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Topics - Yo Mama!

#1
Hey! OK, I finally decided to make a real sequel to the Hansen Hotel, and this time we're actually putting in an effort to make it a half-way challenging game. I'm reading up on the help file (there's some good stuff in there!) and making a lot of neat stuff. We're also re-coloring every single room in the game to make it look better. Unfortunately, I am still incapable of drawing animations, so would anyone be interested in helping to draw Character frames for me? Actually, I want to cut back on any work on me as possible, so ANY help is appreciated... just email me (MadMan@MadManCreations.com) and tell me what you can provide to our little project. I could use testers, music people, script whizzes, you name it! I also need a snappy title for the game. Something like "Hansen Hotel 2: The Search for More Money", only relevant to the game, and not a rip off of Spaceballs. Here is a before and after shot of the games Hotel Hansen and Hansen Hotel 2:



Also, since we finally stopped doing nothing and decided to work on our games more, we're going to finish Holidays, but it's also a long ways from being finished, so again, any help is appreciated.
#2
General Discussion / I got my OWN forum!!!
Thu 20/05/2004 02:21:54
Hey I just got my site up and running smoothly, and I decided to add my OWN forum, similar to this one. You should check it out and become members there. It's still kinda screwed up with the colors and options and stuff, so just ignore any screw-ups you see. If you have any suggestions for it, just post them either here, there, or e-mail me at madman@madmancreations.com.

http://www.madmancreations.com/messageboard/
#3
I want to make the game score like the players money. I have it all figured out except for the part where you can buy things. How do I get it so that if the player has 250 or more it lets him "buy" something. Here is what I have so far:

if (game.score ==250) AddInventory(4);
else {DisplayMessage (8); StopDialog();}

But that only works if they have exactly 250. If the player is above or below it gives the message that he does not have enough money. There's probably some simple solution that I dont know of or something.
#4
My game is in 800x600 resolution. Do all my rooms have to be that size or bigger? One of my rooms which is a street view is 1800x400, and when the character enters the room, it screws the game up and it gives an Illegal exception error message. Does the room have to be 600 in height, or is there some other problem? Here is the error message:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00414ECA ; program pointer is +31, ACI version 2.60.693, gtags (4,2)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

I got this message before, when I had to fix the object number on the cursor sprite to 2054. That problem is fixed now, so it must be something else.
#5
Critics' Lounge / Need advice on City Name...
Sun 11/04/2004 01:27:55
I need a name for the city in my game. Here are the final 4. We need advice on which is the best:

Hicksville

Hickington

Stenchberg

Fart Colons (copying Fort Collins)

Or if you have any other funny ideas, please tell me. I'm open for ideas ;D.
#6
In the scripts for one of my rooms, I want the player to say some stuff, walk over to an object, have the object disappear like he picked it up, then say some more stuff, then walk to a certain area, then say some more stuff. When I tried the script, It did all the things I wanted it to do all out of the order the script was in. How do I get it to run the script from the beginning to the end in order, instead of chunks of it here and chunks there? Here is the script:

 // script for room: Player enters screen (after fadein)
DisplaySpeech (MAIN , "Message 1");
DisplaySpeech (MAIN , "Message 2");
MoveCharacter (MAIN, 81, 223);
DisplaySpeech (MAIN , "Message 3");
DisplaySpeech (MAIN , "Message 4");
ObjectOff (0);
MoveCharacter (MAIN, 251, 165);
WaitKey (80);
DisplaySpeech (MAIN , "Message 5");
WaitKey (80);
Display ("Message 6");
DisplaySpeech (MAIN , "Message 7");
Display ("Message 8");
DisplaySpeech (MAIN , "Message 9");
DisplaySpeech (MAIN , "Message 10");
DisplaySpeech (MAIN , "Message 11");

And here is how it's running it:

 // script for room: Player enters screen (after fadein)
DisplaySpeech (MAIN , "Message 1");
DisplaySpeech (MAIN , "Message 2");
DisplaySpeech (MAIN , "Message 3");
DisplaySpeech (MAIN , "Message 4");
MoveCharacter (MAIN, 251, 165);
ObjectOff (0);
WaitKey (80);
DisplaySpeech (MAIN , "Message 5");
WaitKey (80);
Display ("Message 6");
DisplaySpeech (MAIN , "Message 7");
Display ("Message 8");
DisplaySpeech (MAIN , "Message 9");
DisplaySpeech (MAIN , "Message 10");
DisplaySpeech (MAIN , "Message 11");

He doesn't walk to the first spot, and the object doesn't disappear until after he moves to the second spot.
#7
Ok, I have pretty much had it trying to get this stupid password thing to work properly. How do I do it correctly? Do I put the script in the rooms' script, or the GUI script? I don't really see why it isn't working. I have a seperate GUI with just an input box in it, and when the player enters a computer screen room, the GUI is turned on in the proper location. I want the player have to type the right password (not case sensative) then press enter, then it comes up with a secret message. If the player doesn't come up with the right password, I want nothing to happen. Here is the code I thought would work in the GUI script:

if (interface == 3) {
 if (IsKeyPressed(13) == 1) {
string input;
if (StrComp("password",input)==0)
   { Display ("Message Here"); } }
     
     
 }  // end if interface 3

Anything wrong with what I'm doing? It doesn't come up with any error messages, but it just doesn't work.
#8
In my game, I have a computer screen with a text box that you will need to put a password in. How can I make it so it goes to the next room ONLY if the person types in the correct password and presses enter?
#9
Beginners' Technical Questions / 800 x 600 BGs
Fri 12/03/2004 23:45:28
I have a simple question: How do I get my 800 x 600 resolution bg's to take up the WHOLE screen? My computer is set to 800 x 600, and my games rooms are 800x600, but when I play the game, there is a big black border around the room, and it scrolls when you walk. I want the room to take up the whole screen, with no borders or scrolling anything. There is no option on the setup screen or anything. It only goes up to 640 x 480.
#10
Halloween v. 2.0 is now available for download! I just replaced the old and obsolete version. Here is a list of fixes:

Some Typographical Errors were corrected
Scaling>Walking Speed accurate (walks slower when small)
Game now in 32-bit color instead of 16-bit color
640x480 resolution to stop unwanted room scrolling
Now player walks to whatever they look at
Anti-alias text
Anti-alias character scaling
Front Door in Foyeur fixed
Secret Character bugs fixed (can actually play as them now)
Improved scoring interface
Character scales in rooms fixed (in front of hotel)
New walk-to points in hotel

Hotel Hansen v. 2.0 is also out. Here is a list of fixes for that game:

No longer in "Debug Mode"
Inventory Items now have descriptions
Some Typographical Errors were corrected
Hotspots bigger and easier to hit
"Back to Game" button on the Help page brings player to previous room, instead of back to the beginning of the game
Transparencies of keys and other objects fixed
Object sizes fixed
Scaling>Walking Speed accurate
Installer now gives info about Hotel Hansen, instead of Halloween
Some improved music and sound files
Player doesn't get in the way of objects or hotspots
Game now in 32-bit color instead of 16-bit color
Better-colored backgrounds
Easier to see and understand GUIs
640x480 resolution to stop unwanted room scrolling
Fixed walk-behind areas
Re-sized and better cursors
Now player walks to whatever they look at
Improved walkable areas

You can find the game in the Medium-Length Games section. The fixes should make the games allot better, since some of the problems seriously affected the game play. I am also making a 3-D rendered version of the Haunted Mansion in Halloween. It will have everything from keys to furniture, and be up to perfect scale. It will be up for download on my site soon enough.

Please note that this picture is a VERY crude version of the final product.
#11
After modifying my newly fixed GUI,  I decided to test the game. When I tried, it just went to a black screen and gave me this error message:

What does it mean and how do I fix it? The game doesn't work at all. After I press OK, it just shuts the game down.
#12
How exactly do I compile my game so it has all the sounds and everything in one file? I just press "Save Game", and the exe file appears in the compiled folder and everything looks good. But when I transfer the exe file to another folder without the sound files with it, none of the sounds work. Am I doing something wrong, or what?
#13
I have 2 GUI questions that popup one after the other. The problem is that they popup on top of each other. How do I make the second one appear AFTER the first one has been answered and all the text has gone by? Here is the code I’m using:
if (game.score ==0) {DisplaySpeech (CHARID , "message 1 for score 0");
DisplaySpeech (CHARID , "message 2 for score 0");}
else if (game.score ==1) {DisplaySpeech (CHARID , "Message 1 for score 1");GUIOn (2);
DisplaySpeech (CHARID , "Message 2 for score 1");GUIOn (3);}
else {DisplaySpeech (CHARID, "Message 1 for any other score");
DisplaySpeech (CHARID , "Message 2 for any other score");}  
}
#14
I need more help with my game  :'(. How do I make GUI buttons do stuff? I want a prompt to ask the player if they want to get rid off all their points, and I don't know how to make the buttons do anything. I want the yes button to make the score 0, and the no button to keep it the same. I tried to find it in the Help file, but all I could find was vague instructions.
#15
Advanced Technical Forum / Need BACK Button
Tue 03/06/2003 18:13:44
What would the script be for a hotspot that goes back one room when its clicked? I made a room that is help for the game, and I want the Back hotspot to go to whatever the room the player was in before they went to the help room.
#16
What would the code be for more than one "IF" in a code? I want it to display a message if the player has 0, a seperate one for 50, and a seperate one for all the ones in between them. Here is what I had, but it didn't work:
if (game.score ==0) DisplaySpeech (CHARID , "Message for 0");
if (game.score ==50) DisplaySpeech (CHARID , "Message for 50");
else {DisplayMessage (19); Wait (10); GiveScore (-1);}  
What should it be?
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