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Topics - tinyhippo

#1
Ok, first of all, I'm sorry that I'm cluttering the section with my stupid questions.

I can't seem to get a hold on how to use the arrays right. I have a programming background, but PHP doesn't seem to have taught me anything about strongly typed languages, and so I'm stuck.

Basically, I have a script module (which I decided to use as a data junk yard) and it has an array of strings which my character is supposed to speak when he looks at the chair.

The code is (MCData.asc):
Code: ags

string TalkInanimateArray[];

TalkInanimateArray[0] = "I don't usually talk to inanimate objects. 1";
TalkInanimateArray[1] = "I don't usually talk to inanimate objects. 2";
TalkInanimateArray[2] = "I don't usually talk to inanimate objects. 3";

function getTalkInanimate(int number) {
    return TalkInanimateArray[number];  
  }


With a header (MCData.ash):

Code: ags

import function getTalkInanimate(int number);


Then, in the room script, I have this code:

Code: ags

function oChair_Talk()
{
  int i;
  i = Random(2);
  cMainCharacter1.Say(getTalkInanimate(i));
}


And I get an error:

Quoteroom1.asc(18): Error (line 18): Type mismatch: cannot convert 'int' to 'const string'

There's something I grasped wrong, it seems. Appreciate any help.
#2
Hey!

Is there a simple way for a character to use an object on another object?

For example, the player clicks "use" on a chair, the cursor becomes that chair and the player is then able to click on a table in the room and use the chair on that table to "combine" them.
#3
Hey!

We're a team of cool people from all over the world, and we're making this little (relatively big, actually) game called "Indign". It is a tech-noir adventure with horror elements which mixes a lot of good stuff from games like Beneath a Steel Sky, I Have No Mouth And I Must Scream, Silent Hill, Sanitarium, Full Throttle and other really friggin' awesome games, but also has certain original stuff to offer. We'll have plot twists, flesh monsters, violence, strong language, strong mind-f**ck, comic book overlays, non-linear decisions, blah blah blah.

But first, we need another god damn artist. We have a couple already, but they are all doing their own thing, and recently one of them has left us because he just lacks time, yet he did a great job so far. We need someone who can paint backgrounds, make sprites and do anything else. You don't necessarily need to be a great artist, you don't necessarily need to be a pixel artist. Look at the picture below - if you can do something like that, you're welcome. Just PM, email me, or post here, okay?

Help a guy out, will you?



PS. We're doing a revenue share, if you happen to give a damn.


#4
Greetings :)

Not so long ago I came to a conclusion that the way I write the script for our adventure game is, well, not efficient at all. It comes out as a step-by-step guide rather than a real script which is more useful for a movie, not an adventure game. This especially isn't that great when it comes to free roaming segments of the game, where the character isn't bound to linear actions. I can also see that causing certain problems with programming later on.

So, can you guys share any useful tips on how you personally write a script for your games? :) A template of some sort would be even better, if anyone is willing to share.
#5
Hi guys!

We're currently making a character model, here are the early model pics:




Anything we can improve on? I, personally, don't really like his nose on the side view and his face for 3/4 is just, eh, smashed with a frying pan weird.
#6
Hi guys,

So, i've ran into a problem of sorts recently which i'll try to explain right. I have a walkcycle for my main character. The 1st frame is him just staying in place, the 2nd one is a transition from a standing to a moving phase, frames 3-10 are of him walking, 11th frame is the transition from a moving to a standing phase and back to the first one.

Is there a proper way of making it so that when he walks consistently there are no 2nd and 11th frames which should only appear once in a whole walk cycle?
#7
Hello there :)

Project:
Untitled sci-fi thriller with a twisted plot/mindf***.

Details:
A guy who's been handicapped for 19 years straight without any means of even moving his limbs gets a body-transplant, a new method which wasn't yet tested, but soon discovers that he is not alone in his body.

Positions Available:
Overall artist (or two, or three, for the matter). We need him to draw the backgrounds, characters, walk cycles, concept art, etc. A lot of work, can't be otherwise. However, we won't tell you HOW we want it, we will only tell you what we want, nobody's sticking their nose into your own business/artist vision. We're also are open-minded and will welcome any ideas you have.

What we'd want is something along the lines of what we can see in "Beneath a steel sky" or if we're talking modern than "Resonance"/"Gemini Rue", not saying we need a professional though, even better if not. You might be a pixel artist or a regular artist, doesn't matter, we'll work something out :)

Deadline:
No deadline.

Comments:
We've (by "we" I mean two men) recently started working a project and we're in desperate need of an artist or two, because we can't really draw stuff by ourselves. What we need is an altruistic guy who would like the idea (let's be honest, we're amateur programmers, we have no money whatsoever). And yes, we don't yet have a prototype, but we're working on it. The script is also a work in progress, but it's been thought through already.

Please contact via PM, or here.

Update: 1st June 2013

So, we're still looking for artists. We desperately need anyone who is interested in horror, sci-fi and likes twisted plots. We currently have a "lead" artist and a musician. We accrued some concept art over the last couple of months, but procrastination got us we are all busy playing video games working and studying so the process stalls from time to time. PM or post here if you are interested.

All jokes aside, we are very serious about our game and we plan on making our living off of making games.

Some art that has accumulated over a span of several months:

An early sketch of one of the backgrounds, yet to be reworked


Several monster sketches:




And one of the main characters:
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