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Messages - tweety

#1
Quote from: chicken on Tue 03/08/2004 22:25:01
you may have accidently set the time which a certain frame is displayed longer than the other frames...
I thought of that already, but that isn't the reason... :(
some more ideas?
#2
Hi there, work with "Keepers of Knowledge" is going on well, but there is one thing:
I have a pretty large character (actually it's a normal-sized character sitting in a train) who has to talk (that's why I made it a character, not an object). after the dialog, the train departs.

but now the character moves his lips only sometimes, not during the whole sentence - although I set him up just like all the others. the lip movements are different every time I test the game... sometimes he doesn't move his lips at all, sometimes twice or even more times.

Is it possible that the sprites are too large, so that the engine can't show them in time? Or what could be the reason?
#3
since I think about using tinting effects in my game:
is this modified tinting included in newer AGS versions?
i found no information about that and I'd rather like to use the version that pumaman created for this thread...
#4
the game shouldn't crash if you just always use "Walk to" when entering a new room - the only exceptions are the smiths' place and the houses... there you'll have to "use" them...
but probably it's better to wait for the new engine version, you could lose some playing fun if you always have to be aware of your cursor mode  ::)
#5
okay, thanks for that information.

it works now, but I'm not sure why... I had to change different things in that room that in my opinion had nothing to do with it - and now the animations are okay...  ???
anyway, I'm happy that it works at last...
#6
I am trying to program this little scene: my player character stands under a bird's nest (object) with a bird in it (character) and pokes that nest with a stick. Everytime the stick hits the nest, the nest and the bird should jump a little bit.
I tried to do that by creating animations for the two characters and the nest and started those three animations at the same time. but somehow it isn't in sync, although I calculated the time for all three animations so that they should be in sync. So my question: If in my script I start three animations at the same time, will they play at the same time, or one after another?
Or is there another (and better) way to do this?
thanks in advance
#7
thanks, I thought that translation would lose some effect, since I didn't know some phrases, and there were german expressions that I had to leave out because they would have been nonsense in english ;)

Yes, I'll sync the character's speeds. right now, I was just too happy that part one was finished, so I left his speeds as they were.

The thing with the walk-to points of some areas has to do with that bug I mentioned. I left some of those walk-to-points out on purpose because if they existed, the game would crash if there was a click other than "walk-to" on that area... For more information, look for "Error two room changes when using regions" in the technical forum. But as soon as the corrected engine version is released, I'll create those walk-to points again and update that demo.

but thanks for your information
#8
I don't know if there are service packs or something like that for Win95 (that was slightly before my time *g*), but if yes: did you get them?
#9
The Demo of part one is available - see first entry for details.

Have fun with it :)
#10
Okay, I'm already working out the translation - I don't know if it's going to be a good translation, but you should get the general meaning of the messages - or at least i hope so :)

*justhavingcoffeebreakandrelaxingmyfingers* :)
#11
UPDATE: June 14th

After some trouble with the scripting  :'(, I am proud to announce my first game (well, not the first one, but the first one to be finished  ;) )

SCREENSHOTS



STORY OUTLINE
Deep under the surface of the earth, a people lives in a city called Profundia. They have no idea that there is something like the surface, though... They just think the earth around them is endless...
But then Adon, a young apprentice in the guild of the Keepers of Knowledge (a kind of priests) discovers the truth... His master and the other guildmembers are taken to prison because they gave books to the people which is a serious crime down there... And Adon is on his own. But he manages (with your help) to find a secret way out of the city and back into the sunlight... But that is not the end - he still has to fight the evil Tyros, the ruler of Profundia, and set his people free and lead them to the surface.

PRODUCTION STATUS
Demo of Part One is available at
>>> http://www.nutzlos-aber-vorhanden.de/ags/KeepersOfKnowledge.zip
(about 2.2 MB)

Major work done - the game may still be buggy in one or two places, but I hope you can play it without trouble.
One of that bugs has already been discussed in the technical board, so the game might crash when you interact with some areas. This is caused by a bug in the editor, so that won't happen anymore as soon as the next version of the editor arrives...
Right now I recommend that you save frequently.
Some of the images are and will be still in a kind of draft status, because I had too many story ideas to integrate... in the final version, those will be replaced by the final images.
The translation work is done, too... Don't expect perfect English, but I think you will understand what is said, and for a demo that's the important thing...
So if you prefer the english version, just change that with the setup tool...

Enjoy the game and please share your impressions with me :)
#12
Ehm... I tried that workaround, but then my character appears clearly visible for about one second at the new coordinates, but in the old room before he is taken to the new room. this is what Ashen already mentioned - but now it is even better to see...

well... will it be wasted time if I waited for the next version with that bug fixed?
or can I leave those areas as they are and continue to write my game? I guess when I have finished it, the new version will be available - and then I can just recompile my game with that version and that bug won't be there anymore...

Am I getting that right? Sorry for bothering you, but since i am new with AGS, I don't know how version changing during game design affects my designed game...
#13
oh yes, it works, thank you :)

Why didn't I think of that earlier? I don't even know now, why I ... okay, enough of that - the important thing is that it works :)

thanks again
#14
Quote from: Ashen on Thu 08/07/2004 14:24:31
The only other way I've got it to work properly is by using either hotspots or regions, not the combination you're using. Hope this is some help.

Okay, thanks for that hint - but what is the best way to do that?
I had the following in mind:

- when there is a click on an area (let's say the door), the player first walks to that area and is then taken to the new room (yes, i know, that's what is normally happening :) )

If I use hotspots only, will I have to use "Player stands on hotspot"? this is marked "obsolete" in my editor since there are regions now. Can I still use "Player stands on hotspot"? or is it going to be removed in the future?

And if i use regions, I won't be able to display the name of the region in my gui (with "@OVERHOTSPOT@")...

So I'm kind of stuck between two things, I thought the combination of them would work, but unfortunately it doesn't...

Did I miss something or got something wrong? If yes, please let me know...
#15
Since it DOES happen again with two important rooms, I'm gonna need some help with it.
The exact error message is:

Quote
An error has occured ... likely to be a scripting error...

(ACI version 2.61.747)
(Global script line 63)
Error: NewRoom: requested 2 room changes within one script

line 63 in the global script is:
Quote
ProcessClick(mouse.x,mouse.y,GetCursorMode());
inside the on_mouse_click function.

I uploaded the two rooms to
http://www.nutzlos-aber-vorhanden.de/ags/Room4.crm
http://www.nutzlos-aber-vorhanden.de/ags/Room10.crm

The problem is when the player enters the doorway with the red lighting in Room 4 - or leaves Room 10 through the door... Happens not everytime, but every now and then...

UPDATE: I found the problem: It only works when the cursor is in "walk" mode, it crashes on every other mode, giving the error above...
Is this a bug or a feature? ;)
Why do cursor modes other than "walk" call "NewRoom" on their own? Or don't they do that?
Now I'm really confused...
Anyway, I'm gonna add conditionals to my code that check for the cursor mode, and everything should work fine.

Thanks
#16
Thanks for the offer, but now it seems to work... how very strange, since I didn't change anything...

I rebooted my computer and it just worked...
is it possible that if you run the editor for a long time, it gets somehow confused when compiling the game?

Anyway, I'm thinking about changing the way the character changes rooms - since it's a large dungeon, it's probably better to use some kind of map with clickable areas that lead you to the specific room - i myself got lost one time when testing the game :)
So, if the error will occur again, I'll just change to that map thing  ;)

but again, thanks for your offer :)
#17
Hello, this is my first post in this board.  :o

I'm trying to make my first bigger game, but after some tests i experienced a problem:

every now and then, when the player leaves a room for another, i get an error with something like "two room changes" in it.

I made up regions around the exit area of each room. when the player enters them, I change the room within the "Player enters region" ...ehm... thing :) in the interactions of that region...

i cannot reproduce the error, it just happens in one room and at the next attempt in another. sometimes i can enter and leave a room three times, and it crashes on the fourth time...  ???

i already made sure that the player (when taken to a new room) "lands" outside the region that would send him right back to the room where he has come from...

has anyone some ideas how to fix this?
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