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Topics - mysticjim

#1
Hey people!

Without further ado, here is the new tune contest!

I've elected to go with the title 'Baddie Theme.'

In films and a lot of computer games, whenever the baddie is introduced, or if he kills a major character, or does anything remotely evil, etc, his actions are underpinned by a recurring theme tune to heighten the effect.

Perhaps one of the most notable examples is the Imperial March in Starwars, which always pops up before the Vader does anything nasty!

A bad guy theme can also vary depending on the action - say, if your bad guy is merely lurking or stalking around, then it might be subdued, but if he's violently inflicting a horrible death on a group of victims, then the music will probably be loud, aggressive and dramatic.Ã,  You can do a subdued or dramatic theme, or even you could mutate one into the other.Ã, 

I'll not impose to many restrictive rules on this - I'd like there to be one definative and distinctive melody line/phrase that sums the character up, and probably pops up a few times during the composition, but you're not limited to just sticking to it, you can explore other areas then reprise it further on.Ã,  Above all, there must be a clear sinister undercurrent running at all times.Ã, 

There's big scope for the instrumentation on this, obviously, Starwars went for the full orchestra approach, villians in Bond movies often get creepy guitar accompanyment, but almost any instrument can be made to sound sinister if you experiment.Ã, 

Finally, when you post your tune, it might be fun if you tell us what sort of baddie you imagine you're describing with it.Ã, 

Here's the prizes...

1st. The Gold Baddie - Who will probably be the most evil creature in the known universe!

2nd. The Silver Baddie - Close, but not quite evil enough.

3rd. The Bronze Baddie - Still pretty damn evil, but not in the same league as the above.


Good luck dudes!



#2
I've obviously done something daft here, can anyone help?

I've defined an int called gamelevel in the global script, exported it and then imported to all rooms in the script header.

e.g.

// main global script file

int gamelevel = 0;
export gamelevel;

&

// Main header script - this will be included into every script in
// the game (local and global). Do not place functions here; rather,
// place import definitions and #define names here to be used by all
// scripts.

import int gamelevel;

Ok, so far so good, I've managed to use the variable in character interactions and object interactions fine. 

Problem I've had is that I wanted to set gamelevel to a certain number during some dialogue.  When the player asks a certain question I wanted gamelevel to be set to 1, I did this;

within dialogue script...

BIGJON: "Cheers mate, that would be a great help. You could save the day!"
EGO: "Well, I'd better get a move on, catch you soon."
BIGJON: "Laters Dude."
option-off-forever 2
run-script 1 // run the dialogue request to set gamelevel to 1
stop

Then in the dialogue request function ;

#sectionstart dialog_request  // DO NOT EDIT OR REMOVE THIS LINE
function dialog_request(int par) {
  if (par==1) {
  gamelevel = 1; //set gamelevel to 1
}

I saved the game got the following error;

"There was an error compiling your script. The problem was in Global Script

Error line 171 : Nested functions not supported(you may have forgotten a closing brace."

I'm confused by this as line 171 is the next function down from my dialogue request function,

#sectionstart character1_a  // DO NOT EDIT OR REMOVE THIS LINE
function character1_a() {

}

Its blank, I haven't touched it, and at this point in my AGS understanding, I've no idea what it does or how to use it, so why on earth am I getting an error with it???

#3
Ok, I'm really new to AGS, am trying to learn the scripting.  When I get stuck, which is pretty often, I have to consult a manual, where invariably I can't find what I'm looking for, I do a previous forum search, where I more often than not find an old thread with a link promising the answer - that usually always seems to be dead, or a link to the AGS Wiki, which I sure has almost everything I need but is so vast that I often can't find exactly what I want, or trawling through endless pages of stuff I'm not even close to understanding.

Is there a single, definitive list of scripting commands, broken down into useful and logical groups?  And if so, why is it not somewhere really obvious!!! The tutorials page on the website would be the ideal place.

So far I found this:

http://americangirlscouts.org/agswiki/Scripting

which was really helpfull on a lot of things, but I can not find anything on dialogue script specific commands.

Is there somewhere where I can search for a specific command and actually find a reference for it right away, without having to initiate a full scale search effort across multiple pages and forums, and thus avoiding the conclusion I've reached here, which is post a dumb question on the forum!

So far, I'm loving the AGS program, its a revelation - the basic tutorials were great and useful, and even my gentle introduction to basic scripting has been ok, the forums are useful and probably contain all sorts of things I'll find useful later on, but right now I seem to be in some sort of limbo between knowing the bare minimum and actually being able to competently use AGS, where finding something out seems to be a matter of slow and tedious detective work or complete pot luck.  I'm sure this must frighten off a lot of would be keen users of AGS.



#4
Hello everyone,

I'm very new to AGS, so please be gentle!

I've some questions about using dialogue options and how to switch them on and off.Ã,  I know this has been raised before, after checking both the manual and the forums, but I've hit upon a few snags and would really love some guidance!

I'm really trying to learn the scripting alternative to everything instead of just using interaction options, but for the novice I'm finding this is a bit of a minefield because I'm using the latest Version of AGS, and a lot of the previous posts and the copy of the manual I initially found were for an older version.Ã,  For example, I spent an hour trying to get the RunDialog command to work only to find it had been replaced by the .Start() command!!!! What confused me was that the Game- Run Dialog option still gives the code example using the RunDialog command!

Anyways, I'll stop blabbering and cut to the chase;

I set up a character interaction - when you talk to the character it runs a dialogue script;

Ã,  // script for Character 1 (Jon): Talk to character
dJon1.Start();

That was easy, so I thought I try and be clever! I wanted to disable option 2 of that dialogue - I searched for a command to do it and found

Dialog.SetOptionState

The example was a little confusing

if (GetGlobalInt(10)==1)
Ã,  Ã, dialog[4].SetOptionState(2, eOptionOn); //will enable option 2 of topic number 4 if the Global Integer 10 is 1.

All I wanted to do was basically replicate the Game Diasable Dialogue option in my above script before running the dialogue script itself.Ã,  I figured I could lose the If command stuff, I tried this;

// script for Character 1 (Jon): Talk to character

dialog[0].SetOptionState(2, eOptionOff); //switch off option 2 of Dialogue script 0
dJon1.Start(); //then run the dialogue script, hopefully with option 2 disabled

To my relief, this didn't crash my game, but it didn't work either! I can achieve this by using the Game Diasable Dialogue function then running my script, but this seems silly, and the reason for me trying to do this is because I'm planning on being able to use it to switch on or off multiple options depending on where in the game the player is, for example

if a variable is set to 0 then I want to enable options 1 and 2 but disable options 3 and 4.Ã,  Then later maybe vice versa if that variable has increased to 1.Ã, 

Where am I going wrong with the use of the Dialog.SetOptionState command?
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