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Messages - Amiga1

#1
I think that perhaps the most amazing potential for multiplayer ags engine powered games could be drawn from the board games such as hero quest and dungeons and dragons,
one player plays the part of all the enemies and various components of the arena and aims to prevent the players escaping with the treasure, rescue a hostage or slay an evil wizard/dragon etc.
The way a computer can automatically reveal and hide things, or indeed a player like (frodo can put on a ring to become invisible ) are all things that its hard to do on the board but would work well on the screen.
satisfying battle chess animations would also be welcome.

so much more can be done with todays internet and computer power.
A game called Banna saga demonstrates this but unfortunately is not an actual (hero quest type adventure)
https://www.youtube.com/watch?v=IkYhjCMfyl4

#2
That was Profoundly helpful ever consider being a tutor?
Thanks

I did it and it worked a charm.

one thing though it said that there was a no such room error regarding the -1 room thing (death room)
I decided to make room 2 the death room and its working ? dunno why that is but room 2 is gonna full of dead stuff lol
#3
Thank you both..i will :)

I think once i have an example of this script sorted it will be ok i think from there i will not need much script except for stuff i know how to do.

I currently have the player character ego and just one npc. npc script name is : c1

I presume the npc needs a script name so is it ok to call it c1   ?

once done would i would enter it into the room script?  the script look like this ?
if (AreCharactersColliding (EGO,c1))
{
       character[c1].room = -1;
}
also i need to create a room named -1 i am guessing.

If some one can suggest where i enter the script and how the script should look id really appreciate it.
i am not going to be doing much more scripting and should be able to use the standard features to work on the game.
thanks if you can help
#4
I would like to make a situation where a character vanishes to another room when in direct contact with the player character how is that done. think pac man when he chomps a ghost or vice versa
#5
That help alot..i did not see that little bit of text in the view section. instant problem fix thanks guys and gals
#6
Beginners' Technical Questions / AGS version?
Sun 11/05/2014 22:39:36
Hi,
I am wondering which versions of AGS incorporate the (Flip sprite) function ?

Its been a long time since i was making games, so it may just be that i have not seen where the option to do this is on the interface.
I am currently using AGS 272 I am sure that i don,t have to flip the sprites and resave them on an external program i recall flipping them during the import sprite stage.

I do not need the newer versions of ags as it seems alot of stuff has been replaced with complicated scripting which is going to take further research.
Stuff like  simply changing the main players walk speed...(wasted 3 hours trying to figure it out..thats why i down graded back to 272 and then i found a box and just clicked it on it.
simple and better.

I can not use the new version of AGS for the same reasons i can not use window 7 or the new IOS 7 on my iphone so forgive my stubborness but when things are changed i am usually left completely behind.
It takes me a long time to figure things out and I cant always get time to relearn everything.
and yes i have a learning disability but i like to try and not let it stop me completely
#7
Its SO important to get a good e-cig and not a cheap nasty one. Also you need to know exactly what sort of experience you want to have while smoking.
I can run and exercise whilst quitting real smoking so its got to be a good thing.
I use the £15 Vapouriz Gemini ( its a small black cigerette size device with a USB charger it costs £2 to buy a new cart each cart is about 40 cigs.

one good thing is you can pop open the empty cartridge and pour more nicotie liquid in and reuse them.

they always try to upsell me at shop  with the newer or bigger versions ranging from £20 to £120 in cost but the thing is with all the fancy ones with all these pipe contraptions and tanks and so on...you don,t get a good throat hit..i like my little e-cig because i get that hit in the throat like a real cig.

I think most i have tried make all these big plumes of (smoke) but you don,t feel like you have smoked (very unsatisfiying)

lastly the flavour of the liquid is vital...for example tescos 10 motives  cartridges look and taste of cig dog ends. But vapouriz seem to have a nice flavour.
Im sure there are lots to try but in my case it was cheap = best.
#8
thanks yes id like to do a nicer version funny concept, horror movie survival quiz, a bit like that scene in scream where they have that discussion about it ,
#9
Oh here is the little part inside the vam i did, just liked how it came out :)

incredibly youtube actually stablise your shaky hand held cam videos so it should be a better vid than expected from now on
http://www.youtube.com/watch?v=sincCZcPzTY
#10
Adventure Related Talk & Chat / friday 13th
Fri 29/03/2013 14:07:17
Hiya every one i just wanted to share this silly bit of fun I had with AGS,
basically it was the second attempt at a game i have ever tried.
I wondered what i could do with no programming or scripting knowledge just google images, youtube, some screen captures and frankly outragous methods for trying to bring live action sequences to AGS.

the result of this partial complete project is a hilarious monstrosity i proudly call RETRO MARE a horror game survival.

Survival is most likely if you have watched more horror movies and know all the typical cliches that lead to death :) enjoy the footage

ps sorry for the bad recording quality on my iphone, the orignal game does not run on my new pc, it got complicated so i just recorded it of my old pc quickly

http://www.youtube.com/watch?v=gp5awvI2ZNM
#11
Quote from: Snake on Fri 11/12/2009 21:19:18
This looks like it'll be pretty interesting.

Amiga, I've resized your images to 640x480 for the ease of viewing. The size they were at was a little much ;)
thats cool, let me know how to do it,
I don,t know how to resize them using the method with [IMG] before and after the link.

Quote from: mkennedy on Fri 11/12/2009 23:11:38
For the third screenshot I would go for the option of "Run him over"
cool idea!

edit by darth - please do not double post!
#12
Here is a game i am making called retromare (its based in the world of 1980,s slash horror survival although it follows the theme more affiliated with the tonge in cheek movie scream from the late 1990,s
you have to make/ take  muliple choices trying to avoid fatal cliches that lead to your early exit from the game, such as
"will you  go into the garage on your own. yes or no?" etc
but set in a way that adds suspense and shocking screamers that jump out at you like those horrid shock videos you find on you tube.











his will be a short game made using images I find and pasting them together, once I have completed this I will be better prepared to take on a first person graphic novel style game featuring my own art work, which I hope will pay tribute to other great first person point and click graphic novel games such as Rise of the Dragon and Degavue
Which inspired me to begin working with ags with the first person format (as I find it is slightly easier to make a game this way as a beginner
The two games that inspired me to try this format:



I hope to have retromare finished by next halloween
#13
Quote from: Khris on Wed 09/12/2009 23:12:23
An easy way to switch between modes would be to use either a variable or use (a) specific room(s) for the beat 'em up parts.

Then check for the current mode (var/room) at the beginning of on_mouse_click() / on_key_press() and exit the function if the game isn't supposed to react.

Checking for hits isn't that hard either; when the player character's attack animation is played, do a simple check first, i.e. the z-coords' difference is within a certain limit, also their distance and the direction they face, then do a box collision check if the area matters (calculate the position and size of a rectangle that roughly matches the sword, check it against the enemy's body parts - basically, use a function that goes through the corners of the first rectangle and checks if they are within the second).

thanks for this advice as I learn more I will come back to this post when I am ready  to impliment this idea.
Its encouraging to get so much advice so quickly. got to do some learning before I post any more questions
thanks
#14
cool would love to see what you come up with !
guess i have to start learning more about scripting if i am going to merge a beat em up with a quest game.
#15
hello ,
I was recently delighted to find that some one  has developed a basic platform game engine for ags.
It is in the down load section under templates,
The ego character can jump kick and punch high and low very impressive.

my question is : is it easy to switch back and forth (in game) from the conventional ags point and click ,over to sections of the game that I wish to play as a platform game?

& and can these punch and kick actions actually be used to cause another character in the game to begin his/or her death animation and ultimately leave the room?
I would love to have some realistic limitation facts before i begin trying to make a game with to many enemies etc.
my ultimate dream is to recreate a game like moonstone on the Amiga !!!
but I appreciate that not all of it would be possible.
http://www.youtube.com/watch?v=y1lbCWqiqyk

I have been searching for an easy intuitive platform development kit for a long long time.
the last program i used to create a stunningly good result was the over head perspective
seuck shoot em up construction kit on the amiga,
then I discovered ags and endevoured to understand it well enough to create a quest,
I have stuck with ags 2.75 and have managed to make some really exciting demo games.

now I regret that i have serious learning difficulties with logic and maths is very taxing for me, I am very very creative & artistic and always full of exciting ideas but i am just not hard wired for complex programing or scripting.

I have tried game maker, platform studio, and multimedia fusion, each time there has either been a technical limitation such as not being able to import your own art, or more often than not the programs are much harder to use than you first assume.
any polite input would be appreciated on this matter?
#16
It makes me laugh when people say stuff like "£700 a month is cheap"?? ???

In short If you are going to be earning less than 25,000 pounds a year after tax I strongly advise you turn straight back around and head home.
I do a 40 hour week and am earning £8100 a year after tax.
which, I admit is my own under achieving fault ;)
but on the basis of that infomation you can see I am skrewed

many people have a much better standard of life than me  by simply living on the dole and getting housing benifits. >:(
The goverment say that you need at least this much money to survive??

having your rent payed for you in london is the same as being given £8400 a year for free also you get job seekers benifit which is £5376 a year for free.
This alone is £13776 thats : £5676 more than my entire yearly earnings >:(!!!!
what is funny is that when a person like me asks for any help with the cost of my rent or bills or food I am told to get lost,
" you are working so hit the road"
so until I decide to sit at home all day smoking weed and playing games it seems I must endure this hidden wage slavery.

In a Normal city (Norwich) I had a one bedroom one living room one kitchen, one bathroom city Flat for £365 per month it was clean and modern and to my self.
with all shops in walking distance and no stress or violence getting around

The London version (very similar Flat but seperate no kitchen) in Hammersmith
Costs £1200 per month! and its shared! so one person sleeps on a sofa bed.
so £700 each!
This is a crushing immoral rip off and unless you are earning more than you deserve you can see that!
My advice would be live in a (4-6 bedroom shared house)  have a room and pay about 120 a week, make a killing and get the hell out of London with a few hand fulls of cash before you realise that all your money has been unfairly charged off your oyster card on the tube, the council tax is an additional quater of the total rent and you still have to pay all your bills.
besides all the shops are marked up and you are no where near an affordable supermarket like Morrisions or Asda so you will be having to buy your food at ridiculous prices as well.
But best of luck be alert , very very alert or you will end up poorer than before you came here :-\
#17
Quote from: Akatosh on Sun 30/11/2008 10:29:06
I think you messed up with returns, comments and spelling of the commands. This should do the trick:

Code: ags

@S  // dialog startup entry point
return
@1  // option 1
jen:"Oh who are you?"
jen:"you made me jump, but Now I can see you must work here by your uniform"
ego:"Well you might call it a working holiday I suppose"
ego:"Im here for the experience you might say I can,t wait to go home though!"
Jen:"Well...Im  Herd number 001 I have been reared up on this farm but I don,t really know about the things you are talking about"
return
@2  // option 2
jen:"meat? did you say chicken meat?"
jen:"you can not be serious! I thought we were being raised to be servants to the great master at the Mannor house"
ego:"well perhaps you will become a servant I shouldnt worrie"
jen:"Yes Yes but please tell me about this chicken meat?"
ego:"well since I have spilled the beans on this issue I will tell you."
ego:"You my dear and all the other chickens are being bred because many customers come here to enjoy eating chicken"
ego:"you didnt know did you!"
jen:"GULP..."
jen:"Oh my, I guess Im on the menu then?"
jen:"I have to say,I wish I didnt know about this now!"
option-off-forever 3
stop
@3  // option 3
jen:"oh ...well ok ?"
option-off-forever 2
stop


Thank you very, very much Akatosh!
#18
Hi , I need advice on how to eliminate dialog options avalible to the player after they have been said once.
I have looked it up in the manual and attempted to insert the command:

//xoptionoffforever  & dialog.getoptionstate


but I don,t think I am using it right because all the dialog and player dialog just loops.

my dialog looks like this: option 1


// dialog script file
//Dialog.GetOptionState
@S  // dialog startup entry point@1  // option 1
jen:"Oh who are you?"
jen:"you made me jump, but Now I can see you must work here by your uniform"
ego:"Well you might call it a working holiday I suppose"
ego:"Im here for the experience you might say I can,t wait to go home though!"
Jen:"Well...Im  Herd number 001 I have been reared up on this farm but I don,t really know about the things you are talking about"
return
//Dialog.GetOptionState
@2  // option 2
jen:"meat? did you say chicken meat?"
jen:"you can not be serious! I thought we were being raised to be servants to the great master at the Mannor house"
ego:"well perhaps you will become a servant I shouldnt worrie"
jen:"Yes Yes but please tell me about this chicken meat?"
ego:"well since I have spilled the beans on this issue I will tell you."
ego:"You my dear and all the other chickens are being bred because many customers come here to enjoy eating chicken"
ego:"you didnt know did you!"
jen:"GULP..."
jen:"Oh my, I guess Im on the menu then?"
jen:"I have to say,I wish I didnt know about this now!"
//3optionoffforever
stop
//Dialog.GetOptionState
@3  // option 3
jen:"oh ...well ok ?"
//2optionoffforever
stop
#19
Quote from: KhrisMUC on Tue 23/09/2008 00:41:48
You can do it without scripting, 2.7 still contains the interaction editor.
Since the player is supposed to use the cement on a pond, you'll need to add the action(s) to the POND'S "use inventory on hotspot" event, not the player's.
First add a "Conditional - if inventory item was used" and set the number to the cement's index number.
Then double-click the "Do Nothing" child action and change it to "Player - remove an item from the inventory" (again set the number to the cement's).

You might want to right click that child action and "Add action after this..." to add a Display command to tell the player what's happened.

And please, do the tutorial in the manual.

Btw, you'll only need the Script O-name if you use code.
I will follow this very carfully, thanks
I just did not know where to use that player remove inventory command thanks a million

oh it worked by the way cheers
#20
Quote from: Snake on Mon 22/09/2008 17:49:21
Beore anyone else tells you, lose the all capital letters thing you're doing.

Have you read the manual?

I'll give you a push in the right direction:
In the manual, search for, LoseInventory...


--Snake
ok been there and read it , I managed to insert
character[EGO].LoseInventory(iconcrete);  and made sure to go to inventory and add a script name for this item first!
I put the line after a :if inventory item was used comand within character interactions
and the game still ran but nothing happened.
I read that its possible to just set AGS to do what I want automatically from the general settings but when I checked mine I could not find this option?

I was planning to use little or no scripting as I am very new to this.
I simply want the item to get (used up) when the player used it on the correct hotspot. do I need an earlier version of ags perhaps?
really need a hand with this? :-[
I am using AGS 2.7

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