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Topics - Amayirot Akago

#1
The Rumpus Room / The Video Game Quote Game
Sun 05/03/2017 08:31:33
Figured I'd start up this thread as a counterpart to the movie quote game ;) I'll start us off with this one:

"Surrender, fiend, and we will promise you an easy death!"
"I could promise you the same... but it would be a lie."
#2
Yep, I'm trying to wrap my caveman brain around scripting again. Hold on to your butts :=

I want to make it so that the room will randomly pan around to each corner of the screen, using the Tween module like so:

Code: ags

function room_AfterFadeIn()
{
  if (ran==0) TweenViewport(7.0, 0, 0);
  else if (ran==1) TweenViewport(7.0, 0, 247);
  else if (ran==2) TweenViewport(7.0, 349, 0);
  else if (ran==3) TweenViewport(7.0, 349, 247);
  }


(never mind the odd coordinates, the background used is slightly larger than the game's resolution of 320x200)

What I'm struggling to understand is how to define a ran variable that gets its value from the Random function. From what I've read in the Help file, I should be able to simply do:
Code: ags

int ran=Random(2);


This, however, makes AGS freak out and tell me "Expected integer value after '='". So, could someone more intelligent than me please explain how to do this right? Furthermore, the plan is to have the screen pan around for several seconds before moving on to something else, how would I tell it to do that?
#3
It hit me recently that I haven't really played a whole lotta AGS games considering how many have been made over the years, so I was hoping you guys could give me some recommendations. I'm especially interested in the more out there stuff that does unusual things with the AGS engine, but feel free to suggest anything if you think it's worth playing.

Stuff I have played so far so don't bother mentioning them: the Wadjet Eye catalog, Yahtzee's Rob Blanc & Chzo Mythos series, Ben Jordan.
#4
I'm trying to create a custom function for my game which I can call whenever the player points at a certain hotspot, which will change the cursor into a pointer finger. However, I want the function to include a variable which determines the direction the pointer points towards; left, right, up, or down, so I don't have to make four separate functions.

So far, from looking at the manaual, I've worked out how the function should more or less look:

Code: ags
function point(string left string right string up string down)


And for each direction the code would go like:

Code: ags
{
  Mouse.SaveCursorUntilItLeaves();
  Mouse.UseModeGraphic(eModePointLeft);
}


Now how do I go about actually telling the script what to do for each variable?

I have already read about having to export functions at the end of the global script and importing it into the header so that shouldn't be a problem.
#5
http://img.photobucket.com/albums/v114/Snake101/postman02.png
http://img.photobucket.com/albums/v114/Snake101/postman03.png
http://img.photobucket.com/albums/v114/Snake101/postman04.png
http://img.photobucket.com/albums/v114/Snake101/postman05.png
http://img.photobucket.com/albums/v114/Snake101/postman07.png
http://img.photobucket.com/albums/v114/Snake101/postman03.png

You've slept through the apocalypse, but someone's still gotta deliver the mail. A humorous short adventure of mundane work in a hellish scenario.

My first real try at an AGS game, based on a silly idea based loosely on a real job I had. I consider this a practice run to familiarize myself with AGS more than anything, so this isn't exactly ambitious (hence why there's no sound, for one). Nevertheless I hope you enjoy it ;) I welcome any and all comments, suggestions, critiques, and bug reports.

CONTROLS: Left click walks/interacts, right click examines/releases current inventory item. Move mouse to the top of the screen for inventory/save/load/quit.

Story, design, art, dialogue, scripting all done by yours truly. Contains Edmundito's Tween Module 2.0 and Ghost's Lightweight BASS 2.0 template.

DOWNLOAD HERE!
AGS DATABASE ENTRY HERE!
#6
When my character walks off the lower edge of the room, I want him display a message saying he can't go that way and then walk back up a couple of pixels to avoid continually hitting the edge again, while his x coordinate remains the same. How exactly would I do this? The regular Walk function only lets me walk to specific coordinates in the room (as far as I understand it), and changing the y property pretty much just teleports him.

EDIT: Disregard this, I am a moron.
Code: ags
  cPostman.Walk(cPostman.x, 190, eBlock);


That's all I had to do.
#7


Hello guys, gals, and everyone in-between! I've been doing Youtube reviews on games, movies, cartoons, etc. for several years now, and now I've started a new series entirely focused on everyone's favorite subject ;) For my first episode I'm covering the Blackwell games by Dave Gilbert and Wadjet Eye Games. How does it fare? Click the banner above to find out.

Feel free to give me your thoughts, comments, critiques, etc. and be sure to check out my other videos too!
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