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Topics - CodeJunkie

#1
In case you've been stuck in a time warp the past few months:

"Your objective is to create an adventure game mockup. This means that you must create a scene exactly as it would look as if you were playing a game. You must design the interface, the main character (if 3rd person view) or any other characters, and the background."

This 2-week we shall say NO to bland jobless characters.  Your task is:

Imagine the player has an extremely interesting, difficult or plain wacky job.  Draw a location they're likely to visit.

Some examples:

  • A black-market dealer collecting and selling goods, set in a dark alley or a subway or an obsolete part of the sewers.
  • A SCUBA diver searching for treasure, wrecks or fossils.
  • Some supernatural being overlooking Earth or abusing their power for their own amusement.

Use this opportunity to draw locations you wouldn't usually think of drawing, and be innovative!  Don't forget to draw characters and a GUI!

No limit on resolution and colours.  Entries by 27 February at midnight (GMT).

Have fun!
#2
I don't know if anybody else is in the same position, but I've spent a long long time now sketching out little rooms and concepts, trying to think of a plot that will hold and good puzzles, and it just isn't working.  After some consideration, I thought maybe it's best to ask what you want to play for some inspiration.  What I'm looking for is just some idea of what sort of adventure game you like.  Lots of people liked the DeFoe quadrilogy - what scares you about horror games?  If you like fantasy or medieval or anything, why?  What do you hope to gain when you download an AGS game?  Any help is greatly appreciated, my ideas really are running dry.
#3
It seems that the main reason why people don't enter the OROW is that they don't have the time to work solidly for a week, and they don't want to spend just a couple of hours a day because they know that other people will have plenty more time and produce much more polished games.Ã,  I'm not going to talk about why they should still enter, but perhaps there should be another event for them to enter in their own time.Ã,  Still just one room, but with unlimited time.Ã,  This leaves people without large gaps in their timetable to enter, and also people who tried and failed to enter OROW can polish up their game and still release it with fanfare.

I'd imagine the entries to be even higher quality than OROW, but still people can compete against each other.Ã,  The entries could be ranked by each player in the order that they like them, from best to worst, which are then totaled up and displayed to all the users as a 'league table', except that results only change through new games and players.Ã,  Hopefully this would encourage people to try and make a really polished one room game, building from a small concept rather than the huge blueprint of an ambitious game.Ã,  Things like GUIs would have to be suitable, and still there'd need to be things like character animations, music, and possibly a plot.Ã,  Being forced to make a small amount in high quality could encourage people to expand their game to a larger, multi-room version, or at least use the resources they made in another game.

Another thing I noticed in the OROWs is that some people stick strictly to a single screenspace, whereas others push the rules to include many more screensworth of content.Ã,  Perhaps to stop people judging simply by size, there could be a limit of say, 2 screens?

Opinions?
#4
I have a main walkable area in my room (A), and two walkable areas disabled after fadein (B and C).Ã,  I can walk around fine on A, but when I try to enable C I can't walk on it.Ã,  Even if I don't disable C, I still can't walk onto it.Ã,  I've checked the repeatedly_execute and global scripts, and they don't disable this walkable area.Ã,  Neither do object scripts.
It's so irritating, and I can't find any way to work around it.Ã,  A prompt reply would be nice, I'm looking to get this game done within the next 24 hours or so :)

I'm using AGS 2.62.509 if it helps.
#5
Hi,
I'm making a game in which objects can be highlighted when the mouse moves over them, and the highlight removed when the mouse moves away.Ã,  This works fine for objects, but since I'm worried about hitting the object limit, I've tried to emulate this with hotspots and graphical overlays.Ã,  The overlay appears when the mouse moves over the hotspot, but when it moves off the game crashes with this error:

Error: RemoveOverlay: invalid overlay id passed

All of the highlighting stuff is handled in the repeatedly_execute function of the room.Ã,  Here is my script:

Ã,  // script for room: Repeatedly execute
int over1;

if(GetObjectAt(mouse.x,mouse.y) == 2)Ã,  {
Ã,  if(GetGlobalInt(0) == 0) {
Ã,  Ã,  SetObjectGraphic(2,10);
Ã,  }
}
if(GetObjectAt(mouse.x,mouse.y) == 3)Ã,  {
Ã,  SetObjectGraphic(3,17);
}
if(GetObjectAt(mouse.x,mouse.y) == 4)Ã,  {
Ã,  if(GetGlobalInt(1) == 0) {
Ã,  Ã,  SetObjectGraphic(4,37);
Ã,  }
}
if(GetObjectAt(mouse.x,mouse.y) == 5)Ã,  {
Ã,  if(GetGlobalInt(2) == 0) {
Ã,  Ã,  SetObjectGraphic(5,43);
Ã,  }
Ã,  else SetObjectGraphic(5,44);
}

if(GetHotspotAt(mouse.x,mouse.y) == 1) {
Ã,  if(GetGlobalInt(3) == 0) {
Ã,  Ã,  over1 = CreateGraphicOverlay(40,119,54,1);
Ã,  Ã,  SetGlobalInt(3,1);
Ã,  }
}

//highlights object

if(GetObjectAt(mouse.x,mouse.y) == -1) {
Ã,  if(GetObjectGraphic(2) == 10) {
Ã,  Ã,  SetObjectGraphic(2,2);
Ã,  }
Ã,  if(GetObjectGraphic(3) == 17) {
Ã,  Ã,  SetObjectGraphic(3,15);
Ã,  }
Ã,  if(GetObjectGraphic(4) == 37) {
Ã,  Ã,  SetObjectGraphic(4,32);
Ã,  }
Ã,  if(GetObjectGraphic(5) == 43) {
Ã,  Ã,  SetObjectGraphic(5,38);
Ã,  }
Ã,  else if(GetObjectGraphic(5) == 44) {
Ã,  Ã,  SetObjectGraphic(5,42);
Ã,  }
}

if(GetHotspotAt(mouse.x,mouse.y) == 0) {
Ã,  if(GetGlobalInt(3) == 1) {
Ã,  Ã,  SetGlobalInt(3,0);
Ã,  Ã,  RemoveOverlay(over1);
Ã,  }
}

//takes off highlight

I'm assuming that 'over1' isn't being recognised in the 'if' section at the bottom.Ã,  I can't seem to get it to work with GlobalInts.Ã,  All I want to do is remove the overlay, but I get errors about illegal values if I just put in '0' or '1' in RemoveOverlay.Ã,  Is it possible to get this to work, or should I go back to objects?
#6
I wasn't originally going to post this game since it was rushed for the March MAGS, resulting in some awful graphics and animation, but I suppose it wouldn't hurt to share.Ã,  I know there are a few glaring bugs (the lever moves to a strange position when pulled) and the walkcycle is really quite dodgy.Ã,  I think I've ironed out all the bugs that make the game incompletable, but tell me if there are any.Ã,  Bugs I know so far are:

- In the moss room, the player can walk through the wall slightly where it leads to the ladder
- The lever doesn't move to the right position while it is pulled
- In the statue room, you can interact with things while on the path still.

Finishing the game was a complete frenzy- I submitted about 3 minutes before the deadline, so I couldn't test it properly.Ã,  As a result, the manual is incomplete, however useful nonetheless.Ã,  Still, if you do want to see an improved version of this game I might consider making one.Ã,  I'd be grateful though if you could report any other bugs.


Game:Ã,  http://www.geocities.com/simbenfold/cq.zip
Manual (with hints and walkthrough):Ã,  http://www.geocities.com/simbenfold/cq-manual.zip

#7
I'm using AGS 2.62 but I've had the same problem with other versions.  When I create a 640x480 game, the actual co-ordinates within the editor only reach 319x239 (half of the size).  This is really annoying because a lot of the time I can't position buttons and objects correctly as they are always too far in one direction.  It's irritating to have to go back and edit each image or background so that the objects fit.  Should this happen, or what am I doing wrong?
Also, when I import sprites I tick the 'import for 640x400 resolution' box because otherwise they are too big.  Why 640x400 and not 640x480?

Thanks in advance,
SimB
#8
I've modified the template inventory and in the script changed the inventory type to custom.  All works well except for a small problem - the bottom half of inventory objects aren't selected when clicked.   I don't have any buttons or anything blocking the way, the listbox is on it's own, and far from the bottom of the window.  If I change back to the default inventory gui in the script then it works fine.  I haven't added any extra scripting for my custom inventory though - just moved some things about, deleted some objects and changed the appearance.  Am I missing something from the default inventory scripting that would make the objects fully clickable?  I'm not too bothered about getting the selector to work.  I took a look at http://www.adventuregamestudio.co.uk/yabb/index.php?topic=14752.0 and tried it out, but I couldn't seem to work it and it's probably a bit too complex for me right now.  All suggestions welcome.
-Sim
#9
Beginners' Technical Questions / Looping music
Sun 08/08/2004 21:02:31
I have a MIDI file that I want to loop in my game, however it won't loop.  I've tried using  SetMusicRepeat(1); in various places - the game_start function in the global script, on entry of the menu 'room', the first time the first playable room is loaded.  The MIDI I want to loop begins in the first playable room, but I've tried setting that as an adjacent room.  I did once get it to repeat in the adjacent room, however after some more experimenting I tried to recreate this and couldn't get it working again.
I've noticed that some script functions seem to take 'time' or something.  In another circumstance I found that SetWalkableArea wouldn't toggle a walkable area when it was in the same script as the action, or even in the same conditional block.
I've also tried making a repeating if loop in the repeatedly_execute function.  I'm not sure if that should work, but it didn't, and it might've crashed the game, I can't remember.
When I put the SetMusicRepeat(1) in the game_start function it makes that game crash after a few seconds of wandering, and also putting PlayMusic in a room script.  By 'crashing' I mean that the game closes and a pop-up box says that the game didn't shut down properly.  I've tested several times and each time it crashes.  Maybe it's coincidence, but I don't understand why it does that.
I noticed that in the help manual that the value of 1 on SetMusicRepeat is also default, however even without this line in the script there is still no repitition.
Thanks,
-Sim
#10
I have in my game a lift mechanism which spans three rooms (actually the third, top room isn't finished).Ã,  The lift travels through a middle room, which is just a blank room.Ã,  I can make the lift part work and the player move with it, but I'm having trouble setting a lift direction in the middle room.
I've decided that when the lift is activated from the bottom, it sets a variable lift_entry to 0, meaning that it came from the bottom.Ã,  If it is activated at the top it'll be lift_entry = 1.Ã,  The middle screen will have two lift objects, one at the top and one at the bottom.Ã,  When the player enters the middle screen, a script will run.Ã,  If lift_entry = 0, it'll delete the top lift object and set the bottom one and the player moving upwards.Ã,  If lift_entry = 1 it's just the opposite.
A recent topic in the forum covered SetGlobalInt and GetGlobalInt which I weren't aware of.Ã,  I've put these into my script but I don't understand exactly how these global integers work.Ã,  Here's what I have so far:

Bottom screen - Player walks off top screen edge
(Go to middle room)
Run script:

SetGlobalInt(10,0)


Middle screen - Player enters screen (after fadein):
Run script:

GetGlobalInt(10);
if (GlobalInt(10) == 0) {
DisplaySpeech(DARREN,"J");
}
else {
DisplaySpeech(DARREN,"K");
}


I've just made the character say 'J' or 'K' for now.Ã,  'J' for bottom and 'K' for top.
The GlobalInt bit inside the 'if' part is made up, and it won't compile in the script.Ã,  What should I put in there, because this integer doesn't have a name (it's just global integer 10).Ã,  Do I have to assign a name or something?

Thanks in advance.
#11
I've had a skim around the tutorials and the help manual but I couldn't find how to fix my problem, sorry if it was in there and I've missed it.
I want to make text labels that hover near the mouse cursor when it is over a hotspot, like in the Discworld games (and others I'm sure).
I've made the program run a script when 'Mouse moves over hotspot'.  Here's what I have:

DisplaySpeechAt(mouse.x+10, mouse.y-10, 300, JAMES, "Maintenance Door");

I've noticed that while this is near the mouse cursor, you have to click the mouse button to make it disappear, and then it will promptly reappear.  I would also assume that the character's talking animation will run when I use this (I haven't reached that stage yet).  I've seen that DisplaySpeechBackground won't interrupt the game and it won't start the talking animation, but there aren't any parameters for mouse.x and mouse.y
Thanks in advance.
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