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Topics - freshpaint

#1
Anyone going? I guess since it starts tomorrow, you may already be here, if you are....

FYI, my exchange print for the show is one of my Darkdevil County rooms -- the village of Gnomish Hills.  Will post on my blog at some point, and will get back to finishing the *?!!!**ing game Soon.
#2
This is a fragment of one of the options in my dialog dDuo:

Code: ags

@4
DUO: I really need to get out of here before dark.  I need to get to a meeting at the Hungry Boar.
  if (dKyle.HasOptionBeenChosen(1) == true ||
  dKyle.HasOptionBeenChosen(2)) {
    player.Say("The Hungry Boar? I'm going there with my friend Kyle tonight.");
    player.Say("He gave me a flyer for it."); 
    cDuo.Say("Do you trust him?");
    confirm_action = dYesNoMaybe.DisplayOptions();
    if (confirm_action == 3) return;
    else {
      ...[lines of code]...
    }
  }
return
@5
stop


dialog YesNoMaybe is just what it sounds like, and it returns "confirm_action" correctly.  However, the statement "if (confirm_action == 3)" always returns to an unrelated dialog in slot 0.  If options 1 and 2 are chosen and it drops thru to the dialog system return, all is fine.

So I guess it's mixing up the dialog version of the return statement and the scripting version.  I can work around this, but thought you should know.  FYI, "confirm_action" is global, defined in globalscript, imported in the header.
#3
This is probably a dumb question, but...

I can animate a gui button, but is there any way to stop it animating?  I want it to flash or ring or jump around or whatever using an animation view, but then stop when the player clicks on it.  Would love to put it on the icon bar.

Am currently using an object for this as a test, which is great if you know what rooms you want this to happen in.  However -- I don't want to code stuff for each room if I can do it once somewhere.

Am using ver. 3.10 of the editor.
#4
EDIT: Fixed in 3.03 Exam Profanity Edition

I have a room that uses a dynamic sprite with an alpha channel as part of an animation.  If while playing I save the game in that room, and then load it from a different room, the alpha channel transparency doesn't load back in.  The animation runs fine otherwise.  The sprite is the correct one, but the alpha channel didn't load, so everything is completely opaque.

I created my dynamic sprite using the "keep alpha transparency" option (ie, the "true" switch).  I assigned the dynamic sprite graphic it to the graphic of my animation frame for my object.  I haven't checked whether I get the same problem if I use an animated button on a gui.

The animation runs correctly before I save and if I change rooms and return.

The declaration of the dynamic sprite *variable (and the viewframe *variable) are local to the room but outside all the functions (I double checked, for once!).  The room is a state-saving room.

I'm using standard 3.02 without service pak 1, 32 bit color, 800 x 600 res.

#5
Have been having no problem running my game from within the debugger, either full screen or windowed.  Went to compile (under Final RC2 -- just noticed you made it prod), file compiled, but when I ran the exe I got the following:



I rebooted, removed virus protection and anything else that might be running and taking up memory, and still get the same error.  It runs just fine within the debugger, even if I have my huge graphic program running in background.  What's the scoop?  Since releasing my demo a week or so ago, I haven't added a whole lot to the game -- in fact, I removed a lot of sprites I hadn't been using.

UPDATE:  I get the same message if I compile and try to execute the demo game outside of the debugger.


#6
If I have a walkable area with a  hotspot on it, and the hotspot has a walktox, walktoy set, I can move around the walkable area just fine using the arrow keys, but when I try to use the mouse walk mode  to move beyond the hotspot y setting, I can't do it.  I don't have any "while standing on" hotspot functions that might interfere.

For example, I have a hotspot with walkx,y set to 286,268.  My walkable area runs down to y=299 where the edge is set, but I can't move with the mouse walk mode down there.  I can only get there with the down arrow key.

If I remove the hotspot  WalkToX, WalkToY,  the character can walk everywhere using either arrows or mouse walk mode.

I'm using v. 3.02RC2.  800x600, 32bit color, 120 DPI screen.  I hadn't noticed this problem in previous versions -- or in other rooms -- but this is the first time I'm making a lot of use of hotspots.

The room is animated, if that makes a difference -- 3 layers.

UPDATE: I thought momentarily that the problem had gone away -- but it's still there.  I'd removed the walkto point from the hotspot, so player could walk everywhere.  Put the walkto spot back, and now movement is again limited as described above
#7
UPDATE: July 23 -- Demo version 2.0 released

Mirror 1:
Darkdevil County Demo 2.zip

Mirror 2:
Darkdevil County Demo 2.zip

New characters, rooms, quests, animations (same old walkcycle, still -- will fix one of these days).

Trust me, you will like it!  Download is about 20 meg of 800x600 32bit color hand drawn storybook fun! (yeah, I know... lame..)

(I have limited bandwidth on these sites, so if you have problems downloading, check back later or let me know and I'll add on another mirror).

Tech note:  this is compiled using the latest version (3.10 Beta 5) of the compiler, so if you notice any problems please let me know asap.

Any save files you have from previous versions won't work, alas.  As time progresses I may add a cheat to help testers, but only if you're good.

Have already started the next set of quests/puzzles.  I would very much like some feedback on what's out there so far.  I particularly want to know whether things are too hard/easy/stupid, etc.  Some of the artwork, animations, inventory items, etc. are still in progress, so bear with me on that.

UPDATE: June 27 -- New concept art!



UPDATE: June 17



Yes, new rooms are being added -- will be uploading a major extension to the demo in the next few days -- I might even call it Demo 1.5!


UPDATE June 10:

Darkdevil County Demo.zip

Have uploaded latest version (1.01) with several of the main screens in full color, and have fixed one or two minor typos and  bugs. That's about it.

Work progresses on the next phase:

Animations (add 15%)
Rooms (added a new one)
Plot (no new changes)
Puzzles -- one new one

Have removed the rapidshare upload.

Will be using

Darkdevil County Demo.html

as a second site.  I like this site a lot so far, since they apparently virus check the file and give a count of downloads too.  Cool.

AND YET ANOTHER UPDATE: 6/3:
Snapdrive is back up. (as of 23:38)

Darkdevil County Demo.zip

ANOTHER UPDATE 6/3:
Have also uploaded to rapidshare.  Snapdrive appears to be down right now (Tues).

Darkdevil County Demo


UPDATE: 6/3/2008: New opening screen shot



Yes, with full color!  Have taken several of your suggestions to heart and am working on the artwork.  Also have fixed a few bugs. I hope people will download the demo and let me know what the gameplay is like before I move forward again.

UPDATE: 6/1/2008: Demo has lost weight!

Thanks to speedy release of 3.02 RC2, have recompiled and reuploaded, so file size is down to about 12.5 meg.

UPDATE 5/31/2008: Demo available

Darkdevil County Demo.zip

This is a fairly large (30 meg) download, since the "exclude rooms" function in 3.02 isn't excluding rooms correctly right now.  As soon as this feature is fixed, I'll replace the demo. [ UPDATE: DONE! ]But several people really want to see this, so I'm uploading it now.  You have been warned!  Also, I've never used snapdrive.net before, so am anxious to find out how accessible it is to everyone, speed, etc.

Thanks for the comments and support!

PREVIOUS POST:

War is coming ever closer to Darkdevil County.  Magwyn Urban-Dweller, a tech worker, has been oblivious to much of the outside world because of the demands of her job.  All that changes the morning she gets an urgent message from her best friend, Lina, begging her to go to the hospital and donate blood.  She rushes from her apartment to help her friend.

Magwyn soon begins to understand that not everything or everyone is what it seems.  The warring factions include robots, clones, Queen Miria and the reigning royals, scientists, gnomes, doctors, and friends.  Some are interested only in developing and using new weaponry -- others vow to stop them -- others are dedicated to peace and a quiet life.

A mystery in her family's past links her to a world seemingly gone mad.  To save herself, she must save the world.  And maybe change it too.

But first she must figure out how to get out of the hospital...







STATUS:

I will be uploading a playable demo soon and welcome comments.

The demo contains the opening scenario (getting out of the hospital so she can continue her journey) and is fairly complete except for an opening cutscene/startup menu and a few closeups.

The next scenario involves a quest given to her by a security robot and has the following status:

Plot & dialog: 80%
Backgrounds: 70%
Scripting, guis, etc.:60%
Animations:60%

There are 3 more major quests planned after that, but I'm still keeping it very loose (it's just me doing it all).  I plan to release this in stages.

I'm a complete newbie to AGS and game creation (tho have played them forever) --am an artist who also has extensive experience as a C programmer -- odd background, I know.

PS: I love this site, AGS, and doing this.  More fun than a barrel of monkeys.  I never understood that phrase before, but now I do.
#8
Am getting ready to upload a demo version of my game (working title is "Darkdevil County", which is lame, I know), but only want to upload about a half dozen of the rooms that pretty much work.  I selected "exclude room" from the rooms menu for the ones I don't need, compiled, but the file is exactly the same size as before.

So was curious as to what the feature does (other then just remove the rooms from the menu display), and if there is a way to actually get rid of unneeded rooms temporarily, or whether this is a bug in the current beta (I'm using 3.02 RC1).

Should I use the "delete" option instead?

Am curious, since the last time I used "exclude room", then created a "new room", the "new room" overwrote the "excluded" room even though the program seemed to calm my fears that the excluded room was not going to be deleted.  Is this a bug?



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