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Messages - Captain Keen

#1
Beginners' Technical Questions / Re:variables
Sat 17/01/2004 14:41:20
Thank you :Dit worked
#2
Beginners' Technical Questions / variables
Sat 17/01/2004 12:33:22
Hello
How do you set a variable in one rooms so that it works in all rooms?
#3
About the sprite I'll just make it egal in paint the colors won't be exactly the same but that doesnt really matter.I don't think its a problem where both working on a ck game because the chance we both finish it is very small.

by the way how far did you come with your game?
#4
the answer is both

the bean with baconmega rocket
commanderkeen
the yorp

are exact copies from the game

I also used exact the same colors

I repainted the mountains and the egdgesfrom a total different view but it supposed to look like keen1 but it's also very different from the origenal game.

this is how the origenal keen1 game looks:
http://www.2dadventure.com/ags/origenal.gif
#5
hello poeple I have started making an adventure commanderkeen fangame but I,m wondering If it is allowed because commanderkeen is copy righted.
what do you think?

here is my first screenshot:  http://www.2dadventure.com/ags/screenshot1.gif

please tell me if you know if it's illegal or not because I don't want to do much work for nothing

#6
wow I can hardly believe it just worked  :D
I just tough I had to leave 1or 2 braces but specially there I had to leave 3 because it whas an if in an if ect

thanks for your help and a happy new year :)

#7
// main global script file

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

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

function show_inventory_window () {
 // This demonstrates both types of inventory window - the first part is how to
 // show the built-in inventory window, the second part uses the custom one.
 // Un-comment one section or the other below.
 
 // ** DEFAULT INVENTORY WINDOW
 InventoryScreen();
/*  
 // ** CUSTOM INVENTORY WINDOW
 GUIOn (INVENTORY);  
 // switch to the Use cursor (to select items with)
 SetCursorMode (MODE_USE);
 // But, override the appearance to look like the arrow
 SetMouseCursor (6);
*/
}

function on_key_press(int keycode) {
 // called when a key is pressed. keycode holds the key's ASCII code
 if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
 if (keycode==17)  QuitGame(1);   // Ctrl-Q
 if (keycode==363) SaveGameDialog();   // F5
 if (keycode==365) RestoreGameDialog();  // F7
 if (keycode==367) RestartGame();  // F9
 if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
 if (keycode==9)   show_inventory_window();  // Tab, show inventory

 if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
 if (keycode==22)  Debug(1,0);  // Ctrl-V, version
 if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
 if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}

function on_mouse_click(int 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==LEFT) {
   ProcessClick(mouse.x, mouse.y, GetCursorMode() );
 }
 else {   // right-click, so cycle cursor
   SetNextCursorMode();
 }
}

function interface_click(int interface, int button) {
 if (interface == ICONBAR) {
   if (button == 4) {  // show inventory
     show_inventory_window();
   }
   else if (button == 5) {   // use selected inventory
     if (character[ GetPlayerCharacter() ].activeinv >= 0)
       SetCursorMode(4);
   }
   else if (button == 6)    // save game
     SaveGameDialog();
   else if (button == 7)   // load game
     RestoreGameDialog();
   else if (button == 8)   // quit
     QuitGame(1);
   else if (button == 9)    // about
     Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2003 Chris Jones");
 }  // end if interface ICONBAR

 if (interface == INVENTORY) {
   // They clicked a button on the Inventory GUI
   
   if (button == 1) {
     // They pressed SELECT, so switch to the Get cursor
     SetCursorMode (MODE_USE);
     // But, override the appearance to look like the arrow
     SetMouseCursor (6);
   }
   
   if (button == 2) {
     // They pressed LOOK, so switch to that mode
     SetActiveInventory(-1);
     SetCursorMode(MODE_LOOK);  
   }
   if (button == 3) {
     // They pressed the OK button, close the GUI
     GUIOff (INVENTORY);
     SetDefaultCursor();
   }

   if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
     // scroll down
     game.top_inv_item = game.top_inv_item + game.items_per_line;
   }
   if ((button == 5) && (game.top_inv_item > 0)){
     // scroll up
     game.top_inv_item = game.top_inv_item - game.items_per_line;
   }
    function dialog_request (int parameter) {
     if (parameter == 1) {
     Display("blablabla");
   }
   }
#8
nope that can't be it it says error at line 106 and thats at:  function dialog_request(int parameter) {

so it can't be anything else
#9
    }
    function dialog_request(int parameter) {
    if (parameter == 1) {
  Display("blablabla");
   }  
 }

here it is but what are braces?
#10
I now understand more about how it works but when I do that it still doesn't work it still says nested functions not supported.do I have to change the word parameter in something random?It still doesn't work.
#11
Im new with ags and I just start of with scripting and I have a problem

I want to run script in a conversation by using 'run-script x" the totorial says use "function dialog_request"
(int parameter) but I don't understand why I should use INT and wathever I try it says error "nested functions not supported" I allready read all the helpfiles but I cant get it to work

could anyone help me out.
#12
Beginners' Technical Questions / Re:palette
Thu 24/07/2003 19:44:15
I allready tryed photoshop and it doesnt work but ill try some other paintprograms
#13
Beginners' Technical Questions / Re:palette
Thu 24/07/2003 15:33:59
but paint doesnt have that option.
#14
Beginners' Technical Questions / palette
Thu 24/07/2003 14:41:15
im just starting with ags and i wand to make a 255 color game and I wand to import colors from paint to ags. how do you do that?ags doesnt recognize paint files.how can you change them so it does?
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