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Topics - Virgil

#1
I currently have a script to have an NPC walk around on a loop:

Code: ags

function room_RepExec()
{
  if(cNPC.Moving == false){
    cNPC.Walk(300, 124, eNoBlock, eWalkableAreas);
  if(cNPC.x>298){ cJack.AddWaypoint(233, 120);}
  if(cNPC.x<235){ cJack.AddWaypoint(300, 120);}
}


This works good, but obviously as soon as the character reaches a waypoint he immediately walks to the next one. How can I have him pause, or even insert other things (like dialogs) at certain points during his walkaround?
#2
AGS Games in Production / Dead Seven
Thu 11/02/2010 01:23:15


Dead Seven
by Virgil

Story

2048. Space exploration has been heavily privatized and the two leading companies, Lunar Corporation and Sky Industries, have already several bases on the Moon. The average citizen has been on a orbiting space station.

The DEAD Enterprise is the leader in software development, and has just released their latest flagship product: the Dead Seven Operating System.

Gameplay

Dead Seven is a hacking game, where you navigate through networks and complete objectives. At times you may be occasionally short on time, others you'll have to find clues to discover what you'll need to do. Everything takes place entirely within a GUI.

Screenshots




More Info

I don't plan for the game to very long, only a handful of missions at most. There is a story, but not much of one, something you can easily ignore. I plan on putting in an option to automatically skip cutscenes if you so choose.

The game runs at 800x600, and as previously mentioned is all within GUIs, so a lot of typing. There are specific commands (and a manual with them all) but I'm working on getting as much of it as seamless as possible so you don't get stuck. I hope to have it finished by the end of the month.

Progress

Story - 85%
Scripting - 65%
Music - 35%
Art - 90%
#3
I know it seems like a very, very backwards question, but I'm interested in a transparent background where I can see whatever is behind the game window.

I know its most likely impossible for the engine to pull something like this off, but I figure I would ask anyway. Is it possible?
#4
I've looked around in the forums, and for some reason I still get the same problem. I want to change a button's normalgraphic on the click of another button.

when i do something like: int button.NormalGraphic = 1;

I get the error "Expected ',' or ';' not '.'

Obviously if I change to a comma it won't run.
#5
I want to have a setting so that a player can't leave a region. I've done some fiddling around with global boolean variables and cCharacter.Stop Moving, but when I try to leave, it just stops, then I can continue on. Surely there must be a way to totally prevent a character from leaving a region?
#6
Okay, so, say in a side scroller, when my characters stops walking, I want him to stand in a specific pose, so he's not midstep.

I have this in..

Code: ags
function room_AfterFadeIn(){
  
  if(!IsKeyPressed(eKeyLeftArrow) || !IsKeyPressed(eKeyRightArrow)){
    cCharacter.Say("Done.");
   }
 }


Just to check if the character was moving or not. After that I would just do an Animate with one frame in it, until the character decided to move again. However, when I load up my room, the character says 'Done.' When I move around and stop, it doesn't respond. If I have it on Repeatedly Execute, I can't move at all, and the character just says 'Done."

I know there's a way to go about this, but I can't figure it out.. thanks for any help.
#7
I've checked through the manual and script index for the game, as well as a few topics on the forums, and for the life of me, I cannot get region lighting to work. I set the lighting variable for the region, but it doesn't seem to have any affect on objects or characters in the region. When I try to script the light level in, it always returns as an error.

I know this is a simple concept, but for some reason I can't grasp it. Thanks for any help.

For reference, when I script:

Code: ags
region[1].LightLevel = 20;
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