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Messages - markcullinane

#1
I've just started work on a new murder investigation/courtroom game (very much like the Nintendo DS' Phoenix Wright), and am hoping to put together a demo over the coming weeks and months comprising of one complete murder case.

To do this, we need:

A background/character artist

For the demo, a number of still, 800x600, 32-bit colour interior scenes are needed, as well as some courtroom scenes. Secondly, while the game won't be using any traditional character sprites, a number of drawn characters (with just a couple of frames of animation) will be needed. No knowledge of AGS or anything apart from artwork is required.

If you're interested in taking on this role, PM me and we'll get talking about the project. Hope to hear from you soon!

#2
I'll take a close look at that code tomorrow and get back to you then, SilverWizard. Thanks for it, it looks useful.
One thing I forgot to say, was that the game I'm making isn't strictly an RPG, at least in that the battle system is real-time as opposed to turn-based.
The main problem I'm having then is assigning a certain number of HP to an enemy and to the main character, and causing it to decrease when struck by an enemy or increase when I use a health potion or the like. I'm not going to try to do anything more complicated than that. 
I'll be back here soon! Thanks
#3
Right, I'll give them both a look. Thanks. I'll probably be back here with more questions soon...

#4
Yeah, I understand that all games would be different. What I'm struggling with at the moment is defining variables for health, and adding or taking away health when characters collide, or when a health-restoring item is used. I'll worry about keeping the figures up to date and shown on-screen after I get the basic framework in place. I'm just at a loss at how to go about doing it. Anyone have any ideas how to begin?
Thanks
#5
I'm at the moment trying to create a health/damage system for my game. It's an action-RPG very much in the vein of classic SNES title Secret of Mana, and its coming along fairly well at the moment.

I don't, though, have a clue about how to go about making a damage system. What I was hoping for was something like this:

-The player character has a health of 50, represented on-screen as 50/50, 45/50, whatever. When a player comes into contact with an enemy, his health is reduced by 5.

I haven't seen a thread on the forums addressing this topic, if anybody can help it would be great, and would give me a kickstart back into getting this game finally completed.
Thanks in advance.
#6
That new script works like a dream!
Thanks again Scorpiorus, you're brilliant!
Problem solved.
#7
Thanks a million, that solves it completely- not sure why it didn't work the first time, but it works now anyway.

Really appreciate it!

Problem solved.
#8
That code you suggested doesn't seem to be working, Scorpiorus . I replaced what I had before with your new one, and it hasn't solved the problem at all- in fact it has no effect on the game. Character movement (along with everything else) is still blocked because parts of the script continue to loop.
Any other ideas?
#9
Ah, right. I only want this to apply to one room- I put it in the global script, and it works fine, but only while the applicable character is in that room, so the game just crashes if I leave the room.

So I'm looking for a way for it only to apply to this particular room, or else for the global script, something like: while (character x) is in room y.....[script here]

Not sure how to do it though.
#10
Hi,
I have an object appearing on screen, which is gradually fading in using the SetObjectTransparency function.
Using ClaimEvent and if keycode 32 (i.e spacebar) is pressed down, then the object should disappear and the game continues. (the script below should make some sense at least)

However, there is a problem. As the script is in repeatedly_execute, it keeps looping and control is lost over the character in the game. To prevent this, I tried setting GlobalInt(1) to 1 when the object appears, and when it disappears, it changes GlobalInt(1) to 2. I'm trying to use a while statement to only run the long piece of script when GlobalInt is set to one, so essentially the whole thing only runs once.

I know it's a convoluted way of doing it, but can anybody fix the mistakes in the script? Any help would be very much appreciated.

Thanks.

(In room script's repeatedly_execute)


while (GetGlobalInt(1) == 1) {
  // code here
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
 
if (keycode==32) SetObjectTransparency(2,0); Wait(3);
SetObjectTransparency(2,0); Wait(3);
SetObjectTransparency(2,5); Wait(3);
SetObjectTransparency(2,10); Wait(3);
SetObjectTransparency(2,15); Wait(3);
SetObjectTransparency(2,20); Wait(3);
SetObjectTransparency(2,25); Wait(3);
SetObjectTransparency(2,30); Wait(3);
SetObjectTransparency(2,35); Wait(3);
SetObjectTransparency(2,40); Wait(3);
SetObjectTransparency(2,45); Wait(3);
SetObjectTransparency(2,50); Wait(3);
SetObjectTransparency(2,55); Wait(3);
SetObjectTransparency(2,60); Wait(3);
SetObjectTransparency(2,65); Wait(3);
SetObjectTransparency(2,70); Wait(3);
SetObjectTransparency(2,75); Wait(3);
SetObjectTransparency(2,80); Wait(3);
SetObjectTransparency(2,85); Wait(3);
SetObjectTransparency(2,90); Wait(3);
SetObjectTransparency(2,95); Wait(3);
SetObjectTransparency(2,100); Wait(3); 
ObjectOff(2);
ClaimEvent(); SetGlobalInt(1,2);

#11
Hi, I tried out your method strazer. I'm a beginner when it comes to the character variables, I usually stay away from them, so this may be why I'm having some problems.

I put in your code in repeatedly_execute in the room, changing obviously the character's name but keeping all the rest. It has absolutely no effect in the game though, I'm not sure why. Any other ideas?
#12
Okay. I've got an enemy on the screen, and I want him to move about in a random patterm across the screen. I don't want to use MoveCharacterPath (because a) I'd have to specify all the movements, and b) it can only do a certain number of movements). I'm thinking about using the Random function, but I tried repeatedly executing random movements but the enemy can't move as the function keeps executing and picking a different movement that I input into the function.
Anyone know what to do?

#13
Yeah, it worked perfectly! That really, really helps- thanks so much.  ;D

Problem solved.
#14
OK, two good options there- I'll try them both. I'll post back here to say if they worked!

Thanks for the help,
much appreciated as always! :)
#15
I'm busy making a Metal Gear Solid- style 'stealth' sub-game as part of my main game.

In it, 3 cameras placed on the walls are emitting light, represented as a circle of semi-transparent light on the ground. The light moves up and down, and the idea is to quickly pass by the circle of light without it touching you.

I've made the light a character as opposed to an object- this lets me use the MoveCharacterPath function. However, I can only input a certain number of movements up and down of the light before it just stops- adding in more movements in the script makes the game crash, blaming the path is 'too complex'. So what I need is a piece of script which allows repeated, unlimited up and down movement of the character.

I've tried many options but nothing seems to work.
Any ideas?
Thanks
#16
When I import a particular .CHA character file, an error appears and the AGS editor tells me this: 'ERROR: Invalid file version'.

Does anybody know what causes this? Any possible solutions?

Thanks
Mark
#17
First off, thank you once again Scorpiourus for helping me last time. It's much appreciated.

Again this is with my Pac-man game-
I have a ghost, and on View 15 (the ghost's view) there is the standard ghost sprite, as well as another with red eyes- the idea is to make his eyes flash repeatedly as he moves. AnimateCharacter does this fine- but it stops the ghost in his tracks. I need it animated while it moves. Is this possible?
(The ghost is a character as opposed to an object by the way)

Thanks,
Mark
#18
I'm making a Pac-Man style mini-game, which is going pretty well. I've got several ghosts moving in pre-set patterns, using MoveCharacterPath. The problem? There are only so many movements the ghosts will make before the game crashes, returning a 'too complex move' error. So, I'm wondering is there any way to repeat the same set of movements again and again infinetly?
Thanks
Mark
#19
General Discussion / Hi-Res Characters
Sun 15/02/2004 13:28:05
Hello everyone, I'm currently beavering away on my sci-fi game, Nebula 7. I'm putting the finishing touches on the game itself, but I've a big problem- the main character. I'm not too talented on the character-drawing front, and up to now I've been using a very lo-res sprite which looks out of place among the much higher-quality backgrounds. So, I'm asking for some help. Could anybody supply me with an animated character (800x600) if possible? Anything will do, as long as its a male. In return you'll be fully credited within the game, and I promise to send you the game on CD by post.
My email address is mcullin@online.ie
or you can talk to me on MSN messenger at mcullin@hotmail.com
Thanks in advance,
Mark
#20
Hi everyone.
I'm using some .avi files in my game, and because they are too big a file size I'm compressing them using the Bink and Smacker RAD tools. I compressed the files using the Indeo codec- I'm wondering, will these be playable on any computer, or just those with the Indeo codec? And can you just
download that codec off the net?
Thanks again.
Mark (Oh yeah, one more question- when is the 800x600 compatible version of the snow/rain plugin going to be released?
Cheers.
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