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Messages - Akumayo

#481
Ignore the below posts, they are about a different problem.Ã,  My problem now is with GP_NUMINVITEMS.Ã,  I have this:
Code: ags
Ã,  Ã,  overwhat = 0;
while (overwhat <= GP_NUMINVITEMS) {
Ã,  Ã,  Ã,  if (InventoryItem.GetAtScreenXY(mouse.x, mouse.y) == inventory[overwhat]) { 
//some stuff
overwhat ++;
//more stuff

In my script, however, I get an error saying the array index is 3, and the inventory items vars are 1-2.Ã,  I have created only two inventory items, and the while function SHOULD stop the script upon overwhat hitting 3 shouldn't it?Ã,  What's wrong now?
#482
Right now I think I'll have to code around the RawDraw's and Arrays/Scructs to acheive the effect I'm getting at.  Still, dynamic characters would help...
#483
How would you sugest working around it?  I've thought of several ways, using arrays and structs to keep track of variables that would change the look of currently created characters, but that still won't work if you want the player to have... say... 600 citizens under their control  (I plan on maybe someday building a society game).  (I can't use AGS for adventure games, I just can't do it)
#484
Could/Will AGS ever support dynamic characters?  Think of the possibility there!  You could create characters on a whim, it would be particularly useful for strategy/society games don't you think?  It could support things like:
CreateDynamicCharacter(dynamiccharactername);
my_dynamic_character.SetDynamicCharacterView(int view)
my_dynamic_character.SetSpeechColor
etc, etc

I dunno, it seems like a good idea to me.
#485
General Discussion / Re: Genetic Manipulation
Sat 14/01/2006 17:34:47
Quote from: skyfire1 on Sat 14/01/2006 17:31:40
i can't wait until they give pigs wings. that will be the funniest day ever!

Yeah right, like that'll happen, you gonna have flying pigs too?  Oh... wait...  :=
#486
Between Haddas and buloght, it seems the rest of us are done for....
#487
Eh?Ã,  Why not?Ã,  Here's my entry, the German Soldier with a Trenchcoat and a Big@ss gun!

x1


x2


I went for a very very small resolution.Ã,  I think I accomplished meanness (or at least cold hatred), originality, and it's definately usable in a game, I mean, it's built for 320x200.Ã,  Hope it doesn't suck!

-Regards, Glacies Akumayo
#488
Rather than creating a new cursor, change the name of Usermode1 to "Lick" and change the graphic to the tongue.  Then in the editor, you can open interactions for "Lick" just like "Use" and "Look"
#489
Quote from: mozza on Sat 14/01/2006 01:27:56
What about something Monty Python, like Holy Grail?

-USE sword with Black Knight
(Knight's arm falls off)
"Now surrender!"
"What? Ã, Tis just a fleshwound!"
"Your bloody arm fell off!"
"You're just chicken!"

Something like that... funny stuff....
-A spanking a spanking!-
#490
General Discussion / Re: Genetic Manipulation
Sat 14/01/2006 00:52:32
I think cloning (anything, even humans) is perfectly acceptable.  I plan on being cloned before I die actually.  I also plan on donating my body to science and giving at least one or two of my organs away before I die.  That way, my cells will act as a cancer, and infect other cells with my DNA, until at last the person is more me than themselves, and I shall continue to reign over as Lord of Humans!  (A clone works easier though).  I would make a great president/congress/supreme court justice all at once no? 

VOTE Akumayo, remember, if it's not mayo, it's not okay-o

;D
#491
Ehh, why not?Ã,  I'll enter Labyrinth under

-Best Non-Adventure Game (Not only are there few in this category, but I think my use of AGS was rather unique, and the game itself is pretty enjoyable)

Here's the link (the comments below the first post are for the earlier version, the final is up for download though)
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22576.0
#492
Wow  :o
#493
Critics' Lounge / Re: 4 portraits
Thu 12/01/2006 01:28:56
They do look like they belong in the same game, no doubt there.  The fourth one bugs me though, something about the curve of his mouth compared to his nose, it looks somehow inconsistent to me, like maybe his nose is broken.  Also, could you post with lighter colored background, I can't really make out some of their hair.  Anyway, they are very beautiful portraits, my favorite is the third, I think it has the most personality.

-Regards, Glacies Akumayo
#494
1.) A Curlin (inside joke)
2.) Duh! A pinecone
3.) A lord.... of nippers... or... geese... or something

1.  Why?
2.  Why not?
3.  What IS Helm?
#495
Adventure Related Talk & Chat / Re: New Banner
Thu 12/01/2006 00:44:32
Sounds like a peachy idea to me, unless someone is against changing the banner at all.
#496
Or you could forget the whole idea about a "puzzle" and resort to the American way.
VIOLENCE!

Bash the keypanel with a baseball bat, somethings bound to happen right?
#497
1) Parkour
2) When I find an enviornment worth the effert minus law enforcement
3) Ehh... not really, when I can...

Now for my questions!

1.  WHAT is your name?
2.  WHAT is your quest?
3.  WHAT is your favourite colour?
#498
Oh well, I spell like I like too...
#499
 :-[  Thanks for pointing that out, it's fixed now...  sorry for that.
#500
BOOYAH!!!Ã,  First person to enter third time in a row!!!Ã,  Okay... I present to you, in all it's splendor:
Akumayo's Weather Module!!!Ã,  (-fake audience cheers-)

----------------------------------BEGIN UPDATE

UPDATE:  Akumayo's Weather Module now contains, the CastLightningBolt!!! function!!!  Now... who wants to get fried?  Here's the specs on the CastLightningBolt function and it's affiliate.

Code: ags

function CastLightningBolt(int boltseed_x, int boltseed_y, int boltstop_y, int boltstrike_speed, int boltstrike_xoffset, int bolt_color)


This is CastLightningBolt.  CastLightningBolt does just what it says, but works off Raw functions instead of overlays, meaning you can Cast lightning bolts when it is raining, snowing, etc.
-boltseed_x:  The x position of where the lightning bolt will begin
-boltseed_y:  The y position of where the lightning bolt will begin
-boltstop_y:  The y position of where the lightning bolt will end
-boltstrike_speed:  How fast the lightningbolt will fall (must be > 0)
-boltstrike_xoffset:  How much the lightning bolt will waver as it grows (must be >= 0)
-bolt_color:  The color of the lightning bolt

*NOTE:  Never, Never, Never call a CastLightningBolt function while one is already running, doing so will result in the bolt that was running sticking to the background, and a new one starting.  That's where this function comes in:

Code: ags

function IsLightningGoing()


This returns 1 or 0.  1 means a lightning bolt is playing, so DON'T call CastLightningBolt.  0 means no lightning bolts are playing, so you can CastLightningBolt if you want to.

Now, by merging these together, we can create a Lightning Storm!!!  (Demonstrated in the demo game):

To start up the storm, place this in any interaction:
Code: ags

Display("Let the reign of lightning begin!");
lightninggoing = 1;
hlight.Enabled = false;
CastLightningBolt(Random(319) + 1, 0, 200, RandomBoundries(5, 15), RandomBoundries(1, 5), 65472);  


Then place this under repeatedly_excecute:
Code: ags

if (lightninggoing == 1) {
  if (IsLightningGoing() == 0) {
    if (timerone == 0) {
      SetTimer(1, Random(40) + 1);
      timerone = 1;
    }
  }
}
if (IsTimerExpired(1) == 1) {
  timerone = 0;
  CastLightningBolt(Random(319) + 1, 0, 200, RandomBoundries(5, 15), RandomBoundries(1, 5), 65472);
}


And BOOM!!!  A lightning storm is born!!!  Check it out in the demo!!!  And remember, don't get caught in the lightning!

----------------------------------END UPDATE

Akumayo's Weather Module sports two functions that have literally no limit on their usage!Ã,  The possibilities are endless I tell you!Ã,  Now, allow me to clarify each function (This module uses functions from the Advanced Randoms Module, which is included in the download):

Code: ags

BeginEnviornmentalEffect(int slota, int slotb, int slotc, int slotd, int slote, int slotf, int slotg, int sloth, int envfallingspeed, int envwindspeed)


slota through sloth are the integers representing the sprite slot number of each weather piece.Ã,  This means you can have eight different designs of snowflake/raindrop/leaf, etc.Ã,  envfallingspeed is the integer representing how fast and what direction the weather pieces will fall.Ã,  Passing a positive direction will result in weather from the sky.Ã,  Passing a negative one will result in weather from the ground up (like bubbles).Ã,  The higher the absolute value of the integer, the faster the effect happens.Ã,  envwindspeed is the integer which controls how fast and what direction the weather pieces will move.Ã,  Passing a positive integer will result in movement to the right.Ã,  Passing a negative integer will result in movement to the left.

Code: ags

ChangeEnviornmentSpeeds(int newenvfallingspeed, int newenvwindspeed)


This function allows you to reset the speeds of an enviornmental effect, withough resetting it.Ã,  (Like for changing the direction of the wind.)Ã,  newenvfallingspeed allows you to redefine how fast and what direction weather piecies fall.Ã,  newenvwindspeed lets you redefine how fast and what direction weather piecies move left or right.

Now for examples:
Code: ags

BeginEnviornmentalEffect(8,9,10,8,9,10,9,8,3,-2); 


Assuming 8, 9, and 10 are spriteslots of snowflakes, the above function would make slow falling snow moving slightly to the left as it falls.

Code: ags

BeginEnviornmentalEffect(8,9,10,8,9,10,9,8,5,-4);Ã,  


This, however, would make snow falling pretty fast and moving pretty sharply to the left as it falls.

Now, if you were to integrate the other function in, then through repeatedly_execute you could make something more complex.Ã,  After creating a variable called weathergoing and setting it to one after calling BeginEnviornmentalEffect from elsewhere in the script, and making another integer called "w" and setting it to 0 by default:

Code: ags

if (weathergoing == 1) {
Ã,  if (w == 5) {
Ã,  Ã,  w --;
Ã,  }
Ã,  else if (w == -5) {
Ã,  Ã,  w ++;
Ã,  }
Ã,  else if (w != -5 && w != 5) {
Ã,  Ã,  w += RandomWeightedDice(-1, 10, 1, 10, 0, 80, 0, 0);
Ã,  }
Ã,  ChangeEnviornmentSpeeds(2, w);
}


This would end in weather that was moved left and right by gusts of wind, rather than having a constant windspeed.

IMPORTANT:Ã,  To end weather effects, pass BeginEnviornmentalEffect with all the "slot" integer values as 0, or a spriteslot that is blank.Ã,  Don't worry, the game runs at a normal speed still.

The demo game included in the download has the following effects to preview:
Rain
Snow
Heavy Rain
Heavy Snow
Sea Bubbles
Sandstorm
Meteor Shower (more like an apocalyptic doom of a meteor shower...)
Option to switch on code for varying windspeeds

A note on the side, and the only downside I've noticed so far, effects look sort of clumped together their first time across the screen, but they get better and more realistic quickly after that.

This module would also be ideal for leaves falling slowly, or something of that nature.

Download Akumayo's Weather Module Plus the Lightning Function (Advanced Randoms Module included) and the demo game previewing some of the possibilities:
http://www.2dadventure.com/ags/EnvModuleLightningUpdatePlusDemo.zip


Download the README which contains all the stuff in this post here (before Lightning update):
http://www.2dadventure.com/ags/AkumayosWeatherModuleREADME.zip

-Regards and good luck to all other entrants, Glacies Akumayo
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