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Messages - canavan

#1
That is an OLD thread.

As far as I can tell, that ftp sight isnt open. The text file I was pointing to contained the exact same information contained in earlier posts to this thread about controlling a character with the keyboard, so you arent missing much.
#2
Because I was looking for discussions on creating action content for ags, and one of the games I looked at was demonslayer. I saw this "offer for source" so I figured Id ask to take a look.


... and it does seem like everybody on this topic was a bit discouraging. Some of the classic Adventure games had arcade sequences. Where would Riger Wilco be without Astro Chicken, afterall?
#3
Quote from: Squinky on Fri 30/05/2003 11:19:11
I made Demonslayer three an action game, it's on my site...If you like it I can provide you with the source.

I belive that 2ma2's platform game is open source also...

Hi! I was actually looking into doing a simple action sequence for my game, and I looked at demonslayer - the shotgun, bullet, kill something is mostly what I wanted to look at.

Is it possible to get the source, or maybe just explain how it was done?
#4
I am using a rather typical save/load game requestor thubnail style. It seems when I save and restore in a room using the parallex field plugin, and the game restores, the layers for the parallex vanish in the restored room.

Anyone ever see this?
#5
For those of you following this thread, I found the complete solution to my question here:

ftp://a-v-o.selfhost.de/ags/keyboardcontrol.txt

Its a full script for keyboard control in AGS from a way way back thread, but works perfectly.
#6
ok and what about the rep. excute code given in the earlier example?

Then, in repeatedly_execute:

if (GetGlobalInt(XX) > 0) {
if (IsKeyPressed(GetGlobalInt(XX)) == 0) {
StopMoving(POKEY);
SetGlobalInt(XX, 0);
}
}

Do I use another IF and ROOM= for this? Or include this int he room rep. excute?

Thank you very much. Almost have this :)
#7
Ok... Ill have to try this.

Is there any way to make this kind of thing (using arrow keys to control one character) happen ONLY in one room? Can you put on key events in the room script somewhere? I seems all this this would only work int he global script?

I really only want the character controllable by arrow keys in one room.
#8
Is there a way to keep the game in play while a character is talking with sierra style speech, instead of the screen locking while the talking animation is playing? ... to basically keep waking, etc, controrl with the player character while anohter chracter is talking... with sierra style?
#9
Hmmm also if it helps ... i also screwed up my script so my curser doesnt change to an arrow and make sounds over buttons anymore, so i think issues are with rep. excute.. hmmm.. not touching it for now to see if one of you experts have any advice on how to fix :)
#10
Ok I gave this code a try, and it sort of works. The arrows seem to move my character for a short time, but it seems my character acts a little crazy... like its waiting for the keys to catch up, freeze, only moves a step before getting stuck... almost, but not quite there. I think I have a problem with my coding.

This is what I have in my global script:

function game_start() {
SetCharacterIdle(POKEY,2,5);
SetGlobalInt(14,0);
SetGlobalInt(10,0);}


function on_key_press(int keycode) {
if (IsGamePaused() == 1) keycode=0; // game paused, so don't react to keypresses
if (keycode==17)  GUIOn(2); // Ctrl-Q
if (keycode==363){
SetGlobalInt(14,1);
load_thumbnails();
SetButtonPic(1,10,1,7);
InterfaceOn(1);}
if (keycode==365){
SetGlobalInt(14,2);
load_thumbnails();
SetButtonPic(1,10,1,8);
InterfaceOn(1);}
if (keycode==367) RestartGame(); // F9
if (keycode==434) SaveScreenShot("scrnshot.bmp"); // F12
if (keycode==9)   InventoryScreen(); // Tab, show inventory
if (keycode == 380){
MoveCharacter(POKEY,character[POKEY].x,character[POKEY].y+3);}
if (keycode == 372){
MoveCharacter(POKEY,character[POKEY].x,character[POKEY].y-3);}
if (keycode == 377){
MoveCharacter(POKEY,character[POKEY].x+400,character[POKEY].y);}
if (keycode == 375){
MoveCharacter(POKEY,character[POKEY].x-400,character[POKEY].y);}
SetGlobalInt(10, keycode);
}


function repeatedly_execute() {
if ( ((GetGUIAt(mouse.x,mouse.y)==3)||(GetGUIAt(mouse.x,mouse.y)==4)) && (UseGUI==0) ) {
PrevCursorMode=GetCursorMode();
SetCursorMode(6);
UseGUI=1;}
else if ( (GetGUIAt(mouse.x,mouse.y)==-1) && (UseGUI==1) ) {
UseGUI=0;
if (GetCursorMode()==6)
SetCursorMode(PrevCursorMode);}
if (GetGlobalInt(10) > 0) {
if (IsKeyPressed(GetGlobalInt(10)) == 0) {
StopMoving(POKEY);
SetGlobalInt(10, 0);}
PlaySoundOnGUI();
CheckOtherGUI();
}}


So, two issues really. First, this almost works but my character isnt quite excuting this correctly (although it does compile and run.) Second, I really only want the arrow keys available to move the character around in one room (not the entire game.) For an arcade sequence.

Thanks for hanging in, im kinda new. Still learning.
#11
Ok I did this on the repeat excute of the room:

if (IsKeyPressed(380) == 1){
 MoveCharacter(POKEY,character[POKEY].x,character[POKEY].y+400);}
if (IsKeyPressed(372) == 1){
 MoveCharacter(POKEY,character[POKEY].x,character[POKEY].y-400);}  
if (IsKeyPressed(377) == 1){
 MoveCharacter(POKEY,character[POKEY].x+400,character[POKEY].y);}
if (IsKeyPressed(375) == 1){
 MoveCharacter(POKEY,character[POKEY].x-400,character[POKEY].y);}

and this works, but only if I tap the keys. I would like it to work even while holding down the keys. For instance, holding left moves the character left, and then going to holding right moves it right. With this, if I hold a key the character stops moving.

Any ideas?
#12
Is there a way to chage the speed that the background of a room animates through the script?
#13
How is it possible to script so that when a character enters a room the mouse is disabled and it switches so that arrow keys (up, down, left, right) control the character?
#14
I am attempting to make an extremely simple shooter arcade sequence. Basically, All I am going to do is have a tall room, all walkable, with a little space ship as the main characer, have the arrow keys move it left right forward and back, and space bar to shoot. I would then need to do some sprite detection to notice whent he bullet hit a character entering the screen, and vice versa.


Is there a very simple solution to this. I guess Ill start with how does one map keys to character movment, and turn the mouse off?
#15
Ok guys, here is a question. I know there is a scripting command in AGS (I forget it, off the top of my head,) that allows you to run another AGS game. I am designing a small arcade sequence that will be part of a larger adventure game. I may, however, want to distribue it as a stand alone game, also. Would you recommend designing it outside of the main adventure, and then just calling it from the adventure game? If so, will that work? Can you create two game... and when the second game is run from the first, when the second is over, will it automatically return to the first? Also, does the game you calling need to be compiled?

Anyone ever try anything like this?
#16
Does this only work with high color games, or 256 color also?
#17
Hello all..,

I am interested in the new Lip Sync functions of the newer AGS builds. There is mention in the help file of doing text and speech lip sync through the use of the "Pamela" third-party application, and links to it through:

http://www.gippsland.monash.edu.au/myles/catnap/pamela/

However, this link is no longer valid. Anyone try, or know where I can get it?
#18
Hi

First, I love the snow rain plugin... very nice looking. Question: When you distribute a finished game (and include the dlls with it,) do you have to specify to the user to put the dlls in his windows folder?

Also, I am interesed in checking out your parallex scrolling plugin also... but the link on the plugins page wont allow me to download it. Do you have another source for the zip?
#19
is there a place to get the beta versions for issues like this, or are the beat's not available?
#20
I have heard people mention quite a few plugins around the board. I was curious is there is a central list of plugins? .. of, if not, if you guys can just start yelling out some of the plugins (and links to them,) that people have been making.

Curious to look at some of the plugin work...
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