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Messages - Bryan_abos

#1
ok i'm gonna answer myself making justice to what you think (i guess)...

what an asshole man, is was as simple using else if in the egaGiveTo instead of making 3 different egaGiveTo... you are so stupid that you spent more time writing this post than trying that... this post should be deleted you moron. (PS: your english sucks too and your mom does not like you)

:(wrong)
#2
this is getting weird... I don't know if I'm missing some bracket or something... but here is what should happen: (the dialogue is in Spanish (actually chilean spanish xD) but the code is the same so ignore the things in spanish if you want (laugh)...

if the player speaks to a character (cVolao) he should at first say that he don't want to talk to the player... (because he is tripping and needs something to drink)... So, the player should "give (iBebida) to (cVolao)" to make him talk. (but if the bottle is closed (iBotellaT) the cVolao character will say that it is closed).

Then, cVolao will tell the player that he needs something else. if the claracter "give (iWeed) to (cVolao) or if the character "Talk to (cVolao)" having (iWeed) a dialog should start. The thing is that I can't "give" anything to cVolao. when I do, the player walks to cVolao, and nothing else happen. the "give" action doesn't work.

I'm working with the Monkey Island Style and the give function worked well until I stated putting variables i guess... now it doesn't do anything...

Here is the code for the cVolao character... is something wrong with it or I forgot something else... ???

Code: ags

function cVolao_AnyClick() {
  player.FaceDirection(eDirectionLeft); {
    if (UsedAction(eGA_TalkTo)) {
      if (vVolao == true) { // i put a bool here that changes (below) to true if the player "gives (iBotella)" to (cVolao). Now he is willing to help (A)
        if (player.HasInventory(iWeed)){
          dDialog6.Start(); /* if the player has (iWeed) (and give it to the character)it will start a dialog that will stop the interaction with this character... the aim of this chacarter, if you will, would be fulfilled. no idea if it works because it depends on the bottle thing working (B) */ 
        }
        else {
          cVolao.Say("¿Cómo te puedo ayudar?");
          dDialog5.Start(); //if the player does not have (iWeed) it will start another dialog. (saying that he is willing to help in exchange of (iWeed)) (B)
        }
      }
      else { // if he does not give the bottle the bool (vVolao) is initially false so this will happen, the character will refuse to talk (A)
        cVolao.FaceDirection(eDirectionRight);
        cVolao.Say("¡Dejame solo! ¡TENGO SED!.");
      }
    }
    else if (UsedAction(eGA_LookAt)) {
      player.Say("Que raro."); // looks at the character and say something... no problems here.
    }
    else if(UsedAction(eGA_GiveTo)) {
      if (ItemGiven == iBotellaT) { // This works... if the bottle is closed cVolao asks the player to open it 
        cVolao.Say("Abrela por favor.");
      }
    }
    else if (UsedAction(eGA_GiveTo)) { //this does not work!!! if the player give the bottle nothing happen!!!
      if (ItemGiven == iBebida) {
        cVolao.Say("Justo lo que necesitaba.");
        player.LoseInventory(iBebida);
        vVolao=true;
        cVolao.Say("¿Cómo te puedo ayudar?");
        dDialog5.Start();
      }
    }
    else if (UsedAction(eGA_GiveTo)) { // this does not work either 
      if (ItemGiven == iWeed) {
        dDialog6.Start(); 
      }
    }
    else Unhandled();
  }
}


I tryed to be as clear as possible but if I'm just talking riddles please tell me! if I forgot anything ask me! if I've made an stupid mistake don't hate me! if you can... help me (roll). thanks in advance guys
#3
Quote from: Mandle on Mon 06/11/2017 13:17:47
OMG just imagine getting every single interaction with every single object/character coded so that they behaved exactly like in the game including the musical florishes and sound effects, and then even the cutscenes, and THEN coding all the puzzles perfectly so they worked like in the original, and this all without seeing the original code!

I would say you are inviting yourself on a quick trip into Hell. You would probably get a room or two done (and to make them match the game this would take you maybe 50-100 hours work) and then give up.

Like others have said: Much better you create your own game, even if you rip the Monkey Island backgrounds/sprites/etc... It's been done before and quite well in some cases...

Maybe look into the community that creates Maniac Mansion games in AGS and other engines. They make some really good games from recycled assets (plus their original ones)...

Well i guess that remaking monkey island would be hard as hell. Then let me reframe the question.

Do you think it would be helpful to create a game that explains the basics to create a game (that is more elaborate than the tempates for provided by AGS)? is it unnecessary? should I shut up 8-0?
#4
Quote from: Gilbert on Mon 06/11/2017 01:32:31
MI1 and MI2 were both officially remade already, though not using AGS, and you can still play with the original graphics, without the awful enhancements. Also, there may be copyright issues if one attempts at an amateur remade of the games.

I knew of course about the special editions (which kinda suck), but I'm not talking about remaking it to play it. What I'm proposing is disecting it to learn how to use the software to make specific things (as an example). I'm talking about remaking it with ags and uploading it not in .exe but in .agf (again, with pegagogical purposes).
Now, about the copyright... If it is not monetized I don't see why it should be a problem (but it's Disney we are talking about so... there's that. It's just my inner communist talking).
#5
Hello := I'm just starting to learn to use the software and it is quite easy to use once you accept that you have to learn a lot to create a game, but that is still kind of rewarding... well, I've visited this forum a bunch of times but I've never written in the general discussion section.

In my quest to learn how to make some things with the program I wondered if it would be possible that out there somewhere if anyone has ever remade the secret of Monkey Island. Looking for it I found this thread: http://www.adventuregamestudio.co.uk/forums/index.php?topic=13002.0 .- I wanted to reply to it but this message appeared:

Warning - There has been no post in this topic for at least 120 days.
Please consider starting a new topic unless you are sure you want to reply.


So here I am starting a new topic.

The thing is that many people replied that they didn't find the use of an AGS version of Monkey Island, to which I reply (strong language ahead)
Spoiler
bullshit!
[close]
.

There is a huge pedagogical value on remaking a beloved game that I'm sure most of us know by heart by now. Having of course the template for the game so we can see how every command of the game operates would provide every person who is learning with a catalogue (at least) of most basic interactions, tools and commands that can be used in the program. Of course, I'm not saying SOMEONE OUT THERE SHOULD NO THIS BECAUSE I WANT IT TO! I'm just suggesting that it is a great idea for someone (or probably someones... wait.. does someones exist?... mental note, check later) with the experience and the intention to create a new video tutorial to learn how to create graphic adventures (btw I'm not saying that there there is not good tutorials out there, but as a teacher I'm sure that diversity is the trick).

Well, the question is.. what do you think? ??? would it be useful to do that? would it be a total waste of time? was this already discussed and I missed the thread? should I stop asking stupid questions? how many wood could a woodchuck chuck if a woodchuck could chuck wood? Tell me about it because I'm curious (laugh).


#6
I'm such an asshole xD thanks...
#7
hi guys, i'm trying to put this function to an object.
Code: ags

function oKina_AnyClick()
{
  player.Walk(101, 99, eBlock);
  player.FaceDirection(eDirectionUp);
  {
    if (UsedAction(eGA_PickUp)){
      oKina.Visible = false;
      player.AddInventory(iKina);
      player.Say("¡Bien! ¡Quinientos pesos!");
    }
    else if (UsedAction(eGA_LookAt)){
      player.Say("Que suerte, una de $500);
    }
  }
}


but every time I paste it into the room scrip (because if I "cut(ctrl+x)" the segment off the script it saves and the game starts), it doesn't let me start the game. the error says:

"room3.asc(59): Error (line 59): Unexpected end of file"

EDIT: let me elaborate on what should happen...

if the character pick up the object, she should say something, add it to the inventory and that object should dessapear.
#8
great call guys! I never though of that. it works perfectly now and I hadn't even thought about avoiding that bug (laugh) Thanks a lot!!!
#9
The idea is to make the player character to pick up one of two items from the wall (a hotspot called hDisco1/hDisco2), but if he picks up the other, the character have to give back the item "iVinyl" to the wall. Since I used a hotspot for the thing on the wall, the idea was to make a piece of wall to hide that object (oWall1 / oWall2). The inventory items are respectively iVinyl1/iVinyl2.

Code: ags

function room_Load()
{
  oWall1.Visible=false;
  oWall2.Visible=false;
}

function hDisco1_AnyClick()
{
  if (MovePlayer(123, 120))
  player.FaceDirection(eDirectionUp);
  {
    if (UsedAction(eGA_LookAt)) {
      player.Say("['Nunca me faltes'][Antonio Rios]");
    }
    if (UsedAction(eGA_PickUp)) {
      if (player.HasInventory(iVinyl2)) {
        player.Say("Si me llevo los dos se pueden quebrar.");
        oWall1.Visible=true;
        player.AddInventory(iVinyl1);
        Wait(1);
        MovePlayer(234, 124);
        oWall2.Visible=false;
        player.LoseInventory(iVinyl2);
      }
      else 
      oWall1.Visible=true;
      player.AddInventory(iVinyl1);
    }
  }
}

function hDisco2_AnyClick()
{
  if (MovePlayer(234, 124))
  player.FaceDirection(eDirectionUp);
  {
    if (UsedAction(eGA_LookAt)) {
      player.Say("[Nunca me faltes][Antonio Rios]");
    }
    if (UsedAction(eGA_PickUp)) {
      if (player.HasInventory(iVinyl1)) {
        player.Say("Si me llevo los dos se pueden quebrar.");
        oWall2.Visible=true;
        player.AddInventory(iVinyl2);
        Wait(1);
        MovePlayer(123, 120);
        oWall1.Visible=false;
        player.LoseInventory(iVinyl1);
      }
      else 
      oWall2.Visible=true;
      player.AddInventory(iVinyl2);
    }
  }
}


EDIT: I forgot to say what was the problem (laugh)

this is what actually happens. the main character picks up the hotspot, the hotspot desappears, the item appears on the inventory. then, when the main character picks up the other hotspot, the main character says that she can only take one, gives back the one she has, and the corresponding iVinyl appears in the inventory. So far so good. The problem is that when I pick up the other hVinyl from the wall, both disks appear on the inventory. How do I make it to only have one item in the inventory at the time?
#10
I want to "hide" my main character, and only show it if a hotspot is clicked.
The idea is to change the character's view  by clicking that hotspot.

I did THIS but a message says "Undefined token 'SetCharacterView'":
       
Code: ags

function room_Load()
{
  gMaingui.Visible = false;
  gAction.Visible = false;
  SetCharacterView(cEgo, 19);
}

function cPito_AnyClick()
{
  RestoreWalkableArea(1);
  SetCharacterView(cEgo, 20);
}

#11
I want to make my main character to enter a room for the first time starting in a certain point (602, 101) to walk to a certain point in the room (625, 125), to look arround, and then to say something (in that order). The following times the character enters the room I only want him to walk to the same point.

This is as far as the tutorial and my intuition can take me.
Code: ags

function room_Load()
{
  gMaingui.Visible = true;
  gAction.Visible = true;
  player.x = 602;
  player.y = 101;
}

function room_FirstLoad()
{
  player.SayAt(625, 125, 100, "Momento.");
  player.FaceDirection(eDirectionRight);
  player.FaceDirection(eDirectionLeft);
  player.FaceDirection(eDirectionDown);
  player.Say("Si este es el capitulo uno...");
  player.Say("¿Que chucha llevo haciendo todo este rato?");
}

function room_AfterFadeIn()
{
  player.Walk(625, 125);
}


but when I press play, the character says everything what she is supposed to say, look arround, and then walk to the point she was supposed to walk at the beginning(in that order :-\). What do you think I'm doing wrong??
#12
EDIT 2:: i named the hotspot in the script with the wrong name... now it works perfectly.. THANK YOU MAN!!

EDIT 1::

I created the bool and set it false. Then I put the following in both rooms.
Room 1 script:

Code: ags

function room_Load()
{
  oSound.Visible=false;
  if(vFinder==true) {    //bool set true
    {
    oSound.Visible=true; //makes object appear
    }
  }
}


Room 2 script:

Code: ags

function hFinder_AnyClick() // Name of Object / Hotspot
{
  if(player.HasInventory(iCelu)) {
  vFinder=false; //if the character has that object the bool stays the same
  }
  else
  {
  vFinder=true; // Name of Boolean set to True
  }
}


I used click any insted of interact because it is what i was using before and worked. when I click the hotspot hFinder (icon that makes the object appear) an error is displayed and the game crashes. Am I doing something wrong?
#13
i'm making a game using the Monkey Island style gui. In my game, the player is on a room (room 1) where there is a computer.
For the interface of the computer I made another room (room 2) and put the icons as hotspots.

What I want to do is that when the character cliks on an icon from the computer (room 2), an object appears on room 1.
is there a way to do something similar? is it clear my explanation????
#14
man, you are the best! :-D
#15
Beginners' Technical Questions / 'MyCounter1'
Mon 28/08/2017 19:28:36
Hi guys.

I want to make my character to gather a couple of items (iBola and iMoney) in a room, so she can leave it. I'm using the MI style gui.
The tutorial has taken me this far.

Code: ags

int myCounter1;

function hPuerta_AnyClick()
{
  if (MovePlayer(291, 119))
  player.FaceDirection(eDirectionRight);
  {
    if(UsedAction(eGA_Open)) {
      if (myCounter1 == 0)
      {
        player.Say("No me puedo ir aún. Tengo mucho que hacer.");
      }
      if (myCounter1 == 1)
      {
        player.Say("Ganaste!");
      }
      if ((player.HasInventory(iMoney)) && (player.HasInventory(iBolap)))
      {
      myCounter1 += 1;
      }
    }
  }
}


However, when open the door (open hPuerta) after I got the items (iBola and iMoney) it doesn't display the message wanted (ganaste!), but the same one
it displayed without the items.
#16
Quote from: Khris on Wed 12/07/2017 01:52:53
To reiterate: always post any error messages you're getting, verbatim.

To hide the GUI, use
Code: ags
  gMaingui.Visible = false;


Put the line in the room's Enters room before fade-in event.

I've just done that and it worked :D
The only little thing is that the "Go to" line is still visible... It's not really a problem but it looks ugly... if you know how to fix it, it would be great... if not, still thanks xD



ps: it is in spanish on purpose jajaja

img
#17
I don't know that the problem was but I change the background and it worked (sorry) but I still don't know how to make the gui disappear.

(BTW thanks a lot you guys).
#18
Hi guys,

First time posting... I've been reading some posts the last few hours but I couldn't find exactly what I'm looking for...

I'm using the 9-verb MI style template.
I just started using the AGS software and I don't have any knowledge on programming but I've managed to make my character to look at certain Hotspots and say a few things... what I want to do is to make the main character to "use" a computer (hotspot), and that the computer screen is displayed on the game screen... I know I should use a new room for that, but I have no idea how to make the other room appear... also, since what needs to be displayed is a screen, I don't want the character to appear on screen in the new "room".

I tryed this:

Code: ags

function hCompu_AnyClick()
{
  if (MovePlayer(454, 254))
  player.FaceDirection(eDirectionUp);
  {
    if(UsedAction(eGA_Use)) {
      player.ChangeRoom(2, 163, 120);
    }
  }
}


but it shows error when I "use the computer"...
I assume that it is similar to when you see maps in monkey island II but I have no clue...

sorry if it is an easy question but as I said, I'm just starting with this and all help is welcomed.
If this question was already answered, please post the thread...
if it's in any manual, please send a link and the page...
if you think I'm an idiot for asking this... that's OK... I think so too.

PS: if you could send me the code it would be nice af.
Thanks guys! 8-0
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