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Topics - Maverick

#1
Rules:

A sprite is supplied, with a theme.
Participants must use the given sprite for their animation
Each competition will last 14 days
The starter of each competition will decide on the winner.
The winner, who will decide on the next competition's theme, must also supply a sprite.

Theme
What happens next? (This is an egg btw).
I know this may seem lame but it leaves a lot of room for everyone to be as creative as possible.




Trophies are ready. Sorry about the poor attempt at a facehugger but I didn't have much time to do it in. Only first place is sort of animated but you are welcome to animate your own trophy if you so wish.
   
#2
Rules:

A sprite is supplied, with a theme.
Participants must use the given sprite for their animation  (In this case only kinda...)
Each competition will last 11 days (-ish)
The starter of each competition will decide on the winner.
The winner, who will decide on the next competition's theme, must also supply a sprite.

Theme
Make our feline friend do something (play with a ball of string, run, walk, jump or whatever).

Good luck!

EDIT!
New sprite uploaded.
#3
Rules:

A sprite is supplied, with a theme.
Participants must use the given sprite for their animation  (In this case only kinda...)
Each competition will last 11 days (-ish)
The starter of each competition will decide on the winner.
The winner, who will decide on the next competition's theme, must also supply a sprite.

Theme:
You find yourself in a medieval castle. As a first class adventurer you know that this tapestry against the wall is key to revealing a hidden chamber.
The objective is to create an animation sequence of the secret passage opening up. You can create your own background if you feel like (I was just lazy) but the original tapestry must form part of the scene and must be animated in some way. The rest is up to you so get the creative juices flowing.



Good luck!

EDIT 16/6/2007

I won't be able to judge the competition comes the 21st so I asked one of my fellow countrymen to do it on my behalf. Afflict is an accomplished animator and artist so I'm leaving you in good hands. As I will not be available when the winners are announced I'm posting the trofees now.

1 st place    2 nd place   3 rd place 

I'm sorry about the halo thingies but I forgot about the restrictions and made them too big so I had to resize them.


#4
I know there has been a lot of questions about custom save/load GUIs and I went through every possible thread to try and resolve my problem but I'm not getting anywhere. I did manage to crash AGS as a result of my coding attemps on these GUIs :o but CJ is trying to sort that out.

In my save GUI I have the following logical issues:

1) If txtbox is blank - don't save and tell the user to first input text
     - this works fine.

2) If you limit the number of SaveGameSlots to say 20 then you should inform the user when this limit is reached and give an option to delete or overwrite existing saved games (used Listbox.SelectedIndex for that)
     - This part also works fine

3) If a saved game is selected from the listbox (set the txtbox to selected game i.e auto complete) and prompt the user with a "Are you sure you want to overwrite the existing game" on a OveriteYesNo GUI. If the response is Yes then overwrite the selected game.
- This part also works fine

4) If the text entered by the user is the same as the "name" of an existing saved game in the listbox. Compare the 2 strings and if they are identical overwrite the existing game.

No matter what I do I cannot get this to work and I end up with 2 saved games in the list with the same name.
The logical option is to use

String.CompareTo(string str2, optional bool caseSensitive) //not  case sensitive

To do this I need 2 strings
The first:   String GameReference = txtBoxSaved.Text;
The second: The array of game names ??????????????????????????

I'm sure points 3 and 4 can be combined into one

Can somebody please help with this.

Code for the save function
Code: ags

function SaveGame(){
  int index = lstSaved.ItemCount;
  if(index <= 10){ 																		//Limit saved games to 10
    String GameReference = txtboxSaved.Text;
    
    if(txtboxSaved.Text == ("")){										  
      Display("PlEASE ENTER A VALID NAME OR SELECT A GAME TO OVERWRITE!");
      return;
      }
    else if(lstSaved.SelectedIndex !=-1){
					gOverwriteyesno.Visible = true;

			}
    else{
    SaveGameSlot(index+1, GameReference);
    mouse.Mode = eModeWalkto;
    gSave.Visible = false;
		}
  
    
	}
	else {
	  Display("CAPACITY REACHED, SELECT A GAME TO OVERWRITE OR DELETE A GAME FROM THE LIST!");
}

}


Code for the OverwriteYesNo
Code: ags

#sectionstart btnOverwriteYes_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnOverwriteYes_Click(GUIControl *control, MouseButton button) {
  
		String overwrite = txtboxSaved.Text;
    int SaveOver = lstSaved.SelectedIndex;
     SaveGameSlot(savegameindex[SaveOver], overwrite);
     Wait(5);
		gOverwriteyesno.Visible = false;
		gSave.Visible = false;
		
	
  
}
#sectionend btnOverwriteYes_Click  // DO NOT EDIT OR REMOVE THIS LINE


Question 2
Another issue is to deselect something in a listbox.
If you click on the item it is highlighted and I want to deslect the item by clicking on it a second time i.e set lstSaved.SelectedIndex = -1;

Thanks!!

#5
I made custom GUIs for the save and load functions and everything seems to work fine up to a point when the game kicks out with this error message:

Quote
Illegal exception
--
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x004615AC ;
program pointer is +2051, ACI version 2.72.920, gtags(1,5)

Did I assign a conflicting GUI name that gets mixed up with something that is already hardcoded?
GUIs I have at the moment:
gSave
gLoadGames
gYesNo

Thanks

Edit by strazer: Please post error messages in clear text so they show up in the forum search!
#6
The Trinity

I have been playing adventure games for the past 25 years and it has been my ambition to one day create a game of my own and I never even knew where to start until I found the AGS game engine by chance. I'm a total puzzle freak so expect plenty of that by the time I'm done which would hopefully be before the end of 2007 since I've been working on this for more than 6 months already.
---------------------------------------------------------------------------------------------------------
Alex, a banker in his early thirties gets a message on his answering machine that his father (a retired railway worker) has made a great discovery about the lost treasure of the Templars. As a direct descendant of the last of the Grand Masters Alex's father has been obsessed with the lost Templar treasure and spend a lifetime chasing ghosts across the globe in pursuit thereof. When Alex arrives at his father country home later that day the place is abandoned and there is a pool of blood in the garage and his dad's car is gone. Suspecting that his father has been hi-jacked he immediately calls the tracking company to find that the vehicle is moving at almost 700km per hour and is just about to go out of range of the tracking network. This is where our quest begins. Retracing his father's steps Alex takes of on an adventure that will take him to some of the most mystical places from the ancient world to the hustle and bustle of modern day London.


Isis Temple (Thanks Neole)                                              Updated version
 
PDA Interface                                                                   Updated version


Completion Status

Story: 100%
Puzzles: 65%
Graphics: Backgrounds 35% characters 10%
Scripting: 50%
Music: 15%
Sound:40%
Animations: 30%

If you want to make a contribution in terms of characters, background and music please PM me because as you can see I suck at it. In return you will be incuded in the credits with some of the greats like SSH, Ashen and Wretched.


#7
I have 3 objects that must change every time you click on them.
I've set up a view (2) with a loop(1) and 10 sprites. I used the code below but it is obvious that even though it will work 100% for the fist object you click on i.e. start at the first frame, it will jump to the next frame in the loop (where the previous object stopped) when you click on the next object.
Code: ags

int Sprite = 0;
function ChangeNumbers(int block){
Ã,  
Ã,  if(mouse.Mode == eModeInteract){
Ã,  object[block].SetView(2, 1, Sprite);
Ã,  Sprite++;
Ã,  }
Ã,  if(Sprite ==11){
Ã,  Ã,  Sprite = 0;
Ã,  }

}


I know it's something stupid but I just cannot figure it out.
#8
Hi
I created a GUI in my game that represents a PDA. As part of the functionality I want the player to be able to research certain topics that would become available as the game progresses. I'm using a text box on the GUI to display the information in string format, which is updated if and when an objective is met, and it also includes the ability to view previous entries (this part works fine). The problem I have is that I want to be able to display certain words in the text in a different colour and then also enable the player to click on the text to “jump” to a different entry on the PDA that would supply more information. If anyone has played Gabriel Knight III (Blood of the sacred blood of the damned) and can recall the “SYDNEY” computer used by Grace, which is exactly what I'm looking for. and if you are not familiar with the game then a better comparison is the way the threads in the forum works.

Example:

John and Joe played Tic-Tac-Toe

If you click on the highlighted word you jump to another page

Tic-Tac-Toe
A game invented by Fred Finklestein in 1215 AD. The game consist of a grid made up of 3 x3 squares ……Back

When you click on Back it jumps back to the previous text above

I searched all the threads and although the topic has come up before nobody came up with a solution that can help me in any way and I have no idea where to even start with this.

Can anyone throw me a bone here please.

Thanks

#9
I want to make a very basic board game where the objective is to move one object to a specifc point before it is intersected by another object.

Object 1 (only object that can be manipulated by the player) can only move one block at a time, either horizontal or vertical. Movement to be initiated by clicking (left click) on the square you want to move to.

Object 2 - once object one has made its move it must move two squares at a time and it must try to intercept object one (if object 2 catches up with object 1 the game is lost)). It must always move horizontally on its first move unless its path is blocked by something (wall) in which case object 2 will move vertically first and then try to move horizontally on the second move. If it end up on the same horizontal row as object one but its path is obstructed then it will not move any further (same applies for vertical obstruction) . If it ends up behind an obstruction and object 1 is on the same horizontal row it should not advance anywhere and object 1 will have another turn to move. This status should remain untill object 1 makes a vertical move that will trigger object 2 to move out from behind the obstruction.

I know it is a mouth full but I'm looking for the basic commands to use to get the "player" object to move to the square that it click on. (I'm not looking for someone to do it for me. I just need someone to point me in the right direction)

Grid for the game is a basic chess board (8x8 squares) of 40x40
#10
I'm working on a puzzle which is pretty much the same as the slider puzzle here

I'm working on a puzzle, which is pretty, much the same as the slider puzzle here. The only difference is that the background contains only 7 horizontal blocks. There are 6 objects (7 if you include
  • which is not in use) on this grid with a blank space in the centre. The objective is to swap all the objects on the left with those on the right and vice verse. Objects can only move in one direction and can move to a blanks space adjacent to its current coordinates (x+40) or jump over an obstructing object (leapfrog x+80) providing the next blank space is open. I got the whole thing to work up to a point i.e. the pieces are moving in the right direction etc) but when an object gets to the leftmost or rightmost positions and you left click on it again it jumps out of alignment.

    Another problem that I would like to get around is the fact that when an object needs to move past an object (leapfrog) it currently slides behind the obstructing object. Is there a way that I can make it look like its jumping over this object?

    I'm using AGS 2.71

    My code:


    In the repeatedly exe
    if ( mouse.IsButtonDown(eMouseLeft)){
    Ã,  Ã,  Ã, If(button_pressed == 0){
    Ã,  Ã,  Ã,  Ã,  button_pressed=1;
    Ã,  Ã,  Ã,  Ã,  ob= Object.GetAtScreenXY(mouse.x, mouse.y);
    Ã,  Ã,  }
    }
    else {
    Ã,  Ã,  button_pressed = 0;
    Ã,  Ã,  if(ob != null) {
    Ã,  Ã,  ob.Baseline = 0;Ã,  Ã, 

    if (Object.GetAtScreenXY(ob.X + 40, ob.Y-1) == null && GetWalkableAreaAt(ob.X+40, ob.Y-1) != 0 && ob.ID <=3) {
    Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X+40, ob.Y, 3, eBlock);
    Ã,  Ã,  Ã,  }
    if (Object.GetAtScreenXY(ob.X + 80, ob.Y-1) == null && GetWalkableAreaAt(ob.X+80, ob.Y-1) != 0 && ob.ID <=3) {
    Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X+80, ob.Y, 3, eBlock);
    Ã,  Ã,  Ã,  }

    Ã,  Ã,  Ã,  else if (Object.GetAtScreenXY(ob.X - 40, ob.Y-1) == nullÃ,  && GetWalkableAreaAt(ob.X-40, ob.Y-1) != 0 && ob.ID>=4) {
    Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X-40, ob.Y, 3, eBlock);
    Ã,  Ã,  Ã,  }
    Ã,  else if (Object.GetAtScreenXY(ob.X - 80, ob.Y-1) == nullÃ,  && GetWalkableAreaAt(ob.X-80, ob.Y-1) != 0 && ob.ID>=4) {
    Ã,  Ã,  Ã,  Ã,  ob.Move(ob.X-80, ob.Y, 3, eBlock);
    Ã,  Ã,  Ã,  }

    ob = null;
    Checksolved();
    }
    }
    }

    Any suggestions on how I can fix these issues?

    edit
    The function to check if the puzzle is solved:
    //Top of room script
    // called when the puzzle is solved:
    function CheckSolved() {
    Ã, 
       int correct;
       int i = 1;
       while (i<=6) {// Or number of slide pieces
             Hotspot *hot = Hotspot.GetAtScreenXY(object.X+20, object.Y-20); //middle of tile
             if(hot.ID==i) correct++;
             else correct = 0;
             i++;
             }
       if(correct==6) {// Or number of slide pieces
          Display("Solved");

          }


    Ã, 
    }



    int button_pressed=0;
    Object *ob;
    Ã,  Ã, 
#11
I need some help on a drag puzzle where you have to drag the different pieces of the puzzle into position with the mouse. The only info I could find on this topic was a post by OnlyOneKanobi some time back. The script was done in an older version of AGS and I tried to convert it to 2.71 but cannot seems to get it to work. The code was set up by Scorpiorus and I if I knew how to include the thread I would. The best I can do is thisÃ, 

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=9963.msg121209#msg121209

Thanks
#12
I've been trying to set up an access panel similar to the one in Demo Quest 3 (AGS Terminal) where interaction with the hotspots (that each represents a number on the keypad) will display the same decimal value (in the LED display) as the corresponding key on the keypad. There are ample examples of GUIs being used for this ( Dictator Anna,Scorpiorus,Ashen,Theatrx etc) but I couldn't find anything that pertains specifically to using hotspot interaction to trigger the display (closest was SSH's module).

I want the LED to display the key values as you interact with them starting from left to right i.e the rightmost value will move left every time another digit is entered (suppose I could use a string to make it easier on myself but keypads just don't work like that). The access code must have 4 digits and further to this it must display "Enter Code" before the first digit enetred. If incorrect display "Access Denied" etc. I am using objects to display the value in the LED by using object
  • . SetView(x,x,x) i.e to display a specific frame in a view made up from sprites (0 to 9).

    Anyone ot there that can assist?
#13
I just started using AGS about 2 weeks ago and I have a problem with a sequential puzzle. The idea is to push blocks in a cetain sequence to open a door. I used the script that Strazer suggested in one of the old threads but it did not work. The blocks are animated when you interact with them but have to reset if the sequence is wrong. I created hotspots for each block and set up the code as follows:

In the room script

int door_sequence=0

I then used the interact interface to create "run script" for each of the hotspots as follows:

//sequence hotspot 1

if(door_sequence==0) {door_sequence++;
object[1].SetView(4);
object{1].Animate(1,3,eOnce,eBlock);}
else if (door_sequence==3);
{object[1].SetView;
object[1].Animate(1,3,eOnce,eBackwards);
object[2].SetView(4);
object[2].Animate(2,3,eOnce;eBackwards);
oject[3].SetView(4);
object[3].Animate(3,3,eOnce;eBackwards);
oject[4].SetView(4);
object[4].Animate(4,3,eOnce;eBackwards);}
else door_sequence=0;

I did the same for hotspot 2 and 3 except for the variable test that goes up by 1 everytime

//hotspot 4

if(door_sequence==3) {door_sequence++;
object[0].SetView(4);
object{0].Animate(0,3,eOnce,eBlock);}
else if(door_sequence!=3)
{object[1].SetView;
object[1].Animate(1,3,eOnce,eBackwards);
object[2].SetView(4);
object[2].Animate(2,3,eOnce;eBackwards);
oject[3].SetView(4);
object[3].Animate(3,3,eOnce;eBackwards);
oject[4].SetView(4);
object[4].Animate(4,3,eOnce;eBackwards);}
else door_sequence=0;


I don't know if I am even close or if the script even "lives' in the right place. Any help would be welcomed. I realise that the else if part won't work right because the counter will not reset if it contains the value 1 or 2 (think I can fix that)

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