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Topics - Akumayo

#61
-You press play-
-A raspy voice begins speaking on the tape-
"Hello, I see that you are interested by the subject, or you would not have clicked the link... I am giving you a chance, a chance to be a part of something.Ã,  Can you do it?Ã,  Or will you drown with the rats of society?"

---Just kidding, anyway, I am looking for artists who can draw from first person, and who are skilled in drawing grime, decay, stains, etc.Ã,  Vertigo Studios has decided, after viewing Saw 2 (awesome movie) that we should create a fan-fiction game based on Jigsaw's games.Ã,  We have already obtained a nice array of storywriters, and our programmer (me) is confident in his abilities to create the puzzles our poor player will be faced with.Ã,  We lack, however, an artist.Ã,  We are looking for you, will you answer?Ã,  A sample background would be nice, the game will take place in a small bathroom containing a door on the inside wall, a toilet, with a small, double doored cabinet mounted above it, left of the door as you go in, a free standing sink by the right wall a little past the toilet, a standing shower with two sliding glass doors at the far end, and a window inside the shower with it's topmost edge parallel to the sliding glass doors' top holder.Ã,  The bathroom has not been used in about six years, so it is falling apart.Ã,  It is lighted by a single, free hanging lightbulb, activated by pulling a chain, mounted in the center of the ceiling between the cabinet and the sink.Ã,  We would appreciate it if you demonstrated your ability by drawing a first person view of what was just described, from any position in the room.Ã,  Thank you for your time.

-Regards, Akumayo and Vertigo Studios
#62
As the subject says, I am having trouble with the follow character function in a few ways.

Here's the problem:
I have (currently) two playable characters.Ã,  An interaction that involves talking to a woman, will first manually change the player to character1, then manually change player to character2, and then change player manually back to character1 again.Ã,  The problem is, because of the slowness it takes for a following character to reach a new room, I get an error saying I requested a room change to room -68 (weird...)Ã,  Anyway, I know there are ways to get around this, like stopping the interaction until the second character and the first character have matching current room values, but I would like to know how to simply stop the delay the following character has before entering the player's new room.Ã,  Is there a way to do this?

-Regards, Akumayo
#63
Black Flames:Ã,  Path of Methias (first-playable alpha):
Ã,  Ã,  Ã, Okay, I know it is extreemly buggy already, but all the bugs are fixable eventually.Ã,  This is my RPG, or, at least, my RPG's first playable alpha.Ã,  It currently only barely introduces the storyline, and shows you how the system will work.
Features:
Ã,  Ã,  Ã, Bird's eye view
Ã,  Ã,  Ã, Turn-based battle system with multiple character interface (currently two playable characters)
Ã,  Ã,  Ã, Working shop
Ã,  Ã,  Ã, Array of items/weapons
Ã,  Ã,  Ã, Ability to share items with party members by clicking on them with the given item, while maintaining that every character has their own inventory.
Bugs you should know about:
Ã,  Ã,  Ã, Save/Load gui does NOT work yet, use instead F5 (save) and F7 (load).Ã,  The "quit" button on the save/load gui does work.
Ã,  Ã,  Ã, Game does not auto-quit when you reach the end of the demo, you should quit when you receive the teleport option to Avadelphia (you don't have to, but nothing else interesting happens)
Ã,  Ã,  Ã, FOR CHEATING EYES ONLY (pressing F9 will result in healing the current character)
Ã,  Ã,  Ã, Items "lobster", "raw sushi", and "shrimps" are incorrectly sized, and will therefore appear x2 their size (sorry)

Anyway, I would like anyone interested to test it out, and tell me any (other) bugs they find, and their suggestions on the gameplay/battle system.

The story:
Ã,  Ã,  Ã, You play as Methias Brokke, a young man who finds his life devastated after a Galarian attack on his small village.Ã,  (now for things not in the demo):Ã,  Methias, along with Everaldi, a tall, quick-thinking elf, Jadam, a Fepleus (chaos sower), and Christeen, a young Xiasian woman fight against the powers of the Dark Flame god's son, Demal Acknutauk, a demon born into the world of men.Ã,  Will Methias be able to defeat this demon, or will he find it in his best interest to join him?Ã,  You decide.

Story:Ã,  30%
Code Basis:Ã,  91%
Playable:Ã,  14%




Download it here:
http://www.2dadventure.com/ags/blackflamespathofmethiasfirstalpha.zip

Enjoy!Ã,  (I hope)

-Regards, Akumayo
#64
I have a game.  The camera is located at a bird's eye view point, therefore, all characters are visible only from the top.  I am having this problem, I do not know how to alter their baseline and blocking range in way that will allow them to move around regularly, but not stand on top of one another all the time as they do at present.
#65
General Discussion / My anti-drug
Sat 03/12/2005 16:45:15
I've noticed that many spinoffs of the "anti-drug" campaign have been surfacing lately, so I decided to add my two cents.Ã,  Here's my anti-drug:
http://www.2dadventure.com/ags/Stewie,_my_anti-drug.bmp
(btw, JxTx is the signature I use at school, stands for my first and last names)
#66
Runtime Error:Ã,  unexpected eof

Ã,  Ã,  Ã, I have gotten this error many a time now, and have always been able to tinker with my scrips until it goes away, but it is getting harder to get around, so I need to know exactly what it is, and what in scripts causes it.

-Regards, Akumayo
#67
General Discussion / Paint.NET
Sat 03/12/2005 03:35:06
     Has anyone tried Paint.NET?  I found it when surfing Wikipedia.  It is soo cool.  It has almost every feature a basic photoshop has, along with a freelance, open-source liscense, and it's free!  I'm messing around with it now, and I am loving it.  If you don't have it, at least try it.  Does anyone else have it?  And if so, have you used it in your games?
#68
Finally, I have completed Labyrinth in full!Ã, 
Labyrinth, a game of challenge, wisdom, and luck.
Ã,  Ã,  Ã, Can you survive deadly monsters that are just as hungry as you?Ã,  Can you outlive the parasites you accidently ingest?Ã,  Can you find fire, or will you wander in total darkness?Ã,  Will you escape?Ã,  Or will you die?




Your life is in your hands, your life is in your weapons, your life is in your wits, your life is your to take or keep...The question is, are you strong enough to hold it...

2197 kilo-bytes.
Click the link below and select "Labyrinth.zip" from the list that follows...
http://geocities.com/oyamuka/

Here's a mirror (thanks to Brisby) in case geocities craps out:
http://aafiles.bicycle-for-slugs.org/full/Labyrinth/Labyrinth%20Final%20Version.rar

Happy wandering...

-Regards, Akumayo
#69
I am having trouble using ints.Ã,  Here is of the things I have already done to try to resolve the problem:
-The globalscript now starts with all the int declarations.
-The globalscript now ends with all the export int lines
-The script header now has all the import int lines

The error:
-parse error in expr near 'health'

BTW:Ã,  'health' is defined as as int health in all the ways listed above.

Here's where it happens:
Code: ags

Ã,  if ((health -= loss)<0) {


Any ideas?
-Thanks, Akumayo
#70
Hey guys, modified the module, renamed it and stuff, and it has a new function now (that I like a lot).  Here's the basics:

Code: ags

RandomBoundries(int min, int max);


This function is a general boundry random, inserting values:
Code: ags

RandomBoundries(7, 10);

Will return 7, 8, 9, or 10.

Code: ags

RandomDice(int amountofnumbers, int firstnumber, int secondnumber, optional int thirdnumber, optional int fourthnumber, optional int fifthnumber, optional int sixthnumber, optional int seventhnumber, optional int eigthnumber);


This function is a more advanced random choser.
Enter first the amount of numbers you want the function to
chose from, (2 minimum), and then enter the values.  Ex:
Code: ags

RandomDice(4, 5, 6, 10, 33);

Will return 5, 6, 10, or 33.

Code: ags

RandomWeightedDice(int firstcheatnumber, int firstnumberchance, int secondcheatnumber, int secondnumberchance, optional int thirdcheatnumber, optional int thirdcheatnumberchance, optional int fourthcheatnumber, optional int fourthcheatnumberchance);


This function is an advanced version of RandomDice.  It allows
for a certain chance of a number being called.  Chance values
must add up to total 100, and should not be negative to avoid
odd actions.  The default chosing requires four numbers, if you
want less, enter 0 for the chance of the number you do not wish
to appear.  Ex:
Code: ags

RandomWeightedDice(3, 30, 7, 60, 11, 10, 0, 0);

Will return 3 30% of the time, 7 60% of the time, and 11 10% of the time.

Created by Akumayo, with the help of strazer, Ashen, and scotch.

Download here (Thanks Neole!)
#71
This is a nifty little script I use to light my backgrounds.Ã,  I thought I'd share.Ã,  It turns the WHOLE background to a certain lighting, as opposed to regions which do characters/objects only.Ã,  It's usefull for making a room dark before the player hits a lightswitch and such.

-Create a sprite the dimensions of your rooms and the color you want to tint the room (usually black for dark or white for light)
-Set View to this sprite and create a character, we'll call him TINT, he has the said view.Ã,  Place him at x=160, y=200

In the beginning of the script (before game_start function):
Code: ags

function TintLevel(int tint) {Ã,  //From 0, a totally lit room, to 100, a pitch black room
Ã,  character[TINT].Transparency = (100-(tint));
}


Then, if you want to change the lighting in a particular room, let's say you need to turn on a light.Ã,  In the room's startup script, call:
Code: ags

TintLevel(70);

Then, for the interaction of the character flicking the switch, call:
Code: ags

TintLevel(0);


If you want the tinting to be in EVERY room, useful for things like a steadily darker night, and a dungeon or cave.Ã,  This assumes EGO is your playable character.Ã,  InÃ,  repeatedly_excecute:
Code: ags

character[TINT].ChangeRoom((character[EGO].Room),Ã,  160,Ã,  200);
#72
General Discussion / Games/Reality...
Mon 10/10/2005 01:59:03
Add to this list please, it is a list of all the things that now affect my normal, everyday life due to the overuse of AGS...and yet AGS still ROCKS my heart out...

-Tried to click an "undo" button after falling out of my chair
-Daydreams now consist of trying to shade something right pixel by pixel
-Doing math now sometimes ends up with opening and closing { } brackets and the occasional "else if" (my algebra teacher can't understand)
-Dreams of sitting in front of a computer typing, then awaking to realize you were'nt dreaming, but had just lost interest
-Lack of sunlight, pale skin, and a nagging mother who wants you to pick up sticks
-Using a script language keyword in normal conversation
-Talking to yourself...okay so that started before AGS

#73
I am having a bit of trouble with the RunAGSGame command.Ã,  I have sorted out MOST of the issues, but I am unsure where to actually place the extra game, and what files should be included with it.Ã,  Most of the time I get an error including "cannot load game" of sorts, but once I got "error loading sprites"Ã,  ???

So, any help or just a pointer is appreciated.

-Regards, Akumayo
#74
Okay, another inventory question, how DO you script scrolling inventory buttons, I cannot fathom it...
#75
I know there is an option on the main game screen editor for "Display multiple items multiple times."  I normally tick this, but my inventories always flood.  I don't really value the idea of a scrolling inventory, so my question is this:
How do you stack inventory items, displaying how many you have on each icon, without creating inventory items that actually have the number as part of their sprite?

I considered using globalints to track how much you have, but the problem remains, how do you display to the player how much they have?
#76
AGS Games in Production / Labyrinth
Sun 11/09/2005 01:54:00
Labyrinth, a game of wisdom and luck, will test your skill as both an adventurer and an player.Ã,  Every play is different, but the concept is always this...get yourself out, before you become the next death in the Labyrinth.






Download here by clicking this link and then clicking the file "Labyrinth.zip"
http://geocities.com/oyamuka

I recommend both running it in a window and at 640x400, this is for best output.

Comments and suggestions are highly aprrectiated.

LATEST UPDATE:
     After a lot of hours, I've really re-vamped Labyrinth, it is a whole new expierience to me.  Though music and sound have not improved, gameplay, puzzles, and some of the art has been edited and I believe it is a much more enjoyable game now.
#77
Once upon a time, not so long ago, you could say just a about anything in public and be taken completely seriously, but nowadays....

"I can handle myself."
"The pleasure's all mine."
"Here it comes."
"There it goes."
"I've got a crick in my neck."
"Jingle Bells."
"Carry these balls."
"I'm sore all over."
"I am conservative."
"I have a rash."
"I live in a nutshell."
"Grab my balls and lets go."
"This is the biggest thing I've ever put in my mouth!"
"I'm coming."

Add to the list if you like, we can't prolong society's downfall any longer, so let's support it!!!Ã,  ;D
#78
Completed Game Announcements / PLEASE LOCK
Mon 15/08/2005 03:40:41
Labyrinth:Ã,  A game of wisdom

Put your wit and wisdom to the test in Labyrinth.Ã,  Battle your way through monster's and sickness with whatever crude weapons and cures you can find.Ã,  Pit yourself against hunger and exhaustion as you struggle to find the exit.Ã,  Many have died in this dangerous labyrinth, will you be the next???



**EDIT**Ã,  4th Updated version available below

Download:Ã,  http://geocities.com/oyamuka
(once you click this link, click on the file "Labyrinth.zip" in the new window.Ã,  Thank you!)

(btw:Ã,  I recommend opening winsetup and setting the game to run in a window instead of fullscreen.Ã,  It makes the graphics cleaner because they're at the proper res.)

Changes so far (in order of update):
Ã,  Ã,  Ã, *Save/Load now accesable.
Ã,  Ã,  Ã, *Increased chances of winning (much more beatable and
Ã,  Ã,  Ã,  Ã, fun now.)
Ã,  Ã,  Ã, *Added Music Track (Bethoven was perfect...)
Ã,  Ã,  Ã, *Added "Hints" section to README
Ã,  Ã,  Ã, *Two new weapons
Ã,  Ã,  Ã, *Several new "cooking" items (many inv. items interact)
Ã,  Ã,  Ã, *"Skip Intro" option
Ã,  Ã,  Ã, *"Quit" GUI no longer standard
Ã,  Ã,  Ã, *Cursors updated
Ã,  Ã,  Ã, *Bug in monster fighting system fixed up (monster used to
Ã,  Ã,  Ã,  Ã, be able to attack once even after being killed)
Ã,  Ã,  Ã, *Altered room-change so game runs faster
Ã,  Ã,  Ã, *Added a basic tutorial README

****

Comments are highly appreciated here or by e-mail at akumayo@hotmail.com
#79
In one of my function scripts I have :

function enemy_bite() {
  GUIOff(BATTLE);
  Display("Enemy will use Bite!");
  SetObjectGraphic(2, 123);
  SetGlobalInt(105, (GetGlobalInt(1))-(GetGlobalInt(76)+1));
  SetGlobalInt(1, (GetGlobalInt(1))-(GetGlobalInt(105)));
  DisplayMessage(546);
  SetObjectGraphic(2, 0);
  dead_check();
}



However, in the game, the GUIOff(BATTLE); commmand seems to be completely ignored!  Also, the SetObjectGraphic commands are ignored whenever I call them from functions.  I'm flabergasted!  The GUI won't turn off when I tell it, and my objects won't change graphics!  What I am doing wrong this time?
#80
This is cool, on the forum boards, listen carefully:

Put your cursor over a topic (it will turn red) now click and hold down the mouse button, then quickly move the cursor off the topic and release the button simultaeneously (sp)!

Try several times, eventually, the topic stays red and you can move the cursor around, but the topic is still red!  You can hilight as many topics as you want in red!  But when you cursor passses back over the, they turn blue again!  (Might wanna fix this CJ!)
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