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Messages - Akumayo

#181
I don't need extensions, I think I'll be able to pull it off.  I usually don't make me entries over a long time, just a weekend or so.  So two days should be plenty for something like this.
#182
Thanks Matt!

BTW, who IS Bobcat Goldthwait?  I thought yoda's voices were original sounding...
#183
Well, I got a basic idea going now, but it's not actually working... at all.  I suppose I'll wait until my return, when I'll have a day or two work on it...
#184
Update.

The first full fledged beta is now availableÃ,  :D

The changelist in the first post should give you an idea of how much has been done.

I'm still looking for someone/someones who is/are interested in producing a few tracks for the game.Ã,  It only needs five, one for the menu screen and four for the various systems.Ã,  Credit will be given, of course.

Also, to whom it may concern, I'm leaving tommorrow, and won't have computer access again until June 16th.Ã,  So after tommorrow there won't be any replies until I get back.Ã,  I thought I'd share, so you all don't think I've died or something :).

Anyhow, the game is open for full fledged testing now, if anyone's interested.Ã,  Credit will be given to testers for their help.

Well, let the battle begin!

-Regards, Akumayo
#186
I've never worked with the TCP/IP plug-in, actually, but thanks for thinking you could rely on me :)

As far as making on online game of any sort, I would recommend BYOND (google it).  It's a decent 2d engine that is just a tad harder to learn than AGS.  I used it for a little while, but online games just aren't my thing.

-Regards, Akumayo
#187
I hadn't thought of doing that, it's actually an interesting idea.Ã,  I may look into doing something like this in the next few releases.Ã,  Thanks for the idea.

EDIT:

Spent the last few hours working on putting that idea together.  And, as it turns out, it's not such a great one.  It creates too many other problems, such as, now the ships that relyed on constant shooting to destroy bases are completely useless, all the time-trial missions are too difficult to beat, and the ships that shoot two bullets in the front are like gods, because they're the only ones who can actually hurt the bases.  Aside from all that, it made the gameplay much more slow paced... thus reinforcing the simplicity of it.  I felt like I was playing asteroids.

Once again, I thank you for the idea, because scripting it was quite challenging.  I won't use it, but it was fun to try  :), even if the results weren't so great...

-Regards, Akumayo
#188
Thanks!  I'm glad more than just myself thinks it's a good idea (though I was pretty sure SSH would).
#189
I think I saw something similar to this... in Zelda and the Lampshade of No Real Significance...
#190
What you'll need to do is create a global variable.

In the top of your global script, before any of the functions start, place this:
Code: ags

bool Entered_Contest = false;

export Entered_Contest;


Then, in the global header:
Code: ags

import bool Entered_Contest;


Now the variable Entered_Contest is available in all your rooms.  Whenever the player enteres the contest:
Code: ags

Entered_Contest = true;


Then, in the mailbox interaction:
Code: ags

if (Entered_Contest == false) {
  Display("There is nothing in the mailbox.");
}
else {
  Display("Hey, I got some mail!");
  //other stuff for getting mail here
}


Hope that helps!

-Regards, Akumayo
#191
Quote from: Exorph on Mon 29/05/2006 17:22:03
And that could have been less of a problem if the AI wasn't so easy to exploit. If you can, try to make up some different behaviours for the enemies..

Yes, the AI is in desperate need of work.Ã,  I am looking at options for improving it.

Quote from: Exorph on Mon 29/05/2006 17:22:03
Oh, and one major annoyance was that the faster enemy ships were way to hard to defeat with the ships that only shoot one bullet to the front since they have a tendency to fly sideways at you, and when they do, if you fire a bullet from the middle of your ship, it misses. Due to this I found myself disregarding those ships completely.

I've known that for a while, but you're the first person to point it out.Ã,  I've fixed this annoyance for the next release, and those single-firing ships are far more playable now that they can actually hit the enemy.

Thanks for the comments so far!

-Regards, Akumayo
#192
Yes, that too would be interesting, something like:

Code: ags

int last_music = 0;Ã,  //declare a variable for use later


Code: ags

//repeatedly_excecute

int new_music = Random(10);Ã,  //if you have 10 music files in total
if (new_music == 1 || new_music == 4 || new_music == 7) { //if you want musics 1, 4, or 7 to play
Ã,  if (new_music != last_music) {Ã,  //if the new music isn't the same as the music playing
Ã,  Ã,  PlayMusic(new_music);Ã,  //play the music
Ã,  Ã,  last_music = new_music;Ã,  //tell the script which music is playing
Ã,  }
}
#193
I think it would be more practical, though, to put them on the main site, where they will be seen more.
#194
Hello all.
As you may know, I've been working on Space Battles! for a few months now, and have come to the point that I need sound and possibly music to make the first real beta (1.0) complete.

Here's the production thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25699.0

I need these things presently (pm for more details if you're interested):

-A person to make sound effects (mainly explosions)
-A person to produce the music (space/arcade themed, not very restrictive here)


I hope to get some feedback soon!

-Regards, Akumayo
#195
Well, you could make the sidewalk and the grass below it the background, and leave the space above the sidewalk white.Ã,  Then, make an object with the sky scene on it, and place that above the sidewalk to make the sky.Ã,  Then in the room's reapetedly_excecute:
Code: ags

oSkyObject.X = player.x;

This way, the sky should follow the player's x coordinate, making it appear static on the screen, while the background is really scrolling.Ã, 

Just in case it lags one pixel, you should make that white space I mentioned earlier the same color that the main sky is (blue, surely), that way it looks smooth as it follows the character.

That should work I think, I haven't tried it at all though.

-Regards, Akumayo
#196
Yes, you could, but I still think we should make full support for them.  After all, there is/was a support like the one for games for plugins, isn't/wasn't there?  I just think it would be useful to be able to browse all the modules people have created and wanted to share, just like one can with games.
#197
The ChangeRoom function allows to specify x and y coordinates.

Intead of:
Code: ags

cEgo.ChangeRoom(2);


Do this:
Code: ags

cEgo.ChangeRoom(2, 160, 100);


That would change to room 2, and put Ego on coordinates 160, 100.

All this is explained very clearly in the manual.
#198
Why not have a page on the main AGS site for modules, that's set up like the one for games?  One could still upload a screenshot, and give a description of what their module does, etc.  I think that would be most helpful for those looking for modules in general, rather than for a specific task.
#199
A snapshot of me on the FBLA fieldtrip...Ã,  I had just finished announcing "I can burn out your sanity, with my EYEBALLS!!!"



-Regards, Akumayo
#200
I may not be able to enter this one, I'll not even be here from June 1st to June 15th...  But I may be able to whip an entry up if I have enough time before and after those dates.  Good luck to any other entrants!
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