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Topics - Bob The Hun

#1
Agh, i've tried everything here, with still no luck.
I want to resume progress on my game, but I have one scripting problem that's holding me back. Most likely a minor scripting problem I'm not noticing, but I've tried everything I can think of, all to no avail.

I'm trying to make a jukebox sort of thing where the player can press a button and music will play. At first, it seemed simple enough.
I tried using hotspots, scripting it so that PlayMusic would play the appropriate song corresponding to the button. That didn't work, so I tried putting it in a GUI (where when a button was pressed the appropraite PlayMusic would be activated) and when I press a button, it would animate appropriately by temporarily going over to the other view, making it obvious that the button was being pressed properly, but there was still no change in the music. Then I read the manual some more and found a sentance saying that if PlayMusic was used in an interaction, you need to use PlaySound and add a thousand to the music number so that the engine would recognize it as music. I tried, and it still didn't work.
I've tried stopping the current music before the new music plays, still no luck.
And no, there is no default room music in the room where the jukebox is.

My current script is this:
If (interface == 11){
if (button == 0){
StopMusic();
PlayMusic (21);
}
if (button == 1){
StopMusic();
PlayMusic(22);
}
and so on..

So, what am I doing wrong here?
#2
First, to better explain what I'm getting at here, I'll give some backstory.
The other day I was playing 'Vegetable Patch Extreem Turbo', and it sorta reminded me of the old game 'Harvest Moon'. So, I fired up the old Super Nintendo and played it for awhile. (for those of you not familiar with the game, it was a farming simulator, think VPET on a much larger scale, along with social elements similar to those of games such as Animal Crossing and The Sims) While playing it, I started thinking about if a similar game would be possible with AGS.
I've come up with a way for everything to work in such a game except for the large field, which is the very backbone of the game itself.
In other words, I'm wondering if it's possible to make a field with tiles that could have their status changed (i.e., they might start out full of weeds, you could pick the weeds to get clear ground, break the ground with a hoe, sow the seeds, etc.)
I couldn't think of anyway to accomplish this on such a large scale (since instead of 9 tiles like VPET, there would be hundreds)

Is there any way to accomplish this?
#3
T.M.G.W.D. is my first attempt at an AGS game, although it is not my first Tom Mato game.
Although I do not have a website or any screenshots yet, here are some details:

GRAPHICS
Over three seperate contrasting artistic styles! Yeah, I'm not very good with graphics. I'm getting better, though.
I like the tomato's animation though..

MUSIC
I'd like to state this right here. I did not steal music from Yahtzee's latest game (The Trials of Odysseus Kent). The only reason that the two games have quite a bit of the same music is that it turns out that we both stole music from 'RPG Maker'. At least I think it's RPG Maker, because I got the MIDIs from a folder from an RPG Maker game I downloaded.

PLOT
I'm not going to spoil some of the juicy details (not that you care) but I will say that it involves a tomato, the aptly named Tom Mato, getting in a helicopter crash on the way to a business meeting.
Also something about a duck.

STATE OF DEVELOPMENT
I have about 6 rooms so far. I know what I need to do before I can get the demo out though.
What time will I get out the demo?
If I spent most of my free time trying to get it done, I could have it in about a week. However, I only work on the game when I feel like it, so I'll guess about a month before I get the demo done.

EDIT: Get the demo at http://www.freewebs.com/vp8/TOMATO.zip
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