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Topics - Axelord1942

#1
I guess? Not sure how to label this one. If I'm in the wring place please let me know. Yesterday I loaded up the editor and put in some work, tested the game and everything ran fine.

Today I open up the editor and hit F5 and it's telling me

Dialog 4(1): Error (line 1): Nested functions not supported (you may have forgotten a closing brace)

Dialog in question (nvm that line one has the default ags stuff in it and not mine)

Code: ags

 // Dialog script file
@S  // Dialog startup entry point
  Display("Hobo: 'I know what yer lookin fer!  I've seen it, yes I have.  Seen the stink coming off of them who pray to the unclean one!' ");
  Wait(20);
  Display("Hobo: 'If only I had a way to quench my terrible thirst...' ");
  
return
@1
  int ran=Random(100);
  
  if (ran <= 50)
  {
    Display("He chuckles raggedly.");
    Display("Hobo: 'It's the OIL COMPANIES!  They've been digging their dirty claws into our most sacred Mother Earth!  The very air is unclean!' ");
    Display("He rambles on as you realize your time and money have been wasted.");
    Funds -= 50;
  }
  else if (ran > 50)
  {
    Display("Hobo: 'I thank you, strangers.  Truly, these are worrisome times.  There's a junkyard I seen...I watch em shuffling in and out of there, late in the night when nothing stirs.  They are the UNCLEAN!' ");
    Display("GAINED INTEL.");
    object[3].Visible = true;
    Funds -= 50;
  }
  ListBox1.AddItem("-Hobo Encountered.");
stop
@2
  int ran=Random(100);
  
  if (ran <= 80)
  {
    Display("Hobo: 'I thank you, strangers.  Truly, these are worrisome times.  There's a junkyard I seen...I watch em shuffling in and out of there, late in the night when nothing stirs.  They are the UNCLEAN!' ");
    Funds -=100;
    object[3].Visible = true;
    Display("GAINED INTEL.");
  }
  
  else if (ran > 80)
  {
    Display("The man cackles gleefully as he runs off with your money.");
    Display("Finances won't be pleased.");
    Funds -=100;
  }
  ListBox1.AddItem("-Hobo Encountered."); 
stop
@3
  aRadiochirp.Play(eAudioPriorityLow,eOnce);
  cParty.SayBubble("Interrogation tactics authorized.");
  int ran=Random(100);
  
  if (ran <= 60)
  {
    Display("After a few moments, he cries out.");
    Display("Hobo: 'Okay! Okay!  I'll talk!  Please, spare this unworthy acolyte!  I have seen them moving in and out of a nearby junkyard.  I will tell you where it is!  Harm me no more!' ");
    object[3].Visible = true;
    Display("GAINED INTEL.");
  }
  else if (ran > 60)
  {
    Display("Despite continued aggression, the man only rambles incoherently.  Perhaps he doesn't know anything after all.");
    Agents += 1;
  }
  ListBox1.AddItem("-Hobo Encountered.");
  
stop
@4
  Display("One of your agents shoos the man off as your team continues on it's way.");
  ListBox1.AddItem("-Hobo Encountered.");
stop


Most of my dialogs have similar structure. I've gone through them and can't see what's different about this one.  Furthermore, I'd like to point out that I've made NO changes to this dialog in about a week.

Is my editor freaking out?  Or am I missing something obvious?  Using AGS 3.5.  I started this project on 3.4.1 I think? It updated fine and I've had no issues until now.
#2
Inspired by pretty much every piece of cyberpunk media comes Cyberpunk '97!  Explore a new, yet familiar future where corporations run everything and everyone is miserable!







https://imgur.com/a/RacM5ol

The idea struck me while making a mod for doom 2 (can you tell?)  While that mod is dead in the water, this is alive and well!

This will be a three episode story, with the first and third stories being more narrative-driven and the second-one being more open-ended.
Episode 1 is currently around 30% complete and the demo is in a more or less playable state.  Check it out at https://axelord1942.itch.io/cyberpunk-97episode-1-demo  :-D

You play as a survivor of one of the recent megaquakes and have relocated to a new city with no job, no money and no friends.  You will struggle overcoming (or ignoring) the trauma
that led you where you are as you use your wits to get ahead in this unforgiving world.  Will you be a law-abiding Citizen? Or will you adopt less scrupulous tactics, stealing and hacking your way
to the good life?  Will you choose to uncover the secrets of the world's third-largest corporation?  Hell, if you want to forego all that intrigue and just get a job; do it!

Current planned features that are in development but missing in current build:

-ExtraNet: The world will be full of extranet domain addresses that the player will be to look up on their Personal Electronic Assistant.
-Hunger: You gotta eat.
-Simple skill system: Rigging (low-tech engineering), Streetwise, Subterfuge and Security.
-Playing as a woman not finished yet, may crash game.


The workflow on this thing is stupid but I, for one reason or another, am quite pleased with this monstrosity...I just hope someone else finds something to like here!
Right now I would suggest not using the Personal Electronic Assistant as it is currently undergoing an overhaul.  For now just use the "R" key to bring up a recipe list once it is charged.
#3
I know this is probably simple, but hear me out.

Player can craft different items. If the player gets some iwirebits from one location, crafts an item, and then finds some more iwirebits later and crafts a different item with it later, will this cause a conflict?

I ask because I'm getting a strange bug where I'm getting a duplicate of a component after using it in a new recipe.

I looked through ~390 different forum posts with the various search terms with "item issues, item duplicating, etc. etc."

Code is as follows:

Code: ags

function ismallbat_UseInv()
{
  if (player.ActiveInventory == iwirebits)
    {
      Display ("You wrap the wire around the battery.");
      player.LoseInventory(iwirebits);
      player.LoseInventory(ismallbat);
      player.AddInventory(iwirebat);
    }
  else (player.ActiveInventory !=iwirebits)
    {
      Display ("That doesn't seem to work.");
    }
}


Am I using this wrong?  Any help would be appreciated, I'm trying to fix this so I can put my demo up.
#4
AGS Games in Production / Tales of a Spacer
Thu 08/02/2018 02:53:39
Hey all, just wanted to drop my pebble in the pond here.  This is my fourth project on AGS, the last three were back in 2009 or 10.  Still getting reacquainted!

Anyhow, Tales of a Spacer is a pretty simple concept.  Explore space, trade cargo and (if you feel like it) find the root of the story's plot!

The focus will be less on narrative and more on player choice, no forcing an arbitrary plot down anyone's throats.  After introducing the player to the game's systems and mechanics it will be largely be left up to the player where they go and what they do.  Now, this is more or less true for most games, so the plan is to reward that initiative.  Planned features include:

-The ability to set up a space station in orbit around a small roster of planets, upgradeable modules will allow the player to handle certain affairs from home that they would otherwise have to venture out for.  This will include services such as shops, repair bays and a few more ideas I'm toying with.

-Same as above, but on a small roster of select planets and it's an outpost instead.

-Small roster of purchasable ships/cockpits, as well as a few upgrades for each.

-Turn-based combat (if i can nail the coding down!)

-Planet exploration, away teams, organic quests on planets (Star-Trek style, ever wanted to save a green princess?)

Tech Stuff: AGS 3.4.1
            600x480/16-bit
            LW BASS interface
           


Included are some screenshots. Take a peek! Currently I'm designing some cockpits from scratch so I slapped one together using a template from Wing Commander 2 for testing in the meantime.






If anyone ever wants to play-test a build, let me know!  I'll try to post an update if anything significant happens! 

#5
Trying to sort out my inventory gui.  Currently all my items seem jumbled together, do I have to make the sprites smaller or what?

Problem in question

Additionally, I tried having an inventory window in the icon bar, Space Quest style, but so far all it does is show me all my items all jumbled together in the one window so I've just temporarily removed it.  Do I have to use some ActiveInventory script to get that working right?

This is a debug room, so I'm not worried about character scale or anything like that in here, just use this place to test out my animations.  Thanks in advance.  I've been scouring the forums on and off while working but I haven't found this specific issue yet.  I'll keep looking and update if I find it.
#6
Working on a project and I'm trying to implement a stress/sanity level, and I would like this to be reflected with a slider on the either on the action gui or elsewhere that would raise and lower respectively...is this as simple as I think it might be (just using a call//check/display function?) or am I off the mark?  First post, long-time lurker so please forgive me if this isn't in the right place after all.(laugh)
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