Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - beomoud

#1
Concert for Spies

The Story:

Your name is James Agnew, you were recruited by a top secret branch of the intelligence agency, one that accepts missions no one else will. You have been undertaking missions that seem impossible to the outsider and you are damn good at this until in your last mission things go south. An important government figure that used to hold many valuable national secrets winds up dead under suspicious circumstances and you are accused of treason. Chased by every agent in the country and with nowhere to run you decide the only way to be rid of these accusations is to infiltrate the same organization that trained you and shed some light in the case.

A Few Screenshots:





Overview:

"Concert for spies" is a short espionage adventure, the first chapter perhaps of a long chronicle of a super-spy in his quest to get to the truth, clear his name and protect his country. There won't be many rooms at this first game but special care has been given to make sure the adventure has a realistic feel about it. So get in the shoes of James Agnew, outsmart your pursuers and get to the truth!

Overall Progress: 40%

Expected completion date: October 2010

#2
What i want to do is have a diagonal wall but i don't know what to do with it's baseline. When the character is in one side another may be on the other side and may appear to be in front of the wall when i need him to be behind it... How do i handle this?
#3
Advanced Technical Forum / unresolved import
Tue 10/02/2009 00:02:09
I can't seem to call my functions to my local scripts from my global script. I have already put a import keyword in the global script header but it doesn't recognize it. I chose to import in my local script instead but it gives me a message saying:

---------------------------
Adventure Game Studio
---------------------------
Script link failed: Runtime error: unresolved import 'Character::Scale'

---------------------------
OK  
---------------------------

the import is: import function Scale(this Character*, int factor);

What is that?
#4
I know this must have been brought up before but i couldn't find any post that really helped at what i am trying. I want to calculate the paths of projectiles, leaving from the center of the screen and see where they hit. I have trouble converting the 3d coordinate system into 2d. At this point i am calculating as the projectile is moving at a fixed rate on the y-axis (the depth) the angle on the y-z level and y-x level. I understood that in order to figure out these angles (let's say tan1 and tan2) i am going to need two fixed points. One is 0,0 (the starting point) and the other would be on another level parallel to x-z (width, height) on a specific y where we are using the coordinates of the mouse to calculate the projectiles direction. When i convert them to 2D coordinates using x as width z as height and y as depth everything goes wrong.... Has anyone done this before? I could really use some help. At this point the space i have created is perspective decreasing the coordinate values as the y (depth) value increases, leading to a point on the middle of the screen. Sorry if i wasn't very clear... any suggestion? Also someone suggested i use a matrix but i don't fully understand them and i feel it would be confusing without a real reason...

Thanks
#5
I get an error in my script and i frankly can't find anything wrong with it, the message i get is:

An internal error has occurred.....
(ACI version 3.10.10.50)

Error: Unable to create local script: Runtime error: unresolved import 'NPC::set_stroll^13'

I am working on AGS 3.1

Does anyone have any idea what that might be? In the referred function i am using optional parameters....what could it be?
Also the import declaration of this function belongs to a struct.... any thoughts?

this is in the script:

function NPC::set_stroll(short ch_numb, short timer_numb, int timer_min, int timer_max, short max_mov, int x1, int y1, int x2, int y2, int x3, int y3, int x4, int y4){
......
}

and this is in the header

import function set_stroll(short ch_numb, short timer_numb, int timer_min, int timer_max, short max_mov, int x1 = 0, int y1 = 0, int x2 = 0, int y2 = 0, int x3 = 0, int y3 = 0, int x4 = 0, int y4 = 0);

I use this function in a room script but when i delete it from there it compiles just fine....

room script:

person[2].set_stroll(2, 3, 400, 800, 3, 200, 180, 1175, 210, 685, 250);
#6
Mystic Hall is a Role playing Game set up in an epic-fiction world where the main character, you, is exiled and  left to survive in an unknown environment where nothing is what it seems. On the top of it the main character is alone to prove his innocence while mysterious forces work beneath the shadows against him...

I won't give out much about the game only what you should expect of it:


  • A RPG that aims to implement as many realistic features in it's gaming system as possible and make it possible for the player to play the game any way he wants to meet his own preferences.

  • An open ended, interactive story that will change as you go forth.

  • The opportunity to built your own character choosing between 3 Races and 3 Classes and customizing him to fit your own visualization.

  • A sophisticated battle system to battle with any character you choose to, providing unpredictable outcomes and giving you the chance to develop your own tactics (choosing among fighting abilities, spells or tricks) depending on your character creation.

  • Many NPCs you can meet, talk to, try to make them like you, trade with them, steal from, fight with, cooperate or almost any other interaction you can think of. Keep in mind though that these are real people with their own schedule around the day and their own agenda. That's right, this is a world that's moving and the time is passing as you go, providing unique exploring opportunities at specific times of the day.

  • An advanced stealth system that calculates many parameters and allows you to hide from others if they stalk you or in order to act undetected (like stealing). Keep your mind for enemy targets and notice the light sources in the area, use any tricks up your sleeve and choose your way of approach to stay undetected. Always watch out for witnesses as this is an unforgiving environment and the Guard patrol could be on your tail at any time.
Don't expect a large game for starters as this is a one man job but bare in mind that once the first game is completed it may be expanded many times. I won't give out anything else only that it will probably be ready for release around Fall of 2009.

overall progress: 85%

Screenshots (They look better in the game):













#7
Ok, this has been a problem to me for a long time. In my game i need to use a function to control my character's and my npcs' scaling. It goes like this:

function my_race_scaling() {
  if (race ==1) {
    player.ManualScaling = true;
    player.Scaling = (GetScalingAt(player.x, player.y) *70)/100;
    player.z = -10;
  }
  else if (race ==2) {
    player.ManualScaling = true;
    player.Scaling = (GetScalingAt(player.x, player.y) *130)/100;
    player.z = -10;
  }
  else if (race ==0) {
    player.ManualScaling = true;
    player.Scaling = (GetScalingAt(player.x, player.y) *100)/100;
    player.z = -10;
  }
}

It works out smoothly, the only problem is when my character (or NPCs) get close to the edges of my Walkable area in that room and particularly around sharp edges they lose their scaling for a moment and appear much bigger than they would, in their sprites full size which is much bigger than any scaling you get in that room, keep in mind that i use continuous scaling. That looks bad when it happens. I use the upper function in the repeatedly execute function. Any ideas how to solve my problem and what i have done wrong? Would you do it any better?

Thanks...  :)
#8
I am sorry to bother everyone for this but could anyone upload the flashlight module here? Because the link is broken and i am going to need it. I have already contacted the author and the moderators but i had no luck, so if anyone has it... thanks.
#9
This is challenging but i need to do it for my new rpg. What i want is find a way to check if a character sees another character or if he doesn't when he is standing behind a large obstacle.

I tried this but it didn't work, the idea is this:

Create a new object in the room, object 0, and have it use for grafic an empty sprite. I want to have it draw a new line on every game cycle on this sprite (with dynamic sprite maybe) and use this as the object's image. The line will start from the opponent's eyes and end at my player.

Now i want to check wether it collides with another object and check it's property: kind of object and if it is a large object have it know that they don't see each other.

I dodn't know if this is clear but that's the plan, i am also open to new ideas. It is a part of the detection system i have made for my rpg.

Thanks
#10
I have been testing my game all this time inside ags and it plays fine but when i recently tried to compile it and run the compiled game it crushed, showing me the following message:

---------------------------
Adventure Game Studio
---------------------------
Could not load sprite set file ACSPRSET.SPR
This means that the file is missing or there is not enough free
system memory to load the file.

---------------------------
OK   
---------------------------

Any idea what it might be? My ACSPRSET.SPR file is 145MB and my compiled 183MB. I tried Direct3D 9, i tried DirectDraw5, i tried to increase the maximum size for memory, downgrade to 16bit, but nothing. Any ideas how to fix this????
#11
Please help... my game suddenly stopped compiling, i get this message:

Error: Load_room: old room format. Please upgrade the room.
Version: AGS 3.0.1.35

AGS.Types.AGSEditorException: Load_room: old room format. Please upgrade the room.
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
   at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Any ideas what it could be? I am pretty sure i haven't done anything that wrong to cause it to crash...
#12
I'm sorry to bother you with this. What i wanted to do was have a character walk repeatedly from one place in a room to another. Right now he just  stands there, what have i done wrong in my code? Does anyone know? Here it is:

function room_Load()
{SetTimer(1, 800);
}

function room_RepExec()
{if (IsTimerExpired(1)){
  if (cBarman.Moving == false){
    mov1 ++;
    if (mov1 == 3) mov1 = 0;
   
    if (mov1 == 0){
    cBarman.Walk(420, 135);}
    else if (mov1 == 1){
    cBarman.Walk(1175, 210);}
    else if (mov1 == 2){
    cBarman.Walk(685, 250);}
  }
}
SetTimer(1, 800);
}
#13
My game suddently crashes without even letting me know what went wrong... i can't possibly figure out these error reports... can anyone help?

I get this message:

An exception 0*C 0000005 occured in ACWIN.EXE=o*7C911E58; program pointer is +200, ACI version 3.00.1..., gtags(1,5)

Please guys, i don't know what to do, as i compile my game i don't get any messages for scripting errors, it used to work... what am i to do?
#14
I have already completed my first 3 rooms and i have the player character for now, my cursor sprites, my button sprites and a Lot of code for my new RPG. The thing is that my little newborn is already about 240Mb Compiled while the whole game folder is about 1,1GB!! I admitt i have added a lot of features i wanted to see in games but i'm only at the beginning yet. Is this even possible? Are these games supposed to be that big?
#15
Can someone help me out. It looks like my game_start function suddentlly stoped to work, it has been working for the past few months and i haven't changed anythying in that section. Other games can use this function so it can't be a programme malfunction. Do you know what could have caused this. It seems that every line i put in this function is ignored even the simpliest once like Display ("there is no problem"); All i did i think was add a couple of variable declarations above this function, in the place where i had my own functions and an export statement in the end of this. All the other built in functions seem to work, now, has anyone else had this problem? What could i do? Is there an easy way to tranfer most of my game into a new game file without taking the problem with me? Could it be that my ags (editor settings) file has somehow bben corrupted?
#16
Is it possible to duplicate one of my characters so that the things that he is commanded to do are done by all of them at the same time. I mean i have a character that i have programmed him to complete certain actions but now i want more of his kind, simply by creating anew character with the same view won't do it cause i would have to duplicate his "behaviour" each time. So the question is this, can i have multiple "same" characters in one room? I mean the same character, many times.
#17
O.K. So, i've been building my first RPG and i have been using stats just like DnD but i find difficulties when i try to roll the tests. At this point i try to have my PC lockpick a door, so he uses his lockpicks and rolls: lockpick_test = Nimbleness + Lockpicking + Random(10)
(I'm using the Advanced Randoms Module).

He has Nimbleness:5, Lockpicking:2 and he rolls a d10, the difficulty to beat is 10, but each time he attempts the result is always between 7,8,9.

Now can anyone tell me what is wrong with my code? I've been working on this for a while now and gone through the entire manual. Here it is:

Script Header:

int Nimbleness = 5;
int Lockpicking;
short lockpick_test;
bool locked;
import function lockpicking (short door_defense);

Global Script:

// main global script file 
function lockpicking (short door_defense){
  lockpick_test = Nimbleness + Lockpicking + Random(10);
  if (lockpick_test >= door_defense){
locked = false;
return locked;
Display("You rolled a %d you picked the lock", lockpick_test);
}
else Display ("You rolled a %d you couldn't pick the lock", lockpick_test);
}

Room Script:

// room script file
int dest;
int dest1;                (these are irrelevant, it's just so that you can see the whole script)

#sectionstart hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_a() {
  // script for Hotspot 1 (Hotspot 1): Interact hotspot
if (locked == false){
Display ("You go to another room");
}
else
Display ("The door is locked");
}
#sectionend hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot2_a() {
  // script for Hotspot 2 (Hotspot 2): Use inventory on hotspot 
RandomBoundries (1, 10);
lockpicking (10); 
}
#sectionend hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_c  // DO NOT EDIT OR REMOVE THIS LINE
function room_c() {
  // script for Room: First time player enters room 
}
#sectionend room_c  // DO NOT EDIT OR REMOVE THIS LINE
#18
I have looked everywhere for this. I'm trying to display values on GUI labels but i get errors. I'm currently using the manual but i've come to understant that it is obsolete at some points. My code is this
==============================================================
String Stre;
String Cons;
String Nimb;
String Inte;
String Char;

 
String.Format (Stre, "%d", Strength);
String.Format (Cons, "%d", Constitution);
String.Format (Nimb, "%d", Nimbleness);
String.Format (Inte, "%d", Intelligence);
String.Format (Char, "%d", Charisma);

lblNumber1.GetText (Stre);
Display("%s", Stre);
//Label.SetText (4, 2, Cons);
//Label.SetText (4, 3, Nimb);
//Label.SetText (4, 4, Inte);
//Label.SetText (4, 5, Char);

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

It returns the message: Error (line26): Undefined token "lblNumber1"

-What is wrong with my code, could i make it simplier, it doesn't seem to find my label's script name and i can't find it either

-Also is there a manual that includes all the new  changes, sometimes i find the right code in here instead of the manual, do i  have an older versio?


#19
I am working on a new RPG and although i have adressed several challenging script issues i don't seem to be able to make an NPC walk left, then right, then left and so on, repeatedly until someone speaks to.

When i give him the command to walk left and then right he only walks right and when i put this command in repeatedly execute it jams, i could solve the problem by adding eBlock (wait for move to finish: true) but then i would block my script thus not allow my player character to do anything.

I want to have my NPCs walk left and right in the background so that the setting seems alive.

Can anyone give me any scripting hints? It's a simple question i guess but it looks really overwelming to me, thanks
SMF spam blocked by CleanTalk