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Messages - tinyhippo

#1
That's a good point, yeah, I've missed that. But I'm guessing that the game_start function will be cluttered rather unpplesantly in the end.

May be there is a way to initialize the array somewhere inside the script module? I'm guessing it's impossible to call functions in the global scope outside of a function?


EDIT:

So what I did was make an overall module function initMainCharacterModule() and there I put my function that initializes the array, then I put this function inside the game_start function. I'll probably do another function to enclose all the module initializers and then put it into the game_start instead to reduce clutter further. Kinda used to a deeper abstraction, haha.                                                                                                                                                                                                                     
#2
Wow, that's new, haha. Thanks a lot.

I re-wrote it into this, took me a while actually to get all the types right:
Code: ags

String TalkInanimateArray[];

String[] initTalkInanimateArray() {
  TalkInanimateArray = new String[3];
  TalkInanimateArray[0] = "I don't usually talk to inanimate objects. 1";
  TalkInanimateArray[1] = "I don't usually talk to inanimate objects. 2";
  TalkInanimateArray[2] = "I don't usually talk to inanimate objects. 3";
  return TalkInanimateArray; 
 }

String getTalkInanimate(int number) {
    String result[] = initTalkInanimateArray();  
    return result[number];
  }


And thanks for the unhandled_event tip, I'm gonna use it there.

#3
Quote from: Khris on Wed 27/08/2014 11:24:23
Not really, you have to script it that way.
You can easily change the icon of a mouse mode: mouse.ChangeModeGraphic(eModeInteract, CHAIR_SPRITE);
Just make sure you keep track of what's happening next; if the player clicks anywhere else or changes the mouse mode, the game should revert fully to default behavior.
Thanks, just thought there's a better way :)
#4
Ok, first of all, I'm sorry that I'm cluttering the section with my stupid questions.

I can't seem to get a hold on how to use the arrays right. I have a programming background, but PHP doesn't seem to have taught me anything about strongly typed languages, and so I'm stuck.

Basically, I have a script module (which I decided to use as a data junk yard) and it has an array of strings which my character is supposed to speak when he looks at the chair.

The code is (MCData.asc):
Code: ags

string TalkInanimateArray[];

TalkInanimateArray[0] = "I don't usually talk to inanimate objects. 1";
TalkInanimateArray[1] = "I don't usually talk to inanimate objects. 2";
TalkInanimateArray[2] = "I don't usually talk to inanimate objects. 3";

function getTalkInanimate(int number) {
    return TalkInanimateArray[number];  
  }


With a header (MCData.ash):

Code: ags

import function getTalkInanimate(int number);


Then, in the room script, I have this code:

Code: ags

function oChair_Talk()
{
  int i;
  i = Random(2);
  cMainCharacter1.Say(getTalkInanimate(i));
}


And I get an error:

Quoteroom1.asc(18): Error (line 18): Type mismatch: cannot convert 'int' to 'const string'

There's something I grasped wrong, it seems. Appreciate any help.
#5
Hey!

Is there a simple way for a character to use an object on another object?

For example, the player clicks "use" on a chair, the cursor becomes that chair and the player is then able to click on a table in the room and use the chair on that table to "combine" them.
#6
Hey!

We're a team of cool people from all over the world, and we're making this little (relatively big, actually) game called "Indign". It is a tech-noir adventure with horror elements which mixes a lot of good stuff from games like Beneath a Steel Sky, I Have No Mouth And I Must Scream, Silent Hill, Sanitarium, Full Throttle and other really friggin' awesome games, but also has certain original stuff to offer. We'll have plot twists, flesh monsters, violence, strong language, strong mind-f**ck, comic book overlays, non-linear decisions, blah blah blah.

But first, we need another god damn artist. We have a couple already, but they are all doing their own thing, and recently one of them has left us because he just lacks time, yet he did a great job so far. We need someone who can paint backgrounds, make sprites and do anything else. You don't necessarily need to be a great artist, you don't necessarily need to be a pixel artist. Look at the picture below - if you can do something like that, you're welcome. Just PM, email me, or post here, okay?

Help a guy out, will you?



PS. We're doing a revenue share, if you happen to give a damn.


#7
PMing you asap :)
#8
I somehow doubt they will hit 200 000.
#9
I already resigned so I can lie in a puddle of mud all day and make adventure games ;)
#10
If she really has the skills she mentioned then everything should be golden. Although I don't know how exactly things work in the West, here in Russia it would be plenty.
#11
I'm a teacher, kids suck though :-[
#12
Quote from: icey games on Sun 02/06/2013 19:29:50
I could help with character concept art or portrait art. If you want that is. :3
Sure man, PM me your works, please. Sorry it took so long to answer.
#13
Quote from: Eldogond on Sun 02/06/2013 11:18:01
Hi there !

I'm not exactly what you are looking for, and it looks like you already have a musician, but if you're looking for another one, maybe just for one or two compositions, I'd like to give it a try !
I really love horror/sci-fi games, and the arts looks great ! :o

Here are some of my works (I'm just starting as a video game music composer) : http://eldogond.bandcamp.com/

Good luck with your project ! ;)
Although we aren't even close to sound production, we will definitely consider your offer later on. Thanks, man! Very nice sound you got there. :)
#14


Here's what we got. What do you think?
#15
[imgzoom]http://cs521417.vk.me/u176513067/doc/da7708b0f74f/animatsia_-geroy-idet-vpered-222.gif[/imgzoom]

Here's a walkcycle made for this character. Anything wrong with it?
#16
Thanks for every response, I really appreciate it. Spent some time reading through GF script and came up with something like what they did. Probably gonna do a simple puzzle chart for every segment + puzzle description and solution, separate scene description docs and a basic "skeleton" of the plot in general. :)
#17
Quote from: Crimson Wizard on Sun 21/04/2013 17:56:02
This was posted somewhere on forums before, I just think I'll repost:
http://ru.scribd.com/doc/8350715/Grim-Fandango-Puzzle-Document-Original
I don't know who you are, but I love you (laugh)
#18
Per location docs are a great idea, actually. I'll do this for the sake of convenience.
#19
Quote from: Stupot+ on Sun 21/04/2013 15:43:00
The way I've done it with my current project is that I basically came up with a basic plot first, then wrote what is essentially a walkthrough of the game with all the puzzles.  So I have the gameplay basically 100% down on paper.  Now I'm in the process of going through the document and fleshing out the story and dialogue.
I see. That is almost what I'm currently doing but i'm somewhat unhappy with that, I'm pretty sure this will cause problems with event triggering, because i'm not the one who will do the majority of coding.
#20
Greetings :)

Not so long ago I came to a conclusion that the way I write the script for our adventure game is, well, not efficient at all. It comes out as a step-by-step guide rather than a real script which is more useful for a movie, not an adventure game. This especially isn't that great when it comes to free roaming segments of the game, where the character isn't bound to linear actions. I can also see that causing certain problems with programming later on.

So, can you guys share any useful tips on how you personally write a script for your games? :) A template of some sort would be even better, if anyone is willing to share.
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