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Topics - deltree

#1
Critics' Lounge / ambiance of this game ?
Sun 08/04/2007 16:03:09
hi everybody,

I'm curently working on a game I really would love to get done.
it's a kind of tribute to system shock. i happens in a space ship where everybody died and no one know how and why.
a soldier was sent in the ship to find the reason why.
the music and sounds are from system shock 2 and graphics backgrounds are mae with doom 3 engine

thanx for answering and giving critics.

sorry, I forgot the link:

http://superdeltree.free.fr/download/Compiled.zip
#2
AGS Games in Production / ambiance of my game?
Thu 05/04/2007 23:14:56
Hi everybody,

I've started a game that will happen in a space ship where everybody's dead.

tell me what you think?

clic here to download
#3
hi,
I've got a problem with my game, I would like to be able to interact with object and character using the keyboard, and not only the mouse.
for example, I point the character, then I press "A", and it starts talking.
If I had pressed "E" it would start "use" the character
if I press "D" it walks to the character....etc
you see how I can do that ?
thanx .
#4
hi,
I've got a problem with this code: (repeatedly execute)

if (IsKeyPressed(32)==1 && IsTimerExpired(2)==1) {
   SetTimer(2,40); //can't redo before 1 second
   PlaySound(5);
}

It is supposed to play a sound everytime you press "space", and it waits 1 second before you can press space again.
the problem is : it doesn't work. the sound doesn't play. however, I'm sure the sound plays in normal code.
the timer is already set in "player enters screen(after fadeout)" interaction code.
do you see what the problem is?
thanx
#5
Hi,
I'm sorry for asking suh a basic question, what is more, I keep asking a lot of question these days:
Here is my problem:

I've got a  variable "noblague" that is modified in the "repetedly execute" script, it's linked to a timer, so this variable is modified every 5 seconds. (I simplify)
I know the variable "noblague" actually changes, because in the "repetedly execute" script, I've placed some "displayspeech" to check it (I don't know any other way to check the state of a value, is there any?)

But now, I need to check in another script (and interaction script) the value of the "noblague" variable.
I need to do this:

if (noblague==1) {
   DisplaySpeech(3,"it works, noblague=1.");
}
(I simplify again)

It just doesn't work. Well, it compiles, the game runs, but it seem that the script considers noblague=0 all the time.

I feel confused about the scripts. there are a lot of place to put scripts in, and I just don't know how they mix together in the end, and which one comes priority.

I hope someone understood my question and could help me about this.
#6
Hi all,
I've got a problem with AGS:
i've got a script like that
Quote
DisplaySpeech(3,"blabla");
DisplaySpeech(3,"what do you think?");
RunDialog(0);
DisplaySpeech(3,"blabla");
DisplaySpeech(3,"what do you think?");
RunDialog(0);
And the dialog script for topic 0 is:
Quote
// dialog script file
@S  // dialog startup entry point
return
@1  // option 1
stop
return
@2  // option 2
stop
return

the problem is that the first time, the dialog is skipped, it doesn't display anything, tho it works the second time.
you see what I mean?
Why do you think it doesn't work?
#7
Hi again,
I've posted a few weeks ago, to find a team that can work with me to make the greatest adventure game.
I still need some people, either good in graphics, scenario writing, good sense of humor, music....
to create a totally new story, about whatever we want, and to make it the best we can.
I know very well the AGS engine, and I could do all by myself if I wanted to.
but I want people to share idea an make a very good game.

pol_rolland@hotmail.com
#8
Hi guys!
I want to start making a new adventure game, a cool game, a great one, the greatest of all time probably.
I'm looking for people that would have time and who are cool and ready to spend time for it, making a team ..etc and who LOVE playing and adventure game of course.

do not hesitate contacting me either from that post or there:
pol_rolland@hotmail.com

thanks and see you.
#9
Adventure Related Talk & Chat / gameplay idea
Mon 09/02/2004 13:36:18
hi there,
I've been looking for a adventure game that would have multiple way to solve a puzzle.
I mean, just like Deus Ex, if for example you need to go through a door but it is locked, then you can:
either destroy the door (basic/fighting way), either find the key /code (smart way), either find the guy that can open the door (smarter way), either go in front of the door, dressed like the pizza delivering man (funny/lol way)

Did anyone already do this kind of game with AGS?
is anyone interested in doing this?
#10
hi,
I've asked many times here about that question, but still I don't have an answer:
I want my character to do a specific animation (crouching).
This animation consist in only 1 frame.

I know I could use "animatecharacter(...)' to do it, it would be very simple.
unfortunately, this only frame would "lock" a whole loop, since "animatecharacter" works with a full loop.
my characters will need many animation loops, for specific actions.
he can crouch right, left, lay down, jump (left and right....)

if I use "animatecharacter" I will need a lot of loops.

loops are limitated for 1 view. (15 loops per view)
So, I will need to create others animations on other views.
my character will stand on many different views, it's gonna be quiet hard to create animations.

there's an excellent function called "setobjectframe" that allow to chose a specific frame from any loop for an object.

there's no function like this for a character. this could be so simple...

How can I deal with this problem easily?
#11
hi again,
I've got a problem with dialog scripting:
I'd like to enable some dialog option (in the dialog screen) depending on wether the character has an object or not.
For example, the player has a stone in is inventory, and when he talks to another character, the dialog option:
"what can you tell me about this stone" will appear ONLY if the player possess the stone.
#12
is there a function to know wether the player has an object in is inventory or not?
#13
the title might look strange, but , in the end, all I want to do is to code the movement of a falling stone, including acceleration.
actually, I'd like not only that the stone fall, but if any object is thrown by a character, I should describe a parabolic movement, just like any ordinary object in real life. I'd like to code that precise kind of parabolic move.
Did anyone worked about it?
does anyone have a code source to code it, or a function?
actually, I'd like to code that kind of function:

function parabol(x1,y1,x2,y2,top,object,time)
{
....?
....?
}

That function would do the following thing:
-move an object(object)
-from location (x1,y1)
-to location (x2,y2)
-with a top height(top),
the top height is reached in (time) seconds


- in a parabolic movement - just like if the object was thrown by the player.

???  ;D
#14
Critics' Lounge / flash anim
Tue 11/11/2003 21:24:02
hi,
what do you think about that flash anim?
(download swf flash anim)
http://membres.lycos.fr/del3/both/jimmy%20vs%20mario.swf

or download exe flash anim
http://membres.lycos.fr/del3/both/jimmy%20vs%20mario2.exe
#15
hi,
I've got a problem with an animation I'm doing on AGS:

I've got a character that can walk, and also do some special animations like flying, falling from a cliff, and doing a lot of animation that are not just walking.
The problem is that the character needs to move while this animation run (for example, when the character falls from a cliff, he moves, but there is just one animation frame.

I can do it by creating a new view for the character's falling, but it would be a waste of place, since I've many characters and they have a lot of special animation.

I wonder if it is possible to "lock" the character sprite in only one frame and make him move?

also I've a question:
is it possible to "flip" an animation in the code? not just playing it backward, you see, flipping the frames from left to right?

------------------------
it's ok, now I've found a solution to move the character in a specific direction, without using the normal animation loop.

now, all I need to do is making a function with it, since I'll be using it many times.

now, here's the problem:

I create my function "movecharacterspecial(........)".
I put the core of the function inside "main script"
I call it in the room script
It doesn't recognize the function (unknow token "movecharacterspecial")

what is the problem?
#16
hi,

in most games, there are often "cut scene", you know, the animated sequences where you can't play.

Actually, I'd like to create a cut scene but allow the player to skip it if he wants to.

I though of something like that:
if player presses "esc" key, then skip sequence
(and put that piece of code in the "repeteadly execute" for that room)
but most of my functions are blocking, and the "repeateadly execute" seems to never happened.

what is the good way to code a "cut scene" and make it skippable.
(I hope you've understood)
#17
string name;
InputBox("which room ?",name);
if (name=="1") NewRoom(1);
if (name=="2") NewRoom(2);
if (name=="3") NewRoom(3);
else DisplaySpeech(ROGER,"wrong room");

I put this code on "player enter scene (after fadein)"
When I execute it, even if I enter 1 or 2 or 3, it always displays "wrong room", WHY????
#18
hi everybody,
I've got a problem:
I'm doing a scripted sequence, but I want it to be "skippable" I.E , by pressing a key, the sequence takes end.
I've tryed "if iskeypressed()" command with the proper parameters, repeatedly executed, but since my commands are blocking during the scripted sequence, it doesn't do anything.
Is there a way to do it, Or do I need to make ONLY non blocking commands during the scripted sequences?
#19
hi,
I've a problem to solve:
I want my NPC to move around, just like a people in normal life, while I walk too.
but I can't do that!
when they move, I can't move myself, and vice-versa.
is there a way to do it?
NB: I don't want them to just "follow a line and stop", I want them to go repeatedly along a path for example.
If anyone have ever done it...
#20
hi,

I'm wondering if it would be cool to make a excellent adventure game with all the guys from this forum.
I Guess you're all found of video games and adventure game makers, so why doing THE adventure game were's all wating for ?
I mean, I do one room, and then pass the game to another game maker, for example, he does the second room, etc... everytime, the room is in connexion with the previews one.
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