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Messages - pmprog

#1
Some bugs, if you're not aware of them...

1)

After loading, if you right click on Fonts, and add a new font, then double-click on "0: Font 0", I get the following exception-

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory was corrupt.
  at drawFontAt(Int32, Int32, Int32, Int32)
  at AGS.Native.NativeMethods.DrawFont(Int32 hDC, Int32 x, Int32 y, Int32 fontNum)
  at AGS.Editor.FontEditor.imagePanel_Paint(Object sender, PaintEventArgs e)
...
...


2)
Right click Views, and select New View. Double click "1: View 1", click the "Create New Loop" 8 times. The last loop erm, "row" is offsetted wrong, and the spacing between rows get progressively further apart as more are added.


Looking good! Keep up the good work!
#2
Critics' Lounge / Re: House/Woods C&C
Mon 10/07/2006 09:52:26
This scene is excellent!
Is this game in development? Does it have a title?
Just asking, cos I'll sure as hell want to play this game when it's released
#3
Hints & Tips / Re: No Action Jackson
Tue 23/11/2004 10:17:01
Quote from: desimaui on Tue 23/11/2004 09:20:18
Okay got it. So nice of you to try and help me. Now, how do I give the guy at the Fitness center the coupon? I looked at KaBOOMÃ,  display sign but when I click on newspaper, all he says is, "That's todays newspaper." The coupon mustÃ,  be in the newspaper and I need the coupon to get the bottle of Kaboom.
HELP!

You need to seperate the coupon from the newspaper before you give it to him. Can't remember how you do that tho.
#4
Hints & Tips / Re: No Action Jackson
Tue 23/11/2004 08:32:33
Quote from: desimaui on Tue 23/11/2004 08:00:35
Yes, I know this starts the cycle. My question is how do I select "large" load when there is no button ???

One is a set of buttons, and one is a slider (black triangle at the bottom of the display), Clicking on the black triangle will move it across.
#5
Hints & Tips / Re: No Action Jackson
Tue 23/11/2004 07:55:13
Quote from: desimaui on Tue 23/11/2004 02:40:51
Yes it is, like turning on the washing machine and setting the cycle to hot right? But I think I'm mising a step. Don't I have to set the button on the bottom to "large" load? And how do I do it? When I click on the button marked large, nothing happens...

Spoiler

Once you have clicked Large load and Hot wash, there is a button on the right-hand side where the dial is, you need to click there to turn the machine on.
[close]
#6
Hints & Tips / Re: No Action Jackson
Sun 21/11/2004 11:00:44
Quote from: Black Head on Sun 21/11/2004 10:50:24
I Dont now how to get downstairs please someone tell me the hints from the begining of the game please!! ???

Read my 3rd post in this thread - The Window
#7
Hints & Tips / Re: No Action Jackson
Sun 21/11/2004 09:50:01
Quote from: desimaui on Sun 21/11/2004 09:19:54
How do I get Thurston out of the shower so I can get sponge and robe? I tried leaving and coming back, but he stays in the bathroom with the door locked... :-\

I'm confused on how you know about the robe without getting Thurston out of the shower!? But the key is hot water
#8
Hints & Tips / Re: No Action Jackson
Wed 17/11/2004 09:04:38
Quote from: desimaui on Wed 17/11/2004 08:38:50
Yep, I figured out I had to go out the window with the aid of a rope made of bedding. I can't figure out what to do a gamestop though and how to get the cane from the bird :'(

Gameshop: TV
Cane: Projectile Weapon
#9
Hints & Tips / Re: No Action Jackson
Wed 17/11/2004 07:52:37
Quote from: desimaui on Wed 17/11/2004 04:11:20
Shoots, I can't even figure out how to get downstairs Help?

I presume your right at the start? Because after the initial "break out" you can freely walk up and down the stairs.

Clue: Window
#10
Quote from: Ieremiou on Sat 13/11/2004 16:43:00
The interface was a little annoying for at least one reason.
It was hard to tell which object you were using. Also it was hard to tell if you were using a different object unless you canceled (right-click) the current action and rechoose that action and then clicked on the new object.

Something like highlighting the object or something that would work with your interface would be helpful I think... :P.

Thanks. I'll use that when making the next version

Quote from: Ieremiou on Sat 13/11/2004 16:43:00
Also one thing about your character I just realized... He had no Up or Down facing modes. He just has left and right modes so I could make him moon walk downwards or upwards while he's appearing to walk left or right. Kinda funny to see a man moonwalk sideways up some stairs. Hehe.

Yeah, I couldn't draw an up/down set of animations that I liked, so I skipped em ;-)

Thanks for the feedback
#11
Quote from: Ieremiou on Sat 13/11/2004 08:08:34
Btw, this game would be a lot more fun with a little atmospheric music. :P (my opinion)
Yeah, forgot about the music.

Quote from: Ieremiou on Sat 13/11/2004 08:08:34
Ah, figured it out... wasn't as "unobvious" as I'd thought... hehe
I don't want to spoil the solution unless somebody asks for it.
Cool! While it's not totally obvious, it is sensible, but I wasn't sure it would work. Glad to know it wasn't out of bounds!

Thanks for playing it, and the feedback. BTW - What did you think of the interface? Did you find it difficult to use?

Regarding the "false" description, thanks for letting me know, didn't pick up on that. but I have found several other places where he doesn't say anything.

I'm currently designing the characters and story for my next game (Working title is "Larry Vs The FleshRippers" (see my avatar image)), which should hopefully have less errors, better graphics and include music
#12
Hints & Tips / Re: No Action Jackson
Sat 06/11/2004 14:22:50
Ah, forget that, know where it is now...
#13
Hints & Tips / No Action Jackson
Sat 06/11/2004 14:02:14
I can't find Grandpa's hearing aid, and I can't remember where Thursten said to look (or even if was Thursten who said, been a while since I last played it)

Ideas?
#14
Click on the Hand icon, then on the inventory, then on what you want to use the inventory on

Quote from: simian on Sat 06/11/2004 09:45:32
How do you use things in your inventory?
When I click on them he just says "let's don't and say we did".
#15
Outside the cellar is brighter. It was designed to be dark, but I tested it on several machines to make sure there was enough brightness to get the idea of the surroundings, and Jo (my play tester) thought it was okay. Oh well, can't win 'em all.

Thanks for looking tho
#16
Completed Game Announcements / Day of Darkness
Thu 04/11/2004 20:19:12
My first game, and very small.

Breif overview:
You come out of a pub one night, and get kidnapped, and awake in a cellar. You objective is to escape.

http://www.pmprog.co.uk/cgi-bin/dl.pl?file=dayodark.rar

Most of the graphics were drawn by myself (so they're pretty naff), should provide you with some small amusement though.

Feedback on the GUI would be appreciated.

Thanks

#17
Cool. Thanks!

Ashen, code works a charm.

Goot, the code doesn't work. He walks right through. However, that was easy to fix, just needed an extra line added

Code: ags

if(character[GetPlayerCharacter()].x</> a value ){//check if player is //near object
runscript for interacting with object
}
else{
display ("You can't get there yet.");
StopMoving(GetPlayerCharacter()); // Prevent Moving
}
#18
Okay, maybe I'm loosing it (some might argue I never had it) but-

Player A needs to cross region B to get to object C
If the player uses the "Interact" cursor on C, I need to get him to stop at B until (s)he does something. My code in the region

Code: ags

  // script for region2: Player walks onto region
  if( GetGlobalInt(0) == 0 )
  {
    StopMoving(MARTY);
    
    DisplaySpeech(MARTY, "Not Yet!");
    
    MoveCharacterBlocking(MARTY, 180, 160, 0); // Move player back
  }


However, this only activates after the player has reached object C. How can I prevent this from happening?

I tried RemoveWalkableArea to prevent the player getting close, but the player can still interact with the object from the other side of the room.

Any ideas on how to solve this?
#19
Cool stuff. Didn't see that one!

Thanks!
#20
In my GUI, I have an inventory box 240x22 pixels. My inventory item gfx are 22x22 pixels. However, when I have two items in the inventory, they are spaced 13 pixels apart.

Anyone know how to get them to sit next to each other?
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