnNoRetry_OnClick(GUIControl *control, MouseButton button)
  2. {
  3.   gRetry.Visible = false;
  4.   player.ChangeRoom(LeaveGunfight, LeaveX, LeaveY);
  5. }
  6.  

The player always returns to 320, 300
I don't get it, is it due to the order things are called??

8
Why doesn't the following code find
Code: Adventure Game Studio
  1. ScanY < 0
true in the (or) || check?
It recognises it in the if (ScanY < 0) check!! this has been bugging me.. I must be missing something
AGS 3.3.3

Code: Adventure Game Studio
  1. while(nextY + StartY > EndY)
  2. {
  3.         if (!TypeHit)
  4.           nextY --;
  5.         else if (TypeHit || (ScanY > Room.Height) || (ScanY < 0))
  6.           nextY = EndY - StartY;  
  7.  
  8.         //write it like this and it works:
  9.         if (ScanY < 0)
  10.           nextY = EndY - StartY;        
  11. }
  12.  

9
I am working on a concept for a game and I want to potentially move objects from one x,y coordinate to any other in 360degrees. My question is what is the math to move one pixel at a time procedurally towards a target? Would rounding work to set position, or is more involved to make a nice pixel line?

10
Recruitment / [HELP WANTED] Playtesters Needed
« on: 01 Mar 2015, 05:46 »
Hey there,

Looking for a few play testers for some feedback on game-play experience and debugging. I am working with an update to Crankosaurus Prime, this version has a bunch of added content and fixes from V1.7, and I am looking for a little outside help before I put out a final release.

Thanks, PM me if interested.

11


MiteWisacreLives! is pleased to reveal:

Crankosaurus Prime and the Blue Crystal Pursuit   V1.8: The Fangs of Fortune

Awoken from his slumber by 3 meddling villains, Crankosaurus Prime must go on an inter-continental journey to retrieve three Blue Crystals stolen from his icy tomb. Crankosaurus will battle through using Brains and Brawn, his super-powers increasing as each Blue Crystal is retrieved! What fiendish plot are the Mad Scientist and his hench-men purposing for the Power of the Crystals...

Originally an incomplete MAGS entry, the tale now boasts:
- 11 puzzle filled levels!
- 4 epic'ish Worlds!
- Smash, Push, Special Crystal Attack, Grab and Look At anything that stands in your path!
- Make Things Implode!
- Feel clever as you outsmart your foes at every turn!
- Stomp around as a giant dinosaur!
- Eat farm animals!
- Giggle like a school girl as you enjoy the antics of the cast!
- You will no longer need to see Jurassic World!
- 640 pixels! and also 480 pixels going the other way!
- Stereotypes!
- Roaring!
- AGS references you will "get"!

-Update April 12th 2015: Now updated to Version 1.84! Major bug fixes and loads of added content, play now!

*link to download page*


12
When I compile my game I get the following message in a warnings.txt file
Quote
(in room 14): Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead

apparently it comes from this bit of code:

Code: Adventure Game Studio
  1. function room_Load()
  2. {
  3.   aPOL_lens_flare_short.Stop();
  4.   cChar2.Transparency = 100;
  5.   cChar2.FollowCharacter(null);
  6.   cEgo.Move(316, 10, eBlock, eAnywhere);
  7.   mouse.DisableMode(eModeAttack);
  8.   cEgo.LockViewFrame(78, 2, 0);
  9.   cEgo.SpeechView = 79;
  10. }

Note: the game plays fine.
Searching the forums, found some vague clues that it may be regarding LockView ??? Nothing that really helps me..
If you use LockView after fade-in will there be a noticeable frame switch?

13
MiteWisacreLives! is pleased to reveal:

Crankosaurus Prime and the Blue Crystal Pursuit   V1.7: The Fangs of Fortune

Awoken from his slumber by 3 meddling villains, Crankosaurus Prime must go on an inter-continental journey to retrieve three Blue Crystals stolen from his icy tomb. Crankosaurus will battle through using Brains and Brawn, his super-powers increasing as each Blue Crystal is retrieved! What fiendish plot are the Mad Scientist and his hench-men purposing for the Power of the Crystals...

After a year of production, not including a 6 month hiatus, the complete adventure of Crankosaurus Prime is nearly ready for release! Originally an incomplete MAGS entry, the tale now boasts:
- 11 puzzle filled levels!
- 4 epic'ish Worlds!
- Smash, Push, Special Crystal Attack, Grab and Look At anything that stands in your path!
- Make Things Implode!
- Feel clever as you outsmart your foes at every turn!
- Stomp around as a giant dinosaur!
- Eat farm animals!
- Giggle like a school girl as you enjoy the antics of the cast!
- You will no longer need to see Jurassic World!
- 640 pixels! and also 480 pixels going the other way!
- Stereotypes!
- Roaring!

A few Screen-Shots:

A tasty snack perhaps?

Old friends reunited...

Let the destruction BEGIN !



 Mostly down to play-testing, bug fixes, sound effects and some fleshing out of the writing.
This will be my first complete AGS game, oh boy did I learn a lot!
Dec. 4, 2014
- Making some good progress in the sound department, can almost see the finish line :)

Dec. 7, 2014
- Got lots done over weekend in sound department, also figured out several bugs!
- Into play-testing stage, revealing some areas of opportunity for more interactivity.. the goal is to leave no disappointing interactions in the final release!
*rummages through piles of paper to find something worth sharing* 

What is going on here ???


Dec. 14, 2014
- Lots of progress and refinement in past week.
- Game sent out to outside play-testers, will have to react to feedback.
- Shooting for a release date this week!
- Campaign has adopted catch phrase HOLD ON TO YOUR FOSSILS! :p



Dec. 19, 2014
Progress Report:
- graphics 100%         (oh yeah!)
- puzzles 100%          (do You have what it takes?)
- scripting 100%         (It's got code, lots of code!)
- music/sound 100%  (Noises will hit your ears!!)


Release Date: NOW!
What will you play this weekend?


14
I think I'm going to get slammed for this question, but I haven't found any satisfying answers manual, forums, etc..
I'm using AGS 3.3.2, and in order to have different music in each room I've used the following code in room_Load
Code: Adventure Game Studio
  1. function room_Load()
  2. {
  3.   aK_short.Stop(); // Stop the previous track
  4.   aN_short.Play(eAudioPriorityHigh, eRepeat); // Start the room specific one
  5. }
I am in debug mode (not sure if it matters) and whenever I restore it will play the correct music but will not repeat, just plays once.
Also are their any good tutorials for most recent music system? lots of irrelevant stuff out there

15
The Rumpus Room / Best Play-Tester EVAR
« on: 05 Nov 2014, 06:48 »
Just ask your son to play test your game.
He will click on everything madly, ignore all text and prompts.
He will find ways to break your game Cold-War preventative strategist could have never imagined.

16
Hey guys!
It was recently brought up by Bilbis too from a editor dev. angle though..
I am trying to effectively use the pushing of objects and blocks around in a game for use in puzzles, sorta like Zelda.
I am pulling my hair out trying to isolate why the object does not travel in a straight path. Ex.
Code: Adventure Game Studio
  1. object[objPush].Move(WhatX + 60, WhatY, 4, eBlock, eWalkableAreas);
  2.  
Played with the walkable areas, baselines, blocking heights, location of my character.. I cannot make sense of it at all.
Found some clues on the forum which make me think perhaps it's because I have to figure out where, on the 3x3 grid AGS uses for pathfinding, I have to align my objects... or maybe it is trying to avoid walkbehinds???

1) Any insight into the behavior of the pathfinding that will help me to cooperate *with* it?
2) Should I create my own a loop using "object.SetPosition" in one pixel increments, and checking for walkable space each loop? (will that work any  better?)

17
Crankosaurus Prime and the Blue Crystal Pursuit.
Smash, push, roar or whatever it takes to get the crystals back you, the recently revived dinosaur, have been entrusted to protect.



http://www.adventuregamestudio.co.uk/site/games/game/1700/
or
http://www.mediafire.com/download/k7gi3n80dkn4qd8/Crankosaur.zip

MAGS June 2013 entry, a little clunky. Please let me know if you think it has potential, would like to complete and polish if people find it fun.
Thanks!

-Bug Fixes, July 1st reloaded (now you can finish the game!)

18
Beginners' Technical Questions / I deleted Character 0
« on: 13 Jun 2013, 06:18 »
Wow, I just deleted cEgo, Character0, and AGS of course change the numbers of all my characters... I don't refer to them by number.. but it messed everything still. I don't feel so bright :(
Can this be fixed? I think I remember reading 'whatever you so don't delete characters' someplace.

19
Started a bunch of new character stuff in the JPEG format, because in some recess of my mind I thought someone posted that it was best for AGS. Looking around the forum it seems that JPEG is junk.. what is the favourite format?

20
I hope this isn't crazy talk, but..
I have changed the normal view & speech view for my main character following an event, using  character.changeview(); and character.SpeechView = ;
Works all fine, except in one room that has several lighting levels via regions. It seems that as the character crosses the regions it sets the normal view back to the original, and when I leave the room the character switches back to the correct new view.
Is this some quirk with light levels? or am I missing something obvious?
Thanks

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