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Topics - Alynn

#61
Ok, I don't have a bunch of info to go off of, just my memory, and I'm damn near 27, so alzheimers is setting in...

Ok, it was an adventure game... and it had the artwork of that guy that did the Alien artwork and stage stuff (from the movies), and Jon Davis' mic stand (lead singer of Korn) I remember there is a scene of an alien getting injected into a dudes head...

I wanna find that game again... so if you can help... I'd appreciate it...
#62
Maybe I missed this, but since it's been 2.5 months I've been AGSless because of being in Iraq, here is something that I could use in my game, and I'm sure it could be used on others...

WaitUntilMousePressed(int MouseButton);
WaitUntilKeyPressed(int KeyNumber);

It should be obvious, but these functions will block the game until the appropriate mouse button is pressed, or the correct key is pressed. This would be great for pausing the game (which I have coded in with the on_keypress function, but this could be a much easier way to do it), as well as when you read a note right now I have it setup with a graphic overlay with a 10 minute wait for a mouse, click to remove it...
This way instead of setting it up that way I could just have the game wait until the player clicks the mouse to remove the overlay.

In my mind (however empty it may be), it should be fairly easy to implement... but then again, I don't know the source ;)
#63
General Discussion / Happy Fathers DAy
Sun 20/06/2004 19:08:43
Yeah I know its not a day everywhere... but it is where I come from... and really shouldn't all fathers be recognized for the things they do... well the good fathers anyway... like me... except mines not all that happy... hard to be happy when you are on the other side of the world than what your kids are...

but to all the dads out there....

[size=25]HAPPY FATHERS DAY!!!![/size]
#64
General Discussion / Boom!!!
Mon 24/05/2004 12:08:13
We just got attacked... about 11 mortars hit...  But I'm fine... in fact... I was surfing these very forums when it happened...

"You've never lived until you survive war." -me

But anyway... I'm safe... nice to be here :)
#65
General Discussion / See Yas
Fri 09/04/2004 20:09:50
This is my see you later thread.... I don't know if I will have access to sites such as this once I leave (If you don't know I'm in the US Army and I'm heading to Iraq)... So this is my see you later thread....

I wanna thank everyone for the fun posts to read, and the help in the Beginner Tech and Tech forums...

Don't worry though I have to come back... I've had over 500 downloads of my AGS Demo, so I have to come back and finish it for you all...
#66
Ok I am making a 16 bit game... and I check the pallete to make cross hair colors on my inv items, I want a white dot with dark red (128 value, or 15 on the pallete checking util on ags)

the numbers are:
White = 65503
DrkRed = 30720

So I plug those into the editor, I then saved and had to go to work and closed out AGS...

I come back to work on my inventory interactions and noticed the values of the crosshair colors are now

Dot:  -33
Crosshair : -32768

The crosshairs don't show up at all with those numbers...

It looks like the numbers "wrapped".

CJ could you take a look at this?
#67
This is my FaceDirection(int ch, int direction) function...

Code: ags
function FaceDirection(int ch, int direction) {
  if (direction == F_UP) {
    FaceLocation(ch, character[ch].x, character[ch].y - 50);
  }
  else if (direction == F_LEFT) {
    FaceLocation(ch, character[ch].x - 50, character[ch].y);
  }
  else if (direction == F_DOWN) {
    FaceLocation(ch, character[ch].x, character[ch].y + 50);
  }
  else if (direction == F_RIGHT) {
    FaceLocation(ch, character[ch].x + 50, character[ch].y);
  }
}


The F_ are just constants for use with the function... for the most part, I have no problems with this, however when called in this block of code (Inventory on inventory interation)

Code: ags
if ((player.activeinv == 1) || (player.activeinv == 2)){
    DisplaySpeech(ALYNN, "Paper covers rock! I win!");  
    FaceDirection(ALYNN, F_DOWN);
    DisplaySpeech(ALYNN, "Maybe I should quit playing with myself.");
  }


The first speech is displayed... when I click to remove it, the game shows the wait cursor, and sits there... and thats it... when I alt+X out of it it is stopped at global script line 14 which is the line

FaceLocation(ch, character[ch].x, character[ch].y + 50);

Which... anytime else... it works fine, it only seems to mess up during inv to inv interations... my game is also set to turn before moving, so I don't know if that has anything to do with this... or it has something to do with the inv gui being open

If it is the GUI then I would like to offically make this a bug report...
#68
Ok, I seemed to have lost the 13 sprites I imported last night into my game, not a huge deal, at first I thought I didn't save, however, All the scripting I did last night for the view to work in the sprites I made last night were there. Well that was strange, but since I only lost 13 sprites, I wasn't too worried, I could just reimport them... so thats what I started to do... which worked fine

Then I tried to change their sprite numbers to what they were last night, and lo and behold, it said that sprite number already existed...

So what it seems to me, AGS still sees the sprites numbers, but they arent showing up in the sprite manager...

Is this a bug, or is there a fix that someone knows about that they can enlighten me with (**BTW AGS 2.6 SP1 version**)

EDIT: Oddly enough the first sprite still shows up in the room as an object, but if I try to change it it says the sprite doesn't exist... so I really don't know what is going on anymore...

Also, I can add new sprites with no problems, just can't change the numbers to what I had them last night.
#69
Advanced Technical Forum / Odd midi problem
Tue 30/03/2004 05:04:49
Ok I am using a certain midi in my game, the midi itself works fine, and is stopped using a StopMusic() command... however after that all my other midi's sound... strange.... almost as if the first midi had a certain controller event that didn't get fully released when StopMusic is called, messing up all of the following midi's.

I looked around for other midi's of the same song, but they were all either had the same problem (same midi). Or they wouldn't play at all on AGS...

the midi that causes the problem (if i take the midi out and don't play it the problem with the others never occurs) can be found here

The second one on the same website doesn't play at all on AGS for some reason... (this is the website which I got the midi

Thanks for the help...
#70
Ok... If i happen to let my cutscene go until there is talking and i hit esc... the game freezes and has to be Alt+Xed out of... my speech is set to no auto remove... I know it does it on my game.... so.... just reporting it
#71
Actually it did it with the first AGS Creditz as well..

Everything seems to be working just fine at first, credits are scrolling and the background is moving as the airplane flies around the screen.

However as soon as the background stops scrolling I get ghost images left over from the previous credit position (I use scrolling credits)

So I guess this is more a bug report than anything

#72
Ok, I finally got enough done with the game to start and nearly finish the introduction screen for my game "Sky Tower Rescue"

All that is left to do on it now is the opening credits (which involves uses the crediz plugin, and doing a few more rooms, one which is an animated background), so hopefully within the next week (depending on freetime and motivation) I will have the intro there for people to look at... That is proably all the farther I will get done with the game after 10 months or so, as I will be gone to Iraq and won't have access to AGS or my home computer.

SKWEEEN SCHOTS!
Part of Intro.crm

Very early screenshot before I really got going on the intro.
EDIT: Final cut will have different buttons for the GUI, when I was first experimenting I kept everything as is, the buttons will be largely similar, just colored.

Beginning of the intro

Finally a pic of one of the bad guys after he did something not so nice.


EDIT: The two screen sizes are because of size, the game itself is 320X240, but I run the game at 640X480 due to the fact that the TTF font I use is basicly unreadable at 320X240, and the fact that the Knig n00b can't speel (sic) at all makes reading what he said nearly impossable.

So the items that are smaller are the actual png's to cut down on dl time, the others are from the game while it's running...

It will have some strange quirky things to it, I'm trying to be reminicient of the old NES style RPG's and the like, hence the small character sizes and limited colors on them.
There will be adult language used, the main character (which is based on my internet personality) has some foul language, and the fireball guy uses it more often then not, not to be vulger but that is just it's personality.

Storyline is based off my moderation prowess on an RM2K(3) website YaBB board... You could also title this game "Alynn vs. the n00bs" as all the bad guys are the n00bs that have taken over the Skytower (The website is SkytowerGames), if you notice the flame guy above, thats Flame n00b (thus the bad language).

All the rest of the staff are captured, and it's up to Alynn to free them from the clutches of the n00b. Although Alynn's main motivation seems to be getting into the only female staff member's pants (LadyKiKi), of whom the Knig n00b wants to make his queen.

Basicly, it will have lots of bad puns followed by rimshots. Sexual inuendos, toilet humor, satire, and all that other goofy bs that I find funny.

Put it this way, while writing out the scripts for the character dialogs I would laugh out loud (and get funny looks from my wife at the same time).
#73
Critics' Lounge / Wav to go with pic
Fri 19/03/2004 00:09:12
Ok I have an "In association with" page, but I can't seem to think of a decent wav or fan fare for the following pic



Anyone have any ideas

EDIT: http://www.dailywav.com/0701/univended.wav

I tried this... I think it fits.... Lemme know if you think of something better...
#74
General Discussion / PHP help??
Sat 13/03/2004 01:42:50
Ok... everything for my download counter works, but I want to seperate the Header lines....

Code: ags
//Start the download
Header("Location: http://linuxbocks.com/astroedit/download/ae.zip");
//Then refresh the download page to reflect the new download number
Header("Location: http://linuxbocks.com/astroedit/download.php");


I tried putting a sleep inbetween, but if the download doesn't start before the sleep finishes, it just refreshes before the download starts, I looked into headers_sent(), but it willl start the download, but not refresh the page....

Can someone point me to some function that I could use, or a snippet of code to start with, or even a link?

Thanks
#75
General Discussion / 6 day assassin download
Fri 12/03/2004 01:57:31
I tried both mirrors... both zips came back corrupted...

Anyone know where else I could get it?
#76
Critics' Lounge / First full sprite attempt
Sun 07/03/2004 05:02:42
Usually I edit my sprites from origionals... This time I couldn't find anything suitable for what I wanted to do, so I decided to try going ahead and doing one myself. So I wanted to see what everyone thought... Please be gentle :P

small size

zoooomed in (300%)
#77
Currently right now you have to create a new view just for character talking animations. My suggestion is to add another checkbox to the character editor

|_| No Talking Loop

Then change loop 8 in views to a default of Talking view this way you don't have to use up an entire view for a talking animation. This just seems to make more sense to me than the current setup. If the user doesn't want loop 8 to be the talking animation he/she can just check the No Talking Loop check box, the same way they can for diagonal loops.

This should still work along with the Lip Sync editor (from what I can tell). And if the user still wants to use a seperate view he can by assigning the number like usual.

To extend this (the above is the main suggestion the following is optional but along the same lines) change loop 9 to the idle loop; loop 10 to the Thinking Loop; and Loop 11 is the Blinking Loop.

Doing all this will still give you 4 more loops to do whatever else you would like.

Like I said just a suggestion (but I would like to think it's a good one).

EDIT: I realized today that you actually need 4 loops for each of those, so unless CJ wan'ts to increase the number of loops per view doing a seperate loop for each wouldn't work... but could still be viable for just the talking view... I guess for some reason I just didn't think it all the way through.
#78
I started with it fade in/out worked fine... just out of curiosity I wondered if it would look better with a different style. So under General Settings I changed to  disolve, and tested the game... and encountered the most horrendous slowdown ever... i'ts the same for all the others except Fade in/out and instant those are the only two that work with no slowdown...

2.60 sp1 version 2GHz 512MB Ram....

bug, or is this normal when changing styles in the middle of development?
#79
I have an object that will basicly be an overlay for one of my maps I have the Alpha channel set correctly in my editor, so I save it as a png and import it, at that point the alpha channel doesn't work. Has anyone else had that problem, or am I doing something wrong?

I've also tried saving it as a bmp and that doesn't work either... my Game is 16bit AGS is 2.6 SP1... so if someone could shed some light on why it is doing this please let me know :)

Thanks
#80
Advanced Technical Forum / Looping midi's
Sun 11/01/2004 15:13:51
I'm pretty sure that I heard that AGS uses Media player to play midi's... if so maybe someone can tell me the midi controler event that tells Media player to loop from this point.

What I mean is I use AnvilStudio, and for instance in RM2K you can make a midi and set (at some point) a midi controler event b06f on channel 0 with a value of 111 the midi will not repeat from the beginning, but at that exact spot in the midi.

Its helpful to have a nice intro to your midi then start looping after the intro.

While this isn't directly related to AGS, it is, because I have many midi's that have intros, I just want to know how to make it so they don't loop from the very beginning at the end. So I can use them in my game.
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