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Topics - x_traveler_x

#1
Just an annoying little hurdle here...

My game is in 800x600 resolution and I have a couple of short FLC files (8 and 9 seconds) bundled into my EXE file that play when the game is started.

Unfortunately, they play too slowly.  Sometimes the 8-second FLC takes up to 20 seconds to play, which really stinks when it's supposed to be timed to a MIDI file 8 seconds in length.  Is there any way to get the play time back down to the actual length short of drastically reducing color depth and/or resolution?

Thanks.
#2
Hi everyone!Ã,  I haven't been doing much in the art department lately, so I thought I'd better sharpen my pixelling skills.Ã,  I'd like some feedback on this character:



I designed her based on another character I did earlier.Ã,  I'm going for a somewhat "cartoony" style, but not too much over the top.

A couple pre-criticsm comments:
- I realize that the pose is a bit unnatural-- I'll address that later.
- She is intended to look tough, yet sexy.

The only thing about her that bugs me about her so far is the shoes.Ã,  Other than that, I'm more or less pleased with how it came out.

I should also mention that the game will be a Sierra-type interface in 640x480 resolution.Ã,  This character is the same relative size as the typical Sierra character in a 320x200 game.Ã,  Is a sprite this size suitable or should I re-think this?

Thanks!
#3
I've looked everywhere for a variable, setting, or command to change whether text is anti-aliased or not.  The manual alludes to such a thing, but I can't seem to find it anywhere.

Quote
... any TTF fonts you have in your game will be rendered to the screen anti-aliased. This can make them look a lot better, but it has two drawbacks - firstly, anti-aliasing is significantly slower than normal rendering, so you might want an option to allow the player to turn it off..
#4
I recently put something in my script which changes the cursor's graphic for each item (rather than just using the item for the cursor).   Here's the code:

Code: ags

// ##### INVENTORY ITEM CURSORS #####

  if (character[EGO].activeinv == 1) ChangeCursorGraphic (4,66);
  if (character[EGO].activeinv == 2) ChangeCursorGraphic (4,69);


... and so on for each item I add.  I put this script in the repeatedly_execute() section of my global.

This script does work nicely.  The problem, albeit a very small one, is when an item is selected, and its corresponding item cursor is active, it overrides all SetCursorMode(6) commands.   For example, I placed a SetCursorMode(6) at the beginning of all my GUIs so that a blank arrow cursor would be active.  This always works unless the item cursor is active. 

Am I taking the right approach to this?
#5
Looked everywhere for this...

There's an option in the Interaction Editor's Message Editor for Automatically remove this message after a time.  Can I just script this raw?
#6
I was wondering if there was a way to display two text windows, one in the upper left corner and one in the lower right corner for example, at the same time.  One thing I thought of was just designing special GUIs-- any ideas better than this?
#7
I'm trying to make an "enter your name" GUI.  It works, but I would like a default name to appear when nothing is entered in.

In other words, if the player types "George", then the character's name will be "George".  But if the player just clicks OK without entering a name, then his name will be "Carter".  Kinda like in the beginnings of the AGI Space Quest 1 & 2 .

Here's the code I used.  I can't figure out, for the life of me, why it won't work:

Code: ags

// ##### INPUTWINDOW #####

  if (interface == 10) {
    SetMouseCursor (6);
    if (button == 2){
      string charname;
      GetTextBoxText(10, 0, charname);
      if (charname == ""){
        StrCopy(charname,"Carter"); 
      }
      StrCopy(character[EGO].name, charname);
      GUIOff(10);
      SetDefaultCursor();
      Wait(1);
      Display("Your name is %s.", character[EGO].name);
    }
  }
#8
Critics' Lounge / Living Room Scene
Thu 24/02/2005 07:51:57
Here's an unfinished scene of a living room.  I drew it with a pencil and ruler on plain paper, scanned it, then added some color in Paint Shop Pro.


#9
Okay, this is my first attempt ever at drawing a sprite for a female character in a while, so I'm bound to get some constructive comments on it.Ã,  Wheather she's going to be used as the obligatory damsel-in-distress or the common dime-store-bar-fly has yet to be decided.

1x 2x

One thing I know needs work is the shoes, so I'm mostly looking forward to comments on that.Ã,  Thanks.
#10
I don't know if anyone has already suggested this or if it's already in the works.  It would be nice if there was a way to add a mouseover image and pushed image to slider handles in the GUI editor.  Since you can do it with buttons, why not with sliders?

#11
Hey, good people!

Now that I've hammered most of the rough edges out of my game's interface, I'm finally able to move on to the fun stuff-- CONTENT!

My game will follow the classic Sierra-type interface.  I've always prefered that interface, and since it's my first project, it should be easy to work with.

First, here's a sample of a character sprite.  He isn't really a main character, but will serve as the basis of how the rest of my characters will be drawn (haven't drawn a female yet):



Next, a couple samples of mouse cursors.  Note the "arrow" shape on each, which virtually eliminates pixel-hunting (as seen in SQ6):



Finally, here is a possible tune which will be played when my logo shows:

( http://fallingpeople.constructivechaos.net/FANFARE1.mid )


Well, there you have it for now... fire away!
#12
Hello again, people,

  Still trying to finish off fine-tuning this SAVE GUI I've been hammering away at lately.  I've searched the forums, visited many tutorials and FAQs, but only found them confusing.  Finally, after many headaches, I was able to produce something.    I am able to save games with it, but a couple things aren't quite right:

a> I can only save about 13 or so save slots (instead of the usual 20) before it starts overwrighting the most recent slot. 

b> I would like whatever slot the player highlights to be entered into the textbox, and have that slot be overwritten, but it still only removes the most recent slot regardless of what the player highlights.

Hopefully, someone with more insight than I can point out what I overlooked.  Here's my global script:


// ##### SAVEWINDOW #####

  if (interface==7) {               
    SetMouseCursor (6);                  // Change cursor to Arrow
    if (button==0) {                  // If SAVE button is pressed
      index = ListBoxGetNumItems(8,2);            // Get number of saves
      if (index<20) {                        // If there are 19 saves or less
        GUIOff (7);                  // Hide SAVEWINDOW
        GUIOn(1);                  // Show ICONBAR
        GetTextBoxText(7,3,text);            // Get what player entered in
        SaveGameSlot(index,text);            // Save as what player typed
        SetDefaultCursor();               // Change cursor back to default
      }
      else {                     // Otherwise
        index=ListBoxGetSelected(7,2);            // Get highlighted text
        GetTextBoxText(7,3,text);            // Get what player entered in
        GUIOff (7);                  // Hide SAVEWINDOW
        GUIOn(1);                  // Show ICONBAR
        SaveGameSlot(savegameindex[index],text);       // Save as highlighted
        SetDefaultCursor();               // Change cursor back to default             
      }
    ListBoxSaveGameList(7,2);               // Refresh list for SAVEWINDOW
    ListBoxSaveGameList(8,2);               // Refresh list for RESTOREWINDOW
    }
    else if (button == 5){               // If Delete button is pressed
      index = ListBoxGetSelected(7,2);            // Check if something is highlighted
      if (index==-1){                  // If nothing is highlighted
        Display("Please select a saved game or hit Cancel.");   // Display this message
      }
      else{                     // Otherwise
        DeleteSaveSlot (savegameindex[index]);         // Delete what player highlighted
        index = ListBoxGetNumItems(7,2);         // Get number of saves
        ListBoxSaveGameList(7,2);            // Refresh list
        ListBoxGetSelected(7, 2) == -1;            // Lose the highlight
        }
      }
    if (button == 1) {                  // If Cancel button is pressed
      GUIOff(7);                  // Hide SAVEWINDOW
      GUIOn(1);                     // Show ICONBAR
      SetDefaultCursor();               // Change cursor back to default
    }
  }
 

If you need more info, please don't hesitate to ask.
Thanks!
#13
*GROAN*

Okay, I almost have my custom save window and restore windows completely done, but they just won't work right.  The problem is the list of saved games doesn't appear in the GUI's list when i restart the game.  I don't know how else I can describe it.

Global:

// ##### SAVEWINDOW #####

  if (interface==7) {
    SetMouseCursor (6);
    if (button==0) {
      index=ListBoxGetNumItems(8,2);
      if (index<20) {
         GetTextBoxText(7,3,text);
         GUIOff (7);
         SaveGameSlot(index,text);
         GUIOn(1);         
      }
      else {
        index=ListBoxGetSelected(7,2);
        GetTextBoxText(7,3,text);
         
        SaveGameSlot(savegameindex[index],text);
      }
    ListBoxSaveGameList (7,2);
    ListBoxSaveGameList (8,2);
    }
    if (button==1) {
       GUIOff (7);
       GUIOn(1);
    }
  }

// ##### RESTOREWINDOW #####

  if (interface==8){
    SetMouseCursor (6);
    if (button == 0) {
      index = ListBoxGetSelected(8,2);
      RestoreGameSlot(savegameindex[index]);
      SetCursorMode(6);
      GUIOff(8);
      GUIOn(1);
    }
    else if (button == 1) {
      GUIOff(8);
      GUIOn(1);
    }
  }


Any thoughts?  Thanks!
#14
 ???  Okay, I feel stupid because I can't figure this out:

As we all know, AGS has a built-in Inventory GUI by default.  When enabled, global message 996 is displayed to indicate that you currently have no items in your inventory. 

Well, after I created a custom GUI, the message no longer appears, but I'd really like for the message to be displayed instead of the GUI until the first item is picked up.

I know I must be overlooking some kind of minor setting or a variable of some kind.  :-\

Thanks
#15
I was browsing the help file, and I found out how to make an entire GUI non-clickable.  My question is: Is it posible to make a single button on a GUI non-clickable?  I.E.: the selected item icon on the GUI when no item is selected.

Thanks!
#16
Hey people!

I've searched the forums for solutions to my problem, and after trying them, I still don't have any success.  The AGS help file doesn't seem to address this, as far as I could find.

Here's my problem:

After importing my own graphics to use as GUI buttons to the ICONBAR GUI, I noticed that the inventory item picture that normally appears within the selected item icon (the blackened icon) no longer appears.  It does in the sample game that comes with AGS.

Someone in the forum here suggested using the (INV) tag in the button's text.  I tried is, and noticed that it makes two distorted images of the item appear.  This is highly undesirable.

Someone else suggested using the SetInvDimensions(XX,XX); tag under the function game_start() tag.  After testing, I didn't notice any improvements.

I can only assume that this is a scripting oversight, or that the problem occured durring the import of my custom graphics, since it WAS working prior to that.

My game is in 640 x 480 in High Color.

My global script is as follows:

=====================================

// main global script file

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
  GUIOff(STATUSLINE);
  GUIOff(ICONBAR);
  CentreGUI(QUITWINDOW);
  CentreGUI(CONTROLPANEL);
  CentreGUI(RESTARTWINDOW);
  CentreGUI(INVENTORY);
  SetInvDimensions(65,30);
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
/*   
  // ** DEFAULT INVENTORY WINDOW
  InventoryScreen();
*/
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY); 
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);

}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) {
    ProcessClick(mouse.x, mouse.y, GetCursorMode() );
  }
  else {   // right-click, so cycle cursor
    SetNextCursorMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  if (interface == ICONBAR) {
    if (button == 4) {  // show inventory
      show_inventory_window ();
    }
    else if (button == 5) {   // use selected inventory
      if (character[ GetPlayerCharacter() ].activeinv >= 0)
        SetCursorMode(4);
    }
      if (button == 6) {
      GUIOn(CONTROLPANEL);
    }
  }  // end if interface ICONBAR

  if (interface == INVENTORY) {
    // They clicked a button on the Inventory GUI
   
    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (MODE_USE);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }
   
    if (button == 2) {
      // They pressed LOOK, so switch to that mode
      SetActiveInventory(-1);
      SetCursorMode(MODE_LOOK); 
    }
    if (button == 3) {
      // They pressed the OK button, close the GUI
      GUIOff (INVENTORY);
      SetDefaultCursor();
    }

    if ((button == 4) && (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;
    }
    if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
    }
  }

  if (interface == CONTROLPANEL) {
    if (button == 1) {   // save game
      GUIOff(CONTROLPANEL);
      SaveGameDialog(); 
      }
    if (button == 2) {  // load game
      GUIOff(CONTROLPANEL);
      RestoreGameDialog();
      }
    if (button == 3) {
      GUIOff(CONTROLPANEL);
      GUIOn(RESTARTWINDOW);
      }
    if (button == 4) {
      GUIOff(CONTROLPANEL);
      GUIOn(QUITWINDOW);
      }
    if (button == 5) {
      Display("Adventure Game Studio v2 by Chris Jones.");
      }
    if (button == 6)  {
      Display("Project Scooter Technical Demo v0.1 - 2005 Constructive Chaos");
      Display("For updates, please visit www.constructivechaos.net.");
      Display("Created using AGS.");       
      Display("Thank you for playing!");
      }
    if (button == 7) {
      GUIOff(CONTROLPANEL);
      }
  } 

  if (interface == RESTARTWINDOW) {
    if (button == 0) {
      RestartGame ();
    }
    if (button == 1) {
      GUIOff(RESTARTWINDOW);
    } 
  }
 
  if (interface == QUITWINDOW) {
    if (button == 0) {
      QuitGame(0);
    }
    if (button == 1) {
      GUIOff(QUITWINDOW);
    }
  }
   
   
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE


=====================================

Thanks people!  Any help would be great.

-Craig
#17
What's up good people?

I spent the last few days toying around with AGS and I love it.  I also have a little something to show for it, and I'd like some honest feedback if anyone is interested in dishing some out :)

The game is tentatively called Project Scooter.  The basic premise, without giving to much away, is these guys get screwed over and get fired by their boss and kill him, and it just goes on from there.  I'm estimating a completion date sometime between May & July of this year if things go well (a big if).

The Tech Demo consists of one room, not including the intro screens.  The basic purpose of it was so I could see if I could actually use AGS.  Now I just want to see if I'm doing it right, and I'm looking forward to comments.

Here's what I'm really looking for:
~ Did the MIDI & WAV files play when you started the game?
~ How does the character design look?
~ Am I off to a good start with the character's animation?
~ Did you make it out of the room? :)

You can download the ZIP file using this link: http://www.constructivechaos.net/PSv0.1_DEMO.zip

Thanks!
#18
Hello, good people!

So far I've been able to find answers to my questions by using the FAQs, tutorials, and searching this forum.  But so far I haven't found anything that addresses what i'll describe below:

In the general settings tab, you have the option to select a room transition.  My question is this-- Can you use a different transition for a particular room?  The cross-fade effect looks great, but doesn't really work for every scene in my game (which i'll disclose once i have a worthy tech-demo!).

Thanks!  Love the site!
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