free roam

Started by Calamity, Tue 21/09/2004 17:11:24

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Calamity

First off I'm sorry if I put it in the wrong forum but I wasn't sure if it was too technical to go in the beginner's forum.


I suppose this one starts off as an 'Is this possible?" and if so, how exactly would I implement it. I plan on turning the Colonels's Bequest into a P&C, and anyone who has played it knows that the characters pretty much have free roam of the house (an example for anyone who hasn't would be if you stay in the first room long enough both Lillian and her mother walk in, sit down and begin talking). I figured it might be the option fo moving NPC to a different room, but I wasn't sure if they would actually walk into the room, sit in the respective chairs and begin a dialog that isn't dependent on me clicking through.

I'm sorry if it doesn't make much sense as I'm having a bit of difficulty explaining just what happens. In short I suppose I could go with is there a way to give the characters free roam of the house?
OwO

Scummbuddy

#1
yes, there is a plug in that was made specifically for this. its called the character control plug in and can be found on the user made plugins on the main page: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=186

we dont normally suggest that people new to ags jump right into plug ins, so maybe do some test games to get used to the program, and then give it a try.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Rui 'Trovatore' Pires

Other than that, the clever use of timers, repeatedly_execute and repeatedly_execute_always might be necessary.
Reach for the moon. Even if you miss, you'll land among the stars.

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Never throw chicken at a Leprechaun.

Calamity

All right thanks a lot guys. :D


I'm working on a current game now to learn the basics (I'm only setting up the views and rooms for CB), then when that's complete I'm going to try my best to recreate such a fantastic game.
OwO

Radiant

Actually, Colonel's Bequest isn't a real time game at all. Everything in the game happens as a result of triggers, and usually the trigger involves you moving into some room, or spying on it through the secret passage. One of the very few exceptions is when the woman is stumbling around drunkenly at night, and that's easily resolved by adding a counter to your rep_ex function.
As for the initial room, in enter_room put 'SetTimer (1, 200)', then 'IfTimerExpired (1) { character[LILY].room = here; MoveCharacterBlocking (etc)'.

Calamity

I knew some of it dealt with triggers (well namely anything that dealth with the clocks changing) but it completely slipped my mind that the whole house could be. Thanks for the tip with the room and such, I'm really hoping to make this as close to the original as I possibly can. My next task is also to figure out how to make a sppech/display message GUI matching the one used in the game (it seems to be incredibly hard for me to create a grey using the no palette mode :P).


And thankfully taking out the copy protection which always pissed me off because I have the manual right here and it still  said I was wrong at least five times before letting me in.
OwO

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