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Messages - Barrett

#1
AGS Games in Production / Legend of Torg
Fri 02/10/2009 03:53:36
Okay,
   this is the first game I've taken a crack at since I wrote a tic-tac-toe game using VB6 in high school. (Mind you, brilliant AI!) Hopefully I won't get cast into oblivion, but I THINK I might be able to wrench a giggle or two out of this little gig. I honestly could have spent many more hours cleaning up the graphics, but I think it adds to the comedic value of the game. (Although I could have spent many more hours, and it would only be less sad.) I'm just trying to get a feel for AGS, but if I may, I'd suggest taking a look once I'm done at the least, as you'll get a good laugh or two I think...even if not the same cackle I was going for.

Graphics : 50%
Sounds : 50%
Story : 30%
Scripting: 40%

The game is moving right along I'd say. You are Torg, a caveman. During your journey you will stumble into, and unknowingly assist in the creation of the wheel. You will meet Bob, creator of fire. You will learn that grass is actually a better fuel than sticks. You will find that trips down the mountains to the north are much longer with stubs for legs. You will discover that Fred has a great taste in shirts, and much, much more.

I'm using Fruity Loops for some up beat, cavemanish music. I've decided to stick with one track for a most of the game.

A few screens are below. I plan to finish the game by March of 2010...but I'm building the game as I'm building a 1966 Mustang GT Coupe, so every time parts show up the game grinds to a halt. :)













As I said, I'm not really focusing on graphics appeal. (Obviously.) I will spend more time later polishing my hand at such things. I WOULD like to know how to get the white fuzz off of my sprites, but I'm sure I can figure that out myself with some time.

Thanks for looking!
#2
Fixed it.

Deleted the line,

invwindowtorg.Visible = false;

I'll have a drink now.
#3
I'd also note that I can :

A) Pick up grass, open inv, see grass, close inv, open inv, no grass...

B) Pick up grass, go to room 2, pick up stick, open inv, see stick and grass, close inv, open inv, no grass or stick

C) Go directly to room 2, pick up inv, see stick, close inv, open inv, no stick...

D) If I get the grass, open my inv, close my inv, go to room 2, and get the stick...when I open my inv, not only will the grass not be there, but the stick will not either.
#4
I'll post my code. Maybe someone has had this trouble. I'm trying to wade through all the inventory problems, so I've made two rooms, each with one item that can be added to inventory. Torg can get grass from his bed, and go to room two and get a stick.

GLOBAL:

// main global script file

// called when the game starts, before the first room is loaded
function game_start() {}


// put anything you want to happen every game cycle in here
function repeatedly_execute()
{
}

function show_inventory_window ()
{
  gtorginvwindow.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);
}

function hide_inventory_window() {
  gtorginvwindow.Visible = false;
  invwindowtorg.Visible = false;
}


//If the toolbar is visible, change the mouse to a pointer


// called when a key is pressed. keycode holds the key's ASCII code
function on_key_press(eKeyCode keycode)
{
  if (IsGamePaused()) keycode = 0; // game paused, so don't react to keypresses
 
  if (keycode == eKeyCtrlQ) QuitGame(1); // Ctrl-Q
  if (keycode == eKeyF9) RestartGame(); // F9
  if (keycode == eKeyF12) SaveScreenShot("scrnshot.pcx");  // F12
  if (keycode == eKeyCtrlS) Debug(0,0); // Ctrl-S, give all inventory
  if (keycode == eKeyCtrlV) Debug(1,0); // Ctrl-V, version
  if (keycode == eKeyCtrlA) Debug(2,0); // Ctrl-A, show walkable areas
  if (keycode == eKeyCtrlX) Debug(3,0); // Ctrl-X, teleport to room
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
  {
  }
  else if (button == eMouseLeft)
  {
    ProcessClick(mouse.x,mouse.y, mouse.Mode);
  }
  else // right-click, so cycle cursor
  {   
    mouse.SelectNextMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button)
{
  // OBSOLETE, NOT USED IN AGS 2.7 AND LATER VERSIONS
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE


function dialog_request(int param) {
}
function istick_Look()
{
   Display("It's a handy dandy stick. You found it in your cave.");
}

function istick_Talk()
{
   Display("Alas, it isn't the talking version.");
}

function invbtn_OnClick(GUIControl *control, MouseButton button) {
  UpdateInventory()  ;
  show_inventory_window();
}

function Button1_OnClick(GUIControl *control, MouseButton button) {
 
  hide_inventory_window();
}


function istick_Interact()
{
   Display("Feels like wood. Tastes like wood. I'd venture to guess we have ourselves a piece of wood!");
}

ROOM 1:

// room script file

function hwaterfall_Look()
{
   Display("The water running into your cave is cool, and refreshing.");
}

function hbed_Look()
{
   Display("It's your grass bed, with the softest rock pillow available at Rocks-R-Us.");
}

function hcavewall_Look()
{
   Display("The cave is where the heart is!");
}

function hHotspot4_Look()
{
   Display("Hey look! It's the ground!");
}

function room_LeaveBottom()
{
   player.ChangeRoom(2, 35, 35);
}


function room_LeaveRight()
{
   player.ChangeRoom(3, 35, 35);
}

function hbed_Interact()
{
   player.Walk(160, 342, eBlock);
   {if (havegrass>>0) Display("You have enough grass. There'll be nothing to sleep on if you keep it up!");
   }
   if (havegrass==0)
   {player.AddInventory(igrass);
   UpdateInventory();
   Display("You grab a bit of grass from your bed, and pocket it.");
   GiveScore(2);
   havegrass+=1; }
   
}

ROOM 2:

// room script file

function room_LeaveBottom()
{
   player.ChangeRoom(2, 90, 35);
}



function hcavewallsouth_Look()
{
   Display("If these walls could talk...there still wouldn't be much to say.");
}

function ostick_Interact()
{
   player.Walk(485, 247, eBlock);
   ostick.Visible = false;
   player.AddInventory(istick);
   GiveScore(1);
   Display("Ah! A stick! Oh, and a point! That's the easiest one you'll get, so relish it.");
}

function ostick_Look()
{
   Display("Looks like a stick to me, and a darn good one.");
}




function room_LeaveTop()
{
   player.ChangeRoom(1,  399, 470);
}
#5
I know I've been posting a good bit, but I jumped into a blank template, and got too far in to go back and play with the demo. (Though I do keep it open in another window for ref.)

- I pickup my "grass." I open up my inventory. Hey look! Grass! I close my inventory. I open it again...no grass. Who took my grass?

#6
Grrr. I just assumed those types of things changed automatically when you renamed the button.

Thanks again.
#7
// main global script file

// called when the game starts, before the first room is loaded
function game_start() {}


// put anything you want to happen every game cycle in here
function repeatedly_execute()
{
}

function show_inventory_window ()
{
  gtorginvwindow.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);
}

function hide_inventory_window() {
  gtorginvwindow.Visible = false;
}



function invbtn_OnClick(GUIControl *control, MouseButton button) {
 
  show_inventory_window();
}

function btnbacktogame_OnClick(GUIControl *control, MouseButton button) {
 
  hide_inventory_window();
}

   Once again I'm sure it's simple, but I've been toying with it most of the morning...oh, and the button is set to run script.
#8
That got it. Thanks for the help.
#9
Okay, so I've created my background image for my toolbar, I've setup my inventory button, and the toolbar works like a champ when set to "Always shown" in the Visibility option. However, when I change it to "When mouse moves to top of screen" it hides, even with the mouse at the top of the screen. What am I doing wrong?
#10
Wow, I feel a little dense for asking. I guess a little went "in one ear and out the other" while I was excitedly blasting through the tutorial. Thanks for the help. Sorry to post such a simple question.

#11
Hi,
   I've just started using AGS for the first time, and I must say I feel like I've done a great deal in a short time frame. My issue currently is that once I have walked to the bottom of the "home" room, and entered my second room, my character appears but will not respond to walk commands. I added a "look" hot spot and tested it, and it works fine. I'm sure it's something simple, but the tutorial doesn't seem to give any pointers in the right direction. I may not be looking in the right place though. Did anyone else have this issue when you first started? Any ideas?

Thanks.
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