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Topics - silverwolfpet

#1
Hello!

I tried updating from 3.4.0.6 alpha to 3.3.5 released, and the game I was working on won't load anymore.
I had backups, I reverted to 3.4.0.6 alpha.  The only reason I want to update is to fix the fullscreen mouse acceleration issue.

I've read the forums and as far as I understood it COULD be possible to manually fix the issue with a few lines of code in the beta. I may be mistaken, but I need a little bit of help, please.
The manual doesn't have the "Updating to 3.3.5" section or, at least for me, it won't show up in the search results.

Any clues, please? I have a feeling I missed something along the way. :)
#2
Hello,

This is a bit of a long shot. A friend of mine needs help working in Node.js and I offered to help but caught my ears, so to speak, in doing so. :( I believe his project requires more experience than I have.
I promised to ask around. If you are interested, please PM me and I'll offer more details. So far it's been difficult enough to find someone who KNOWS what Node.js is :-D

I know that, ideally, I should put more details in this post, but that would mean writing about 5 pages of Word. It's quite a difficult-to-describe project.
Thanks guys!
#3
Hello,

Yes, I've read the manual. Twice.
I've tried different scripts/modules. Nothing helped.

Here's what I want to do:

- a circle shaped GUI
- it has to follow the mouse cursor (or even better BE the mouse cursor)
- when hovered over the background, it must reveal a "hidden" image

Allow me to offer a little bit more details on the last part. :) 
I'm thinking of using two identical backgrounds (let's say a simple wall image) - BG01 and BG02
BG01 has a message written in red over it.
BG02 should go "over" BG01, covering it, making it look like there's only one image on your screen.


The GUI is hovered over BG02 and, only in the circle area, it shows what is underneath (respectively BG01).


I can make the GUI, I can create a room (BG01) and perhaps have BG02 as a separate GUI spawned over it.
I just dunno how to make the circle-shaped GUI "cut through" BG02.

Ideally, it would also be scrollable (left-right) so the images used can be bigger than the screen size.
The game I'm making is 320x200.

Could you please help me and tell me where to begin? Or perhaps I'm tackling this the wrong way?
I'm not exaaaactly a beginner, but this seems like something simple and I'm missing the obvious here. ??? Any advice is welcome and I thank you for your time!
#4
Hello!

I'll keep it short. First, thank you for taking a look into this thread, every suggestion and advice is more than welcomed.
Working on a game (based on one of our webseries) - got stuck on the character sprite.

Screenshot from Webseries:


Sprites variants:


Enhanced Sprites variants:


As you can see, there's a bit of trouble when it comes to the mustache and facial expression. Trying to keep the game at 320x200, the mustache can be confused with his mouth. If we make it too small, he starts looking Charlie Chaplin. :)
Giving him a curved mustache will make him look "happy" or "smiling" which is something to be avoided.

The game is a thriller/mystery type of game, it has tense moments, scary environments but it also has a lot of humor in the "calm" parts of the story. It's quite tricky to balance this since the character must look good enough for a scary experience but also be animated funny for comedic purposes.

We'll be using Sierra-style portraits for dialogues, so the facial expressions should not be a problem.
What do you think?
#5
Howdy!

My name's Wolf, nice to meet you! Together with my brother, Mihai, we're making a game based on the "Inspector Plustard" series.
So far we've got this going:


We'll use Sierra-style dialogues (with portraits at the top of the screen).
The game will feature a Flashlight use and will be controlled via Keyboard and Mouse.


The story follows the adventures of Inspector Plustard and his associate, Johnny, as they solve a strange case. Typical murder/mystery stuff with a comedic twist.
The action of the game takes place between "The Fallen Groom" and "The Transylvanian Diamond" which are part of the "Inspector Plustard" Webseries we've been making.


The game starts off in a museum from which Plustard and Johnny have to escape because... well, spoilers. As you can see from the above image, we're slowly but surely starting to shape the game and its design style.


Progress so far:
Story: 19%  (if you focus only on the game and not the Webseries)
Rooms Finished: 9
Puzzles Implemented: 2
Music: 50% (we have the tracks and the major themes have been composed)
Scripting/Implementation: 17%

We're trying to make this in as little time as possible and we're looking into using live-video footage for the cutscenes, since the story ties in with the rest of our project.

If you have any questions, we're more than happy to answer!
Thank you for the opportunity of posting here. :D

#6
Ask a Monkeyologist
The Game




Based on the famous Ask a Monkeyologist Series, this game puts you in the shoes of Doctor Kauff von Diefendorf and his arch enemy Professor Gustav von Schneider as they must work together to figure out... stuff.

Well, not much of an intro, is there? Or...is it??

Well no, not really, they just end up in the middle of a field somewhere and they desperately try to figure out where are they located. During their inquiries, the Monkeyologists discover something sinister which may turn the world upside down! ...not...literally. Just so we're clear on that.

Here are some screenshots:
     

I know people looove statistics, so here we go:



DEMO LAUNCHED!



Let me hear your thoughts, please! Any comment (positive, negative, neutral etc.) will help me enhance the gameplay experience for you awesome people!

Oh, by the way, I'm Andrei aka SilverWolfPet! Nice to meet you all!

Overall statistics for Episode 1 (out of 5 episodes)
UPDATED: 12/OCT/2011


Story: 100%
Music: 60%
Puzzles: 60%
Coding: 23%

But WAIT, there's more!

This thread doesn't come empty-handed!

Until the game is released (or even the DEMO, but that shouldn't take too long), you are cordially invited to get to know the characters!



Season 1 of Ask a Monkeyologist

Season 2 of Ask a Monkeyologist

Special Guest Appearance in a very special Lord of the Rings Parody

How is THAT for an entry, eh?

To be honest, I always wanted to post a thread related to an upcoming game that I'm making... so this is a mini-dream come true!

Aaaand this couldn't have been possible without the talented help of my friends: Jasmin (Animator), Michal (Background Artist), monkey_05_06 (verbcoin module + taught me everything I know on coding), Icedhope (story), Puzzlebox (story and puzzles), Majus (Gustav von Schneider) and Mihai (brother and constant moral support).

You can follow updates on this project and some other awesome works (such as a Brand New SciFi Series) on www.silverwolfpet.com

Let me know what you think! ^.^




#7
General Discussion / Lord of the Rings Parody?
Sat 03/09/2011 01:34:04
Hi!

Uh, I made this:
http://silverwolfpet.com/ammdi-2-online/

Took about 4 years.
Hm, you can see the trailer here:
http://www.youtube.com/watch?v=efq63ytDrmQ

Let me know what you think, please :D
Oh and if you like it, would you help me promote it?
#8
I swear... I'll go nuts over this one.

Short version: I've been using this.

Code: ags

@4
Kauff: &6 Look, a three-headed monkey!
  if (dialogCounter <= 0) {
  if (cGustav.x < cKauff.x) {
  cGustav.FaceLocation(cGustav.x - 1, cGustav.y);
  }
  else {
  cGustav.FaceLocation(cGustav.x + 1, cGustav.y);
  }
  Wait(40);
  cKauff.Say("&7 Ahihi, gotcha!");
  cGustav.FaceCharacter(cKauff);
  cGustav.Say("Oh haha, very funny.");
  dialogCounter++;
  }
  else {
  cGustav.Say("I'm not THAT stupid... this time.");
  }
return


All is well, it's functional. Once a character says that particular line, if the player tries it again, he'll get a different response.

I tried this in another dialogue:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
  if (dialogCounter3 <= 0) {
  cGuard.Say("You do no such thing!");
  cKauff.Say("Excuse me?");
  cGuard.Say("You not escused!");
  dialogCounter3++;
  }
  else {
  cGuard.Say("I see you!");
  cKauff.Say("Uh...Nice to see you too!");
  }



It keeps telling me that dialogCounter3 is an undefined symbol.  >.<

I did NOT define dialogCounter  OR  dialogCounter2  and they work perfectly.
Ok, no worries, I go by the program's moods...

Global script, right on top, first line... I write:

Code: ags

int dialogCounter3 = 0;


Still, same error.
no worries, I try to write the same thing in every single room.
Nothing.

I then try just to define it... tried it everywhere, at the top of the script, careful not to put it anywhere else.

Code: ags

int dialogCounter3;


Nothing. Same error. no matter what I did.

Ok, trying a workaround... let's say... if you start the new dialogue (dialog5, the one which had dialogCounter3) you have to chose a dialog option, right?
what if I use this:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
  if (dDialog5.HasOptionBeenChosen(1)){
  cGuard.Say("You do no such thing!");
  cKauff.Say("Excuse me?");
  cGuard.Say("You not escused!");
  }
  else {
  cGuard.Say("I see you!");
  cKauff.Say("Uh...Nice to see you too!");
  }


In theory, if you first run the dialogue, you get the first greeting from the guard. Then if you click on the first option, this will ensure that your next greeting will be different. Right? Right??

Well, no! It's not! It gives you directly the second greeting!


...I need some help here. What am I doing wrong? I really thought I learned the whole dialogCounter thing. I even tried naming it

Code: ags

int myfatbutt;


and when I use it in the dialogue, it STILL says that my fat butt is an undefined symbol!  :'( I'm taking that personally!

Jokes aside, where am I messing up?
#9
Let's say your character has to walk up a hill.
For comic purposes, you don't want him to be 100% vertical as he climbs that hill. You want him to be perpendicular on the hill's surface.
So, if the hill has an inclination angle of, let's say, 30 degrees... your character should have the same inclination angle.

I've checked the rotation function and it's not exactly what I need (or maybe I didn't quite understand how it works).
Basically, one would need to make all the character frames (from standing to walking, talking etc.) inclined. In just one room.

Any thoughts, please?
#10
What the titles says.

When a character follows another character, everything is fine if the screen is stationary. Once the screen scrolls from right to left, or left to right, the character that follows starts vibrating and shaking and trembling.

Thing I noticed... it only does that sometimes, usually when the following character is near the screen edge. Is there any way to fix this? The scrolling itself is smooth, I'm just having trouble with the characters.

I tried turning off the anti-sliding option. That fixes the problem, but their animations are messed up.

Also, still on topic... Can you lower the background image manually? The dimensions are right, yet I have a black bar on the bottom. Basically, the background is "lifted" about 20 pixels.

EDIT: I fixed the background issue. I just enlarged it a bit. No biggie.
#11
I start the game, two rooms so far.

Looking/interacting/talking to objects and talking with characters... both play speech files (ogg format).

Walking towards second room, entering second room.

Looking/interacting/talking to objects doesn't play speech files.
Dialogues have no problems.

Rooms were coded in the same way...

Code: ags

Room 1 example

function hHotspot1_Interact()
{
if (player == cKauff) {
  cKauff.FaceLocation(154, 639);
  cKauff.Say("&46 Use ...the ...crops.");
  cKauff.Say("&47 I don't get it.");
}
else {
  cGustav.FaceLocation(154, 639);
  cGustav.Say("I don't have to pee right now.");
}}


Code: ags

Room 2 example

function hHotspot2_Look()
{
if (player == cKauff) {
  cKauff.FaceLocation(710, 187);
  cKauff.Say("&50 Oh, a pretty cloud!");
  cKauff.Say("&51 Looks like icecream!");
}
else {
  cGustav.FaceLocation(710, 187);
  cGustav.Say("Hm, just a cloud...");
  cGustav.Say("Reminds me of Kauff's hair.");
}}




Yes, there are two player-characters... but that shouldn't matter. It simply doesn't take the "&50" command before the lines.

Command "&47" from room one is played correctly, text and sound.
Command "&48" from room two is not played... ...no sound, but the text appears.

I've checked 3 times on each line... they all have been named correctly, no errors, no nothing.
What could be the issue here?
#12
Short version:

I read the help file... useful stuff but I can't really tie them together.
How do I make the game show one idle animation after 5 seconds...and another idle animation for the same view (let's say Front) after another 5 seconds?

LucasArts style game.

Long Version:

Let's say the default idle view is 6.
And the other idle view is 7.

I think I can set up a global timer... and when that timer reaches zero I can change idle view of character to 7.
Then reset the timer.
And do it again to change it back to 6.

Question is... how do I "phrase" that in code?
I can't quite put my finger on it.
#13
Hi!

I have searched the forums for about 3 days, I have read most of the threads that contain the words "Verb coin". Apparently many people use the verb coin template. Which is very nice of them... but I need to figure out how to make a verb coin from scratch.

I've googled it, I've looked everywhere before posting here. I really am lost. My game is created with the idea that I want to learn how to do stuff, to explore ags, I love this program. That's why I didn't use the verbcoin template from the beginning.

Some guidance would be much appreciated, please and thank you.

On a side note, once I figure this out, I can release a small demo (with pictures and everything, don't worry Mr. Moderators, I've been haunting these forums for so long, I can RECITE the regulations).

So, ummm, anyone? Please? I've got cookies!
#14
Hello,

I spent one hour on this forum and looking through the help files and everything... basically, I've got all the information necessary to fix my error, but nobody says where or how should I use it.

Basically... I have a character John and a character Billy. John needs to follow Billy throughout the entire game, since the first room until the end.

I have only one room... I wrote  

cJohn.FollowCharacter(cBilly, 6, 9);

in the RoomScript.

It keeps giving me the error:

Parse error: unexpected 'cJohn'

The characters are named right. They both have walking animations, I just don't get it... why doesn't it work? Where do I have to write this? Or how?
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