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Topics - SpastikChuwawa

#1
 Hullo, chaps.

I was toying with the idea of making an AGI text parser style game next. I was curious how to adjust the character's walkcycle so that it "stays" on the last frame it was on when the player releases the movement key, instead of stopping on it's standing frame? I tried searching the forums to do this, but I couldn't find anything.

Muchas gracias.
#2
 After several weeks of work, I'm proud to present my first proper AGS game, and hopefully not my last, A G-G-Ghost!



Your name is Doug McBlandface. You're out for blood. Ghost blood, that is. Your father was killed by a no-good ghost you've dubbed as simply The Ghost That Killed Your Father. After a long journey (and several ill-fated love interests) you've finally found the hideout of this son-of-a-ghoul. But is there MORE THAN MEETS THE EYE? Robots in disguise?



Oh mah lawd, what's that 'round the bend?

A G-G-Ghost! is a point-and-click adventure game where you get to point at things, AND click them, too. You also get to 'splore a Haunted House and read a bunch of text. Sometimes you'll find some crap and combine it with other crap to make brand new crap. It's a serious game for serious people. A G-G-Ghost! even features a revolutionary soap-eating feature:



Mmmmphgh


UPDATE 7-14-09: Fixed the tutorial at the beginning (it said right-click was for verbcoin, left was for inventory. It's really the other way around). I also kept the file name as "verbcoin.exe so that the setup feature will work properly.

Download .zip file (11.4 MB) Version 1.0.2

I hope you guys enjoy it, and lemme know if I should quit while I'm ahead.


http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1187
#3
 I've run into yet another snag. I made a function that doesn't seem to be working.

In the game, the character has to collect three items. When he collects each one, 1 point is added to the Materials global variable (Materials ++,). When he collects all three, I want a Display to show up telling him he collected all the items and whatnot.

Here's my function code:

function All_Materials(EventType event, int data){
if(Materials==3){
 Display("You found all the materials!");
}
}

At the bottom of Global Script.asc I placed:

export All_Materials;

Then in the Script Header in Global Script.ash, I put:

import function All_Materials(EventType event, int data);

But when I play the game and get all the necessary items, the function doesn't pop up at all. I made sure all the items have a Material++ at the end of their Interaction functions, yet it still won't work. Any help would be mucho appreciated.
#4
 I've been working on my first real AGS game after messing around with the program for a few years (!), and I came across a programming problem I can't seem to figure out.


In my sorry excuse for a puzzle, the player plants a banana peel on the ground so that the enemy walking towards him will stop in his tracks and slip.

Here's my code, the chef is the enemy character:

cChef.Walk(cChex.x+150,cChef.y, eNoBlock, eWalkAnywhere);
if (oBanana.PPCollideswithC(cChef)){
Display("He slipped!");
}

The problem is that the Chef walks right over the banana and goes on his merry way. I'm thinking the problem may lie with the Walk command, but I'm not sure. Any help would be mucho appreciated.

Oh, and I'm using the pixel perfect collision module.
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