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Topics - M

#1
Advanced Technical Forum / conversion problems
Sun 15/08/2004 18:32:19
So I converted a game to v2.61 from v2.56b and I've noticed some problems.

The problem is when using the FaceLocation() command. Basically, in the game its used a lot - mainly for the purpose of changing the loop in a view. The thing is, since converting - none of the previously coded FaceLocation() stuff is working!

For example, on the intro of this game theres a guy on a ledge (yeah, this is Perils of Poom I'm talking about). I used FaceLocation every few seconds to get him to look in a different direction - so the graphic changes and when he talks, it will have a different talking animation than when facing the other direction. The problem is none of that is happening. He's just in the same direction the whole time, same talking animation. (hope i wrote that clearly enough)

The thing is the code is exactly how it should be. It says FaceLocation etc etc, everything is normal but yet its still not working. I've been writing some new stuff in 2.61 using FaceLocation and that seems to be working ok though.

Can anyone offer any suggestions? Being an idiot, I'm not sure if I got an up-to-date backup of the game handy.
#2
Advanced Technical Forum / GetMP3PosMillis ()
Wed 14/01/2004 22:25:54
Hey. I'm having a bit of trouble getting this function to work. I've got an mp3 playing, I want something to happen at 7 seconds so - in the 'repeatedly execute' part I've got the code:

if (GetMP3PosMillis () == 7000) {

//do something

}

But nothing happens. I've played the mp3 with PlayMp3File() . Its probably something really simple but any one got any ideas?
#3
Completed Game Announcements / Perils Of Poom
Wed 31/12/2003 17:28:38
Perils of Poom - here it is. Whipped up in time for the AGS Awards - not that I'm excepting it to win anthing, though. At all.


Thanks to everyone who has supported the game, I appreciate it.

http://homepage.ntlworld.com/ev.cool/poom_full.zip

The music by m0ds is sick! I love it. You can hear the tracks in the STERIO section of the main menu. There is a problem, though. Due to time restrictions, etc etc, the soundtrack isnt finished!! This release of Poom is for the benefit of meeting the AGS Award deadline rather than having to wait another year for it. An updated version with full music will be released in the coming weeks. Sorry. Everything else is done, though. You'll just notice that music is recycled a lot.

Thanks
-Mike-

Oh yeah, there's a short(ish) Bonus Scene right at the end. You have to unlock it first, though!

(Should I have put stats here, like number of rooms etc etc?? Well, There's 96 by the way - most are playable...)

::UPDATE:: 22 Jan
Just a minor update - uploaded a new version of Poom -- all thats different is that some of the 'pixel-hunty' hotspots are bigger or slightly more obvious. Oh yeah, the ship-sales man guy now has a new talking loop (*cough stan anyone *cough*)

Other Poom news - the game's been nominated for a few categories at the AG Underdrog Awards and for Best Game at The Crows Nest.

::UPDATE:: 23 March
You can get latest news on Poom 2 right here. There's also a Poom 1 re-release in the works, with the full soundtrack as well as some extra stuff.


#4
Just doing some last minute tweaks to a game...

My interface is right-click to use/interact, and left-click to look (BASS style). When an inventory item is in-use (i.e. the cursor is an inventory item) you can right-click to use it, and left-click to de-select it and get back to the normal game cursor.

The thing is that in the Inventory Window/Screen, the interface isnt the same. When an inventory item is selected, you have to left-click to use and right-click to de-select it. Its probably very simple but any idea how I can change the interface in the Inventory Screen to be the same as the rest of the game?

Thanks

-Michael-
#5
Advanced Technical Forum / Labels?
Mon 24/11/2003 23:58:02
Just wrapping up a game, but theres one thing I cant seem to solve easily.

Similarly to when speech is displayed above a character's head, is there a way of making some form of text (like a label or something) appear during the game, which doesnt disappear after a certain time limit? I've been trying to work round this using DisplaySpeechBackground() in different ways, but I've come out with nothing.

Thanks

-Mike-
#6
Yeah, I really hate to ask for help at this stage coz I've worked out so much stuff myself but this one's killing me...

Basically, when the cursor is over a hotspot - it changes its appearance to a highlighted sprite. If its not on a hotspot, it changes its appearance to an unhighlighted sprite thats just plain. I've got all that working in the repeatedly execute part of the global script.

The thing is I don't know how to do this for when the cursor is over characters and objects. Is there a function to test whether the mouse is over objects and characters?
#7
I posted in the old forums - didn't realise the forums had moved. Well, just incase no one knows, demo of Perils of Poom = HERE



And yeah, I now know you can save/load with F5 and F7 despite what the read-me says.
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