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Messages - Alynn

#541
ResetSequence works.... but perhaps a bit too good...

Here is my situation....

The first room (room A) my credits run in uses sequence 1 and runs with no problem,

It then teleports to a second room (room B) where sequence 2 is started

Then it moved to room C which is just a different scene then it new rooms back to room B wehre sequence 1 is started with new perameters.... Except the second set doesn't work because the Reset deletes everything and doesn't seem to allow any new credits to be placed into it....

This is how I tried doing it

ResetSequence(2, 1);
counter = 1;
SetCreditTitleEx("Created With", 2, RED);
SetCreditEx("Adventure Game Studio by Chris Jones", 2, RED);

counter is just an integer that keeps track of the current number ID for the credits, SetCreditTitleEx and SetCreditEx are just custom functions that basicly add the credits to them without having to put in the same info for them over and over (I'm lazy)

nothing shows and in my rooms rep_ex which keeps track of if a sequence is finished (and doing the room changes) never fires... so it seems that the reset happens after I add the new sequence....

I'm not entirely sure, but I've tried doing it in different orders (first two using sequence 1, all 3) and the same thing happens, the newly added credits don't show...
#542
Personally if I want them to lose inventory I script it in...

So Don't automaticly remove inventory is always checked on my games....

After all, how can you have multiple items for multiple solutions :P
#543
Ok I figured out that every credit has to have a title or it won't work at all... thats my first problem, but I would suggest putting in some sort of error message, as just crashes doesn't let the user know what the problem is...

Also I would suggest that you allow multiple lines for a single title... After all if there is more than one Programer  you could have them all grouped under a single "Programing:" title

EDIT: Ok after playing with it some more, it seems it doesn't like multiple sequences, it seems to crash when defining sequence 3, so maybe 2 works, but the problem is when trying to reuse a new sequence if it is shorter than the previous sequence that occupied it, the extra credits from the previous sequence are displayed.  Maybe you should put in a FlushSequence(int sequence) that will delete everything in the sequence and avoid this problem. Either that OR upon RunStaticSequence or RunCreditSequence after it is finished it will automaticly flush its contents.
#544
Ok, I played and played and played and here is where it always crashes.

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0049CCC8 ; program pointer is +6, ACI version 2.60.698, gtags (9,200)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

(Room 12 script line 5)


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK  
---------------------------


Room 12 script line 5 is in the following function

Code: ags
4:   function RunSeq(int seq) {
5:     RunStaticCreditSequence(seq, 1);
6:   }


the first time it is called is here

Code: ags
if (character[AIR].x == 70){
    if (character[AIR].y == 110){
      AnimateCharacterEx(AIR, 5, 0, 0, 0, 1);
      character[AIR].y = 111;
      MoveCharacterDirect(AIR, 70, 440);
      
      SetCreditEx("Sky Tower Rescue", 1, 63488); 
      SetCreditEx("Presented by:", 1, 25567);
      SetCreditEx("Alynn Studio", 1, 25567);
      SetCreditEx("made in association with:", 1, 25567);
      SetCreditEx("SkyTower Games", 1, 25567);
      SetCreditEx("and", 1, 25567);
      SetCreditEx("TWiG", 1, 25567);
      RunSeq(1);
    }
//The rest is if statements for other locations the character
//will be at and the other RunSeq codes
}


EDIT: Sorry I thought I should add what SetCreditEx is...
Code: ags
function SetCreditEx(string Text, int seq, int Color){
  SetStaticCredit(seq, counter, Text, 160, 120, 3, Color);
  counter = counter + 1;
}


I also had x and y pos at -1 but that didn't work either

Sorry for triple posting, but I thought three posts with different information would be easier to deal with than one long post of lots of information.
#545
LT rm2k was rm2k3 was translated by alot of people but the most stable is by RPGAdvocate... but anyway... more about STR....

In the end if nobody else likes this game it won't bother me in the least, I'm building this for my own entertainment.  Which may make it a great game just for that but who knows.

Right now, AGSCreditz isn't working for me too well... so it probably won't be finished by this weekend (which I was hoping for) unless I can figure out why it's not working (or the creator answers my post in the Tech forum)
#546
Just for the hell of it I changed it to a static credit and this starts happening:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x01C02875 ; program pointer is +5, ACI version 2.60.698, gtags (9,200)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.


I'll look at it some more and change some things to see if I can pinpoint the problem more...

EDIT: I no longer get the error... but NOW no static credits show up at all

RunStaticCreditSequence(seq, 5); is the line I am using with seq being a parameter used in the function that RunStaticCreditSequence is called.
#547
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

#548
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).
#549
General Discussion / Re:Inhuman
Thu 25/03/2004 17:24:19
Bah I have to make light of this shit,

I'm about to go spend 10 months away from my pregnant wife and kids to go to Iraq, and deal with these bastards. I already know of one soldier that was killed by a 5-6 year old with a hidden pistol.

In an odd way I like hearing this shit, it makes me realize more and more that there is something that has to be done about this terrorism, it strengthens my resolve, and makes my personal sacrifice (leaving my wife and kids) seem a bit more worth it.
#550
General Discussion / Re:Inhuman
Thu 25/03/2004 17:10:45
<tasteless_joke>It goes to show you that 14 year old boys will do anything for sex</tasteless_joke>
#551
Kinda off topic,

But optimization of code is somethig that comes with time and experience, I know back when I was first learning basic at the age of 8 I wrote monstrosities of code that did very simple things... In college learning pascal, I found myself getting much better at it (and doing things in my 101 class I wasn't going to learn how to do "officially" until my 102 class, such as recursive calling of functions).

Now I find myself optimizing everything when I code (for the most part) which I actually attribute to being lazy, the more optimized it is, the less typing I have to actually do...

Now that I think about it... I think I'm just lazy.
#552
Personally I think you should call it the:

World Temporal Fallacy Organization (WTFO)

but I don't count...

* Alynn goes back in time to change his post.
#553
Also, just some thing added to above, here is how I handle grabing, you might try it, it works great for me...

Code: ags
function Grab(int obj, int curLoop) {
  AnimateCharacterEx(ALYNN, curLoop + 4, 0, 0, 0, 1);
  ObjectOff(obj);
  AnimateCharacterEx(ALYNN, curLoop + 4, 0, 0, 1, 1);
}


Of course put it in your header file then later on in the game... if the char is picking up object 2 you just call

Grab(2, character[CHAR].loop);

I also have the following for things like touching something but not actually taking...

Code: ags
function AnimateArmUp(int curLoop){
  AnimateCharacterEx(ALYNN, curLoop + 4, 0, 0, 0, 1);
}

function AnimateArmDown(int curLoop){
  AnimateCharacterEx(ALYNN, curLoop + 4, 0, 0, 1, 1);
}


Which I commonly use like

int loop = character[CHAR].loop;
AnimateArmUp(loop);
DisplaySpeech(CHAR, "This is sticky.");
AnimateArmDown(loop);

just more FYI :)
#554
If you push F2 it will show you how many of sprites/guis/buttons/views you have and how many you can use total...


And for Views it happens to be 400.
#555
What size? Depends on what resolution you want the game at... (same with the characters) backgrounds... anything really

If you want my opinion, the best way to figure it all out... is just do it

I experimented with AGS for over a month, trying different things graphics and so on and so forth... THEN I started on my game...

practice makes perfect, and there is no substitute for experience.
#556
General Discussion / Re:Wow! UFO in Mars!
Tue 23/03/2004 20:09:00
QuoteThe surest sign that there is intelligent life in the universe is, they haven't tried to contact us yet.

I don't know who said it, but it's funny...

At any rate I run seti on my computer (for those that don't know, you download snippets of information from different radio sattelites, and your computer processes them then sends the results back).

I'm not like a X-Files it's all a conspiracy thing.... But I believe they more than likely do exist, if they have been here, maybe, maybe not.

Do I really care? Not until they try to anal probe me.
#557
Ok I think you are just confused about blocking and non blocking functions

Quote from: spook1 on Mon 22/03/2004 16:14:45
I have an object animated with "animateobjectex" command.

if (start_final_animation ==1){
  SetObjectView(0,10);
  AnimateObjectEx(0,1,10,0,0,1);
  Display("Game Over");
  QuitGame(0);
}

Running this code will indeed get me the animation and after it the game stops.

When I do change the last 1 in a 0 (set the animation in the non-blocking mode), the whole animation is skipped.
And the game stops immediately.

Yes, when it is set for blocking, nothing else in the game will run until the animation is finished, hence the term blocking, it blocks everything else. When you set it for non blocking (to 0) it doesn't have to wait for the animation to finish So it displays the Game over and quits the game.

Quote
Adding the code: while((IsObjectAnimating(10)==1) Wait(1);
results in the whole animation being played, but in a blocking way ....

Any suggestions??

Again basicly you turned it into a blocking function with that line of code

What it seemed to me with the rest of the posts, is that you were still blocking the animation. And thus couldn't do anything while it was running.

QuoteDoes this mean that the consequence of an animation cannot be in the same instruction part (between the same brackets) or the same function as the animation itself?

It really depends on what you want to do. In that particular case, where you have an animation running that if it ends, the game is over it must be done in this way. If you just have an incidental animation (Like the character flips a switch and a door opens) you can put the animation in the same instruction block, and you probably want it blocking.

So the answer to that question is, it all depends on the situation.
#558
Just a quick question, do you have to actually change the view, I mean, would it be possible to place the grab animation in the characters view, after all you have 15 loops to use (or is it 16).

For instance for my character loops 0-3 are the directions as normal, loops 4-7 are the grab loops for the same directions as the loop (IE the down loop is 0 and the down grab loop is 4). Then I just call

AnimateCharacterEx(CHAR, character[CHAR].loop + 4, 0, 0, 0, 1);

Then you don't have to mess with the set view and release view and all that junk...
#559
SSH:

HRm.... odd... with mine when calling RestartGame it bypasses intro.crm and goes straight to room1 which is my title screen.  Haven't used SetRestartPoint either.

Maybe it's because it automaticly switches from intro to room1...

Maybe because room1.crm is the first room with a gui on it...

Maybe Pumaman should interject with his infinite knowlage of how this damn thing works :P
#560
So THATS why my game slowed down, and my midi's went haywire when a text box was showing... (I reported it a long time ago but the problem was never figured out)

Horray!

Hrm.. repeatedly execute always... probably the best place for my game total playtime counter....

Yes... I can see this coming in handy....
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