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Topics - aussie

#1
Hi all! It's been years since I last posted here. It's great to see familiar nicks still around!  :grin:

Today I bring you an embarrasingly basic scripting question.

I am trying to set up the turns of a turn-based combat system. So far I have defined the characters' and enemies' attributes in structs in the header and main script. I can import and export these between the battle room and the main screen without problems. I can also have different enemy and hero parties depending on the battle I need to run, so I feel things are coming together nicely.

But here is where I run into trouble. Each character/enemy has a speed attribute (int) which should determine the order in which he is to act. Now I am trying to automate the turns and I feel I am getting stuck in one of the easy parts of the process. I have arranged the speed attributes in an array of int values and I need to have them in descending order. Any tips?

Thanks!

Edit: I have also run several searches in the forum but I cannot seem to find what I am after.
#2
Hi all,
I have this function in my global script where I have defined an array containing the same variable (health) for a series of characters. It looks like this:

Code: ags

funtion character_health();
{
int health [10];
health [0]=100;
health [1]=80;
...
health [9]=50;
}


Much later, I have different function to check if a character is dead once it takes a hit during a battle. More or less like this:

Code: ags

funtion character_takes_hit();
{
(...)

int hit = 50;

if (health[0]>=hit) {health [0]=health[0]-50;}
else {//character dead code goes here}

}


The problem is I get an "undefined symbol 'health'" error. It looks like AGS cannot pass array index 0 into the second function. Is that so or am I doing anything wrong?

I've run a forum search and it looks like passing array indexes into functions used to be problematic. However, the earliest post I found regarding this topic is from 2010. I wonder whether it's been fixed.
#3
Hi all,
I have a Monkey Island dialog GUI (you know, the black box with a list of options down the bottom of the screen). I need to list like 10 or 12 options, but I don't want to make the box any bigger so it doesn't interfere with the characters in screen. Two silly questions:

1. Can you have scrolling dialog options? (like in MI's insult swordfights)
2. If so, which is the easiest way?

I've run a couple of forum searches, but the search function seems a bit sluggish today. It's not giving me any results.

Thanks in advance.

BTW, I'm running version 3.2.1
#4
Hi all, I have two basic questions:

1. I'm making an 800x600 res game. I'm using real pictures. After completing five rooms, the game is already up to 45mb. Since I'm planning quite a few more, I'm afraid the file size could really skyrocket.

How could I keep it down? Please note that lowering res won't do, and that I have already compressed sprite size and changed from 32 to 16 bit color (this doesn't seem to affect game size).

Just in case it turns out to be important: I started off with 1024x768 then switched to 800x600, then reduced all bgs and sprites.

2. What takes up the most space in a game? Am I on the right track changing sprites and resolutions?
#5
Critics' Lounge / Closeup portraits
Tue 01/11/2011 10:53:41
Hi,

I have made these three closeups based on some earlier sprites by buloght.

They kinda look allright when you zoom in, but they're not great at the screen resolution - which is the resolution of the game.



I just need some advice as to how to improve them. In particular, I want to develop a style that is both simple and effective (i.e. I'm trying to minimize shading and stuff like that because I'm not very good at it).

Paintovers are more than welcome.



#6
I've done a search for this in the forums, but it's kinda difficult to word it correctly.

I have this conversation where there is one single dialog option left to say. The player character says it automatically, but I want the player to actually click on it before it is said. How do you do that?

The question is pretty basic. The fact is I've done it already in the game I'm working on, but I can't remember how.  :-\

Thanks very much.
#7
Here is another question on display boxes. (*)

Anyway, I have this dark-grey display window instead of the custom white Sierra-style box.

I'd like the font inside the box to be white in the inside with a black outline. However, when I use the display instruction [i.e. Display("My text here");] the inside of my outlined font always shows in the color of the window background (dark grey). A dark grey font with black outline against a dark grey background doesn't look very good.

Lucasarts-style speech fills outlined fonts with color, so I guess what I need to do is possible. However, I don't know how to go about it.

Any ideas?

Thanks very much in advance.  




(*) I'm loving the new AGS editor, but I'm also having lots of trouble finding the functions I need.  :-\
#8
Hi again guys  :)

I'm looking for the function which allows you to center text when you use an instruction such as:

Display ("My text here.");

By default, this text comes up left-justified in a white Sierra-style window. I'd like it to be centered. I know this was possible in the old days with the ALIGN_CENTER function, but I can't find the right instruction now. Neither in the help file nor in the forums.

Does anyone know if centering text is possible?

As always, thanks in advance.


#9
Hi all.

I'm still coming to grips with the new editor. I have a question as to how to make a numerical GUI label which I can change as the player does stuff. It's supposed to work similarly to the score function.

In essence, the screen shows a grid with multiple places where the player can drill a well. Drilling a well costs money. The amount of money the player has is displayed inside a GUI window. This amount should decrease everytime he drills a well.

Everything is fine Global Variable-Wise. I set an int variable "money" with an initial value of 1000. Then, every time the player clicks on a hotspot there is a money=money-100 which substracts the money. I can also display it on screen momentarily using the display command.

What I cannot do for the life of me is access the GUI label to display the figure permanently. I thought you could do this with setlabeltext type functions in the old editor. In fact, I think I managed to do it back in the old days. However, I can't really remember and the help html seems a little limited in this regard (either that, or I'm not finding exactly what I'm after).

How would you guys go about it?

#10
Hi all,
I have been an AGS user for eight years, so I feel a little embarrased to ask this.  :-\
How do you change the quit message ("are you sure you want to quit?") in the current version? It's not with the GUIs and I can't find it doing a search in the global script. ???
Thanks in advance.
#11
Ok, stupid question here:

Some time ago I used to make AGS games (then life caught up with me). If I recall correctly, back then I could simply copy and paste sprites from the clipboard into AGS' sprite folders. Today I tried to do it with AGS version 2.7, but the paste option simply wasn't there.

Did I overlook something or has this feature disappeared? To me that would be a shame, as I used to find it more practical than importing files.  :'(  


#12
Critics' Lounge / Minimalistic portrait
Wed 25/10/2006 18:46:32
Lately I've been toying with this minimalistic technique (by minimalistic I mean to achive a facial likeness with as few lines and colors as possible):

To be honest, I'm pleased with the result. Still, I know this pic can do with some constructive criticism. Particularly with respect to the forehead hair (and with the hair in general, because I tend to find it very difficult to draw).





Paintovers super-welcome!
#13
Critics' Lounge / Stadium
Sun 24/09/2006 22:22:00


It is one of those European soccer stadiums. I guess it's pretty much functional for an intro/cut scene, but I would certainly love some help to improve it.

Thoughts?



Ignore the black frame. It's there for the GUI.

Edit: I've also noticed there are a couple of pixels out of place (where the scoreboard is, particularly). Ignore those too.
#14
Hi all,

Here's a question for the web design gurus.

Say I want to have a vote-based ranking system for a website. Nothing fancy.

For instance, say I have a list of ten games. I want my visitors to give a numerical mark (1 to 5) for each game in terms of plot, puzzles and music, and then I want the website to calculate the average of these values (much like the AGS games page does). Then I want an automated game ranking from the highest to lowest average. And also the possibility to retain IPs, so that people cannot vote twice.

I figure I would probably need to use PHP, but is that hard to do? How would you guys go about it? Maybe there are ready-made scripts? (I mean, there are heaps of websites out there that have this sort of stuff...)

I have some general programming experience, but my website design knowledge is restricted to placing text and pictures in dreamweaver. So I need advice for dummies.

Thanks in advance.
#15
Critics' Lounge / I want it eerie
Fri 14/04/2006 17:29:46
Hi all,

I've been toying with this bg for a bit. I would like it to look scarier.

I realise that my style may be a tiny bit too cartoony, but anyway...





Suggestions to make it generally better are more than welcome.

Especially paintovers.

#16
Completed Game Announcements / Chick Chaser
Wed 17/08/2005 21:52:03
After awhile of inactivity, AussieSoftTM proudly presents...

Andrew Gourdo is... Chick Chaser

You play Andrew Gourdo, a uni student who has just been dumped by his girlfriend. Your task is to get her back.

Chick Chaser is essentially a romantic comedy, intended as a tribute to the Secret of Monkey Island and Leisure Suit Larry series.


In Chick Chaser, you'll get to...


Experience life at college!


Face the challenges of uni life!


Visit Western Thathurst University!


Meet a load of girls!

FEATURING
- A tearful love story.
- Humor and drama in equal amounts.
- Heavily stereotyped female characters.
- A grand total of 39 rooms.
- Over 100 views.
- Over 450 sprites.
- Over 15 interactable characters.
- Over 15 dialog topics.
- Over 10 GUIS.
- Over 20 inventory items.
- A point-based ranking system.
- A classic graphical adventure interface.
- A bunch of copyrighted midis and sound effects.
- One hidden puzzle.

WARNING: There are a couple of situations in the game that could be interpreted as adult-oriented. However, there is nothing you wouldn't have seen in the first six installments of the Leisure Suit Larry series. If you found those offensive Chick Chaser is not for you. Also, just to be on the safe side, you probably shouldn't play the game if you're under 16 years of age.


So there, if you want to download it, the link is HERE, HERE or HERE (thanks Steve McCrea)


And BTW, it's geoshitties, so it'll be down every now and then. If anybody wants to set up a mirror, that'd be very much appreciated.

Thanks a lot magitz and Daniël Brooks for painstakingly beta testing the game.
#17
After awhile of inactivity, AussieSoftTM proudly presents...

Andrew Gourdo is... Chick Chaser
PLOT
You play Andrew Gourdo, a uni student who has just been dumped by his girlfriend. Your task is to get her back.

Chick Chaser is essentially a romantic comedy, intended as a tribute to the Secret of Monkey Island and Leisure Suit Larry series.


SCREENIES
In Chick Chaser, you'll get to...


Experience life at college!


Face the challenges of uni life!


Visit Western Thathurst University!


Meet a load of girls!

FEATURING
- A tearful love story.
- Humor and drama in equal amounts.
- Heavily stereotyped female characters.
- A grand total of 39 rooms.
- Over 100 views.
- Over 450 sprites.
- Over 15 interactable characters.
- Over 15 dialog topics.
- Over 10 GUIS.
- Over 20 inventory items.
- A point-based ranking system.
- A classic graphical adventure interface.
- A bunch of copyrighted midis and sound effects.
- One hidden puzzle.

PROGRESS
Graphics 100%
Puzzles 100%
Scripting 100%
Music/sound 100%
Beta testing 50%


LENGTH
I'm toying with the idea of releasing Chick Chaser as a full-length game. I have a total of 39 rooms, some of which are cutscenes, endscenes and so forth.

I reckon if LSL6 was a full-length game (and if some of those released as full-length are) this one also is.

But anyway, on this particular score I will listen to the opinion of the beta testers.


CALL FOR BETA TESTERS
I was a bad bad boy when I made chapter one of Wolf Country (released as a demo). I called out for beta testers, got them all interested, got their feedback...

And did nothing about it.

That will not happen again. There's an essential difference between Chick Chaser and Wolf Country. This time the game is actually finished, meaning that I'm no longer unsure as to what chapter 2 or 3 would be about, and whether I'd be able to finish the project overall.

Plus I've done some beta testing myself, so that'd save beta-ers a lot of work.

I want to get over and done with this game as soon as possible, so I will only take the first two who offer themselves as beta testers. Of course, beta testers get to be in the credits.

For those wishing to step forward, bear in mind I plan to release the game half way through this coming week (by wednesday or so). If for whatever reason you think you won't be having time in the next couple of days, please abstain.

Takers?

(*) Righto, I have two betta testers now. Stay tuned for my next post on the Completed Games forum.

#18
Just a question, I guess it's pretty basic but I'm useless at programming.

I have an intro scene, which I'd like to take place every time the game is started, and which leads to the title screen. However, I suppose that can get a bit annoying or people who have already played the game before.

How do I do it so that by pressing ESC I get over the scene?

Cheers.

BTW, I'm not using the OO AGS version, I'm using the previous one.
#19
It's seems like it was yesterday when Al Qaeda bombed Madrid's underground at peak hour, leaving 200 dead and over 1500 wounded.

Madrid's bells tolled for five minutes between 7.37 and 7.42am this morning. And the anniversary is all over the news today.

It was only lucky a lot of my friends were saved, as there was a strike at uni that day. Otherwise, they would have been in those trains. Thank God for that.

I think society on the whole has reacted pretty well to the tragedy. There have been no anti-muslim outbursts or anything like it this year.

It's a bit sad though, that the main political parties, without exception, have tried to make the best of it to suit their own political agenda.

Not a happy post this, but I just thought I'd bring the anniversary to people's attention. I guess it's our very own September 11.

Oz.
#20
Critics' Lounge / Map screen campus for c&c
Tue 08/03/2005 19:12:26
This is supposed to be a map screen of a university campus.



Before I move on to shading, I wouldn't mind some comments, particularly on the windows. I don't like the way they've turned out.

Ideas?
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