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Topics - piraatlife4me

#1
General Discussion / Any AGSers going to E3?
Tue 11/05/2004 03:12:22
Hey I didn't see a topic posted about this but I was wondering if any agsers were planning on going to E3 this week in Los angeles? I plan on being there. I just got my badge today to avoid the long lines on wednesday ;D
Can't wait, this looks like it's going to be a lot of fun!

Daniel
Winebarger
#2
Critics' Lounge / Jewel Cases for AGS games
Thu 18/03/2004 16:00:52
I know this topic probably has been covered before but I was wondering if any ags designers ever made jewel case covers for their games?  I bet some of you have. Really interested to see what some people have come up with. Recently I made one for my game to hand out to my friends.
Here it is:



Daniel
Winebarger



#3
Hey AGS Moderators,
I hope I'm posting this in the right place, I figured it was AGS beginner related. I recently finished a AGS game and wanted to post it up in the games section of the AGS website. The problem is I forgot to give it a password before posting it. Now I need to edit what I posted. How can I obtain acess to edit what I already posted about my game? Is there some one else I should email about this?
Thanks
Daniel
Winebarger
#4
Razors in the Night
Version 2.0 is released!
after five months of work is finally ready!

http://razorsinthenight.4t.com



Once upon a time...
In a ghetto far far away...
Welcome to Brookside County! Brookside is a thriving overpopulated community consisting of drunks, junkies, pimps, gangs, and whores. Oh yeah! Did I forget to mention? Brookside County has a very busy police department. The police of Brookside County don't have a lot of patience when it comes to keeping the youth in line. This spells "trouble" for a neighborhood gang of punks who are just a bunch of bored teenagers. On a ordinary saturday night Knox and his friends may have crossed the line a little too far. Okay! Maybe they REALLY crossed the line! Will Knox get busted? Will he get away? Maybe, he will go postal instead on the local police department? Find out what happens to Knox and his friends in this AGS adventure Razors In the Night!






-Old school EGA style graphics.
-Original plot and story.
-Over 30 different interesting characters.
-Customized interface.
-Easy and difficult puzzles to solve.
-Interactive soundtrack by "Modgeulator."
-Over 80 different sound fx.
-Over 180 views of animation.
-Numerous references to punk culture.

You can download it right here

http://razorsinthenight.4t.com/razors.exe

Or you can get it here:

http://blackmagic.8k.com/razors2.0.exe


For the WinRAR file download it here:

http://razorsinthenight.4t.com/razors2.0.rar

Check out the website (I updated it)
for the point list, walkthrough, map and manual.
or go here:

http://razorsinthenight.4t.com/images/walkthrough.htm

the site:

http://razorsinthenight.4t.com

Let me know what you think.

Daniel
Winebarger

#5
Hey friends!
I am having a weird problem in AGS. When I am in a certain room in my game the game just shuts down and displays a message saying too many overlays created. The thing thing that is odd is that there is only one overlay set in the room. Does anyone know why this may affect other rooms in the game? Is there a way to clear all overlays each time the player leaves the screen? Another thing I noticed is when I create a text overlay and give it a id and put it in the  repeatedly execute script under a istimerexpired command it won't let me remove the overlay when I try to leave the screen. How do I specify an id for a text overlay set under a timer?

Daniel
Winebarger
#6
Hey ags forums!
I am in need of a little help! I am having a little trouble getting my custome restore gui to work. I was wondering if any one could look at my script and see if they see anything with this that might be the cause of it not working? I have tried everything I can think of but I am still comming up short of a solution here.This is what I have in my global script:

if (interface==SAVEGAME) {
SetMouseCursor(8);
if (button==2) {
 // if save is pressed
// Count saved games
index=ListBoxGetNumItems(7,4); // Count saved games
if (index<20) {
GetTextBoxText(7,1,text); // Get the typed text
InterfaceOff(7); // Close interface
SaveGameSlot(index+1,text); } // Save game (text as description)
else { // if saved games are 20
index=ListBoxGetSelected(7,4); // Get the selected save game
GetTextBoxText(7,1,text); // Get the typed text
InterfaceOff(7); // Close the interface
SaveGameSlot(savegameindex
[index],text); } // Overwrite the selected game
}
if (button==3)
SetDefaultCursor();
InterfaceOff(7);
game.text_shadow_color = 4;

}

For my restore gui I have this:

if (interface == RESTOREGAME) {
 if (button == 2) {
   index=ListBoxGetSelected(8,0);
RestoreGameSlot(savegameindex[index]);
 SetCursorMode(0);
GUIOff(8);
   game.text_shadow_color = 4;
   }
 else if (button == 3) {
   SetCursorMode(0);
    GUIOff(8);
   }
 }
Anyone out there see anything wrong with this?
Or know of anything I might be leaving out? I keep getting a error message saying it's unable to load file.
Thanks.
Daniel
Winebarger
#7
Advanced Technical Forum / Custom restore gui
Fri 06/02/2004 22:23:09
Hey Agsers I am in need of your wisdom.
Does anyone know if there is a thread posted regarding custom save and load guis? If so where is it? I am looking around and I am seeing a lot of stuff about custom inventory but not much about custom save/restore guis.
Thanks
Daniel
Winebarger
#8
Advanced Technical Forum / weird game lock up
Mon 02/02/2004 23:13:36
Hey AGSers! It's Dan here! Like usual I am in need of some help again here. I am having a strange problem  when I try to use a certain inventory item on another item. The problem is the game just freezes and waits forever. Is anyone else aware of a problem similiar? I put this in the ineraction editor in a run script/ under a conditional: if inventory item was used action  

Wait(5);
 FaceLocation(EGO, 150, 1000);
 DisplaySpeech(EGO, "I think I can hide the crowbar inside this thing!");
 Wait(10);
 FaceLocation(EGO, 150, -1000);
 Wait(10);
 FaceLocation(EGO, 150, 1000);
 Wait(15);
 DisplaySpeech(EGO, "I knew this dumb thing would come in handy somewhere!");
 Wait(5);
 LoseInventory(13);
 Wait(8);
 GiveScore(4);
 Wait(8);
 SetGlobalInt(25,1);

Nothing looks wrong with this but for some apparent reason everything just locks up. If anyone knows a way to fix this or has had this happen to them please let me know. So then I will know that I am not going crazy the problem does exist.
Thanks
Daniel
Winebarger
#9
Hey Ags forums!
I am in need of a quick solution from someone out there. I have a custom inventory setup in a game I am working on. It is not much different from the AGS default one except that it only has room for four inventory items to be shown at once. It has room for two on the top and two on the bottom. So I added two arrows on the right side of it. The arrows work by scrolling up and down so you can go through all your inventory items. My problem is I need the arrows to scroll up and down no matter what cursor is used to click on it. So if I need to use the inventory item cursor on it it will scroll down just like it would using the arrow. Oh yeah! One more thing how do you align your inventory items? I know that there is  Mine are all overlapping on top of one another?
This is what I had in my script:

if (interface == INVENTORY) {    
  SetMouseCursor(8);
   if (button == 1) {    //the pointer to get the inventory item            
SetCursorMode(MODE_USE);      
     SetMouseCursor (8);
   }
   else if (button == 2) { //the look button
     SetActiveInventory(-1);
     SetCursorMode(MODE_LOOK);  
   }
   else if (button == 3) {  //ok button to close the gui
     GUIOff (2);
     SetDefaultCursor();
   }
   else if ((button == 7) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
     // scroll down
     game.top_inv_item = game.top_inv_item + game.items_per_line;
   }
   else if ((button == 6) && (game.top_inv_item > 0)){
     // scroll up
     game.top_inv_item = game.top_inv_item - game.items_per_line;
    }
   else if (button == 8) { //interact with inventory
    SetMouseCursor (2);
     
 }
}
Does this make any sense to anyone? If not let me know and I will explain it better.
Thanks
Daniel
Winebarger
#10
Hey AGSers!
I am having a little problem with a certain GUI not becoming visable in a certain room. When I call the GUIOn function in another room it works fine. The error I am having occurs in this room and everything else works except the GUI showing on the screen:

//In my global script

if (GetGlobalInt(31)==1) {
GUIOn(12);
character[BUSY].room = 70;
character[BUSY].x = 488;
character[BUSY].y = 229;
character[MILL].room = 69;
character[MILL].x = 488;
character[MILL].y = 229;
character[PIAN].room = 60;
character[PIAN].x = 488;
character[PIAN].y = 229;
ObjectOn(1);
Wait(250);
SetButtonPic(12,0,1,1065);
Wait(180);
ReleaseCharacterView(DINE);
GUIOff(12);
ccExecuteCommand(DINE, 35);

The GUI dosen't become visable, is there anything here that would permit the GUIOn function from being run?
I set the X and Y location in the GUI properties box so the problem must be in this scipt.
Thanks
Daniel
Winebarger
#11
Hey AGS forums!
I am seriously a little confused about something. Sometimes when my player is moving thorough out my  game he is suddenly drawn behind parts in the background. It frustrates me me because there is no walkbehind there, and I can't seem to figure out why.
Because it randomly happens. If I run the game and start it in the actual room it's fine, everything works. When I run the game in another room and enter another the room it starts acting up. Has this ever happened to anyone else out there? Or am I just seeing things?
What should I do?
Daniel
Winebarger
#12
Hey Ags forums, Ok! This is going to sound like a really stupid question but here it goes!  And it has probably been answered about a thousand times by now but for some reason my midi music files will not play in my game.  And for some reason it is just on my computer?  I tried to run it on another computer and the midis played fine.  Is there some kinda of setting in AGS I need to change?  Anyone know of any troubleshooting tips for this one? And by the way Does anyone know in AGS how can you loop a PlaySoundEx function? I have soundfx that I want to be run continously in the background over the background (midi) music.
Thanks
Daniel
Winebarger
#13
Hey I have a really quick easy question. Here it goes! How do you set just one characters font shadow color.  I know about game.text_shadow_color but what if I just want each character to have a different color.  I made my own game fonts in SCI studio.  Would I have to make them the color I want  there?  Is there a function for this yet?
Daniel
Winebarger
#14
Hey AGS forums,
Hey I have this little problem.  I have this room in my game and I need a npc to be in the room only when I want him to be.  So what I did was I set up a GlobalInt and the command is ready to be called when the integer is set.  The problem is when it is set he still not showing in the room.  Can anyone take a look at this and tell me if anything looks wrong with my room script.  It is really strange but I can't seem to figure out why he is not visible in the room.  This is what I have:
// script for room: Player enters screen (before fadein)
srSetRainAmount(0);
SetObjectIgnoreWalkbehinds (0,4);
FaceLocation(EGO, 150, -1000);
SetGlobalInt(3,1);
SetGlobalInt(13,2);
if (GetGlobalInt(3) ==1) {
character[SKEL].x = 96;
character[SKEL].y = 204;
ReleaseCharacterView(SKEL);
ChangeCharacterView(SKEL,109);
SetCharacterIdle(SKEL, 109, 0);
}  
}
Does this look OK?  Because when I play the game he is not there?

Daniel
Winebarger
#15
Hey AGS Forums,
I just have two quick really easy questions.  How do you set the positon of where the Background speech will be displayed? By default the speech is above its head I need it to be lower that that( but just for this character).  Is there any command in AGS that lets you do this?  Also how do you use the built in AGS game variables? Such as game.bgspeech_stay_on_display how exactly would I set a value to that? And would I put it in the global script or in a individual room script?Any ideas?
#16
Hey whats up everyone.  I just was wondering if anyone knew a good place to find cheesy 1980 sound fx on the web?  In this game I am making I want really cheesy 80's style sound effects.   I even don't mind paying for them if it comes down to it.  Or does anyone know any good source for sound fx at all that they can recomend for use in a ags game?I want the sound fx to be a part of the humor that is envolved in the game. Any one have any ideas? Or suggestions for me?
#17
Hello Ags forums! I am in need of some serious help.  I have been playing around with this and am not getting anywhere. My question is about putting the IsTimerExpired function in the repeatedley execute script.  In my game I have a part where the player uses a cark ey inventory item on itself a car alarm  goes off and a valet parking guy leaves his post to go shut it off.  I have a global int set up so the alarm will only go off if the player is in that room.  I have all the actions set up in the global script under an inventory interaction script.  I imported and exported all of my needed varaiables and put a SetTimer(1,1000); command in the code after the alarm is set, and I set up a variable so if the player does it again the valet attendent will say something else like "Not Again", .  The problem I am having is when the alarm goes off the parking attendent  moves where I want him to but the alarm never stops, he just stays there.  But if I leave the room he will be back where he started and if I try to do it the game won't run the other speech options I made, he just says and says the same thing.  Does anything look weird with this code here:


function room_e() {
 // script for room: Repeatedly execute

if (GetGlobalInt(22) == 1) {
 Wait(20);
 FaceLocation(PARK, 150, 1000);
 Wait(8);
 DisplaySpeech(PARK, "It stopped!");
 Wait(5);
 DisplaySpeech(PARK, "It's about time");
 Wait(15);
 AnimateObjectEx(0, 0, 4, 0, 0, 1);
 SetCharacterBaseline(PARK, 145);
 fetch_alarm = 0;
 SetGlobalInt(22, 0);
 }
if (IsTimerExpired(1)==1) {
  StopAmbientSound(1);
  SetGlobalInt(22, 1);
  cli_board = 0;
  }
}


This is in my room script:

// room script file

int go_away = 0;
import int cli_board;
import int fetch_alarm;





This is what I have in my global script:

/ main global script file

int fetch_alarm = 0; //tests how many times knox sets off the
int cli_board = 0;

function character0_j() {  
           // script for character0:Useinventory on character  
Wait(5);
FaceLocation(EGO, 150, -1000);
Wait(20);
FaceLocation(PARK, 150, 1000);
if (GetGlobalInt(22) == 1) {
 FaceLocation(EGO, 150, 1000);
 Wait(8);
 DisplaySpeech(EGO, "I already set it off!");
 Wait(5);
 DisplaySpeech(EGO, "Are you deaf? What's the matter you can't hear the alarm!");
}
if (GetGlobalInt(16) == 0) {
FaceLocation(EGO, 150, 1000);
Wait(5);
DisplaySpeech(EGO, "I clicked the button and nothing happened?");
}
else if ((GetGlobalInt(16) == 1) || (fetch_alarm == 0)) {  
 PlayAmbientSound(1, 3, 250, 105, 129);
 SetCharacterIdle(PARK, 0, 2);
 Wait(20);
 if (fetch_alarm == 0) {
 Wait(20);
 DisplaySpeech(PARK, "Oh Great!");
 Wait(8);
 DisplaySpeech(PARK, "A squirrel must have set off the alarm!");
 Wait(10);
 DisplaySpeech(PARK, "I guess I will have to go check it out!");
 }
 else if (fetch_alarm == 1) {
 Wait(20);
 DisplaySpeech(PARK, "Not Again!");
 Wait(8);
 DisplaySpeech(PARK, "It must be the wind!");
 Wait(5);
 DisplaySpeech(PARK, "Hmmmmm....!");
 Wait(10);
 DisplaySpeech(PARK, "Strong Wind!");
 }
 else if (fetch_alarm == 2) {
 Wait(20);
 DisplaySpeech(PARK, "This is getting old...");
 Wait(8);
 DisplaySpeech(PARK, "FAST!");
 Wait(8);
 DisplaySpeech(PARK, "Now how do I turn it off last time.");
 }
 else if (fetch_alarm < 2) {
   fetch_alarm += 1;
 }    
 AnimateObjectEx(0, 0, 4, 0, 0, 1);
 SetCharacterBaseline(PARK, 145);
 ccExecuteCommand(PARK, 24);
 SetTimer(1,1000);
 cli_board = 1;
 SetGlobalInt(22, 1);
 fetch_alarm = 12;
 }
}
export cli_board;
export fetch_alarm;


Does this make any sense at all what I am doing wrong? Please let me know thanks!

Daniel
Winebarger
#18
Hey I was just wondering if anybody knows of a good way to set up a sam and max style speech dialog gui.  I know how to create it, but what is the best way to run it through script and plug it into the ags built in dialog? I also want the buttons purpose and graphics to constantly change with the dialog like in sam and max.  Any ideas?  I have a couple ideas but I need something more stable.

Daniel
Winebarger

p.s. Does anyone know the correct way to use a set timer, and Istimerexpired function.  I set it up according to what the manual said and put it inside a Global int inside my repeatedly execute room script but for some reason it dosent work when I set the timer function elsewhere im my script.
Do I have to set it in the games repetedly execute script instead?
#19
Razors in the Night is released!

Here is the link to the completed games forum:

http://www.agsforums.com/yabb/index.php?board=5;action=display;threadid=12292

Hello out there!
Hey I am just posting some updated progress that I have made with Razors in the Night! I am having a total blast making this it has always been a dream of mine to make a game in this style.  As for the production of the game it is comming along pretty well and is getting pretty big.(And this was only supposed to be a demo).  My idea for the game is not to create a game just on punks and their lifestyles.  My actual ideal objective is to create a game using a punkrock kid(named Knox) and his gang of friends who get blamed for a murder in a sorta rundown town.  But the game is full of many references to punkrock and punk in general that alot of people I know will find amusing. This is my second post for the game, and it is my very first AGS game.
So please let me know what you think when the demo is released.

So far this is what I have done:

-a foundation for the story of the game
-lots and of cutseens
-about 25 characters with there own animations(I almost have idle,talking,and walkviews for each character).
-some puzzles available to be solved.
-29 rooms.
-About more than half of my game scripting is done
-a customized iconbar interface.
-a custom quit screen.
-a custom save screen.
-148 views.
-about 20 inventory items

This is what I need to get done:

-dialogs for the game ( I havent done any yet and need to)
-I need to create a custom dialog gui (I want one like in S&M), to go with it.
-I need more solutions for the puzzles I have started.
-I need more work done on the scrips for each room
-I need more animations.
-A couple more rooms.
-SoundFX (I definitely will need help with this one)
-A game midi type music soundtrack (I definitely want to add some punk music but not all punk tunes, I want the game music to sound to be more in like a  cheesy new wave/80's style.

I guess thats it for now.  Any suggestions, advice, help comments,  I want really would like to know what you guys think of this project.

Daniel
Winebarger

Below some more screenshots of what the game is looking like these days:
 











#20
Hey AGS forum! I gotta question I have a vertical scrolling room and I need the viewport to be set all the way to the top of the screen when the player walks up it, right now the screen automatically follows the player when he walks.  What can I use to have the view port scroll all the way to top when the player is close to the top of the screen(instead of partially scolling)Any ideas?

Daniel
Winebarger
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