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Topics - AnasAbdin

#61
Hello all,

I'm auditioning voice talents for Anastronaut, please check out the link below to submit your "voice".

thanks

http://anas-tronaut.blogspot.com/2011/10/sign-up-your-voice-talent.html
#62
General Discussion / a good wifi adapter
Thu 06/10/2011 09:30:53
Hey all... I have a free wifi around our block that I've been using for sometime.. I connect by my laptop and my phone with no problems at all. I have a desktop though in another room where the signal is so weak. So I got a Belkin wifi adapter and a 3m long usb cable (works fine no length problem whatsoever)... It worked fine for a while, I had ALOT of problems later with it (losing signal, frequent cutting, hardware overheating...), I made a thorough research about it and finally came to a conclusion that Belkin sucks. (They try to overcome hardware malfunctions with newer drivers.... ugghh) so I wanted some advice what wifi adapter should I get now? I'd appreciate answers by people using wifi adapters not only reading tech comparisons somewhere....

this is the adapter I've been using:
http://en-us-support.belkin.com/app/product/detail/p/210
#63
Right now, I'm working on the death scenes of Anastronaut. I wanted to ask you all about the method I should represent death... do you prefer it to be animated sprites on the same room the player dies? or, a separate video animation? I was thinking maybe a mix of both depending on the reason and method of soul travel...
either way, I am NOT showing blood or violence at all. at least not on my first game...

what do you think?
#64
hi all, me and my boring problems.. nothing new..
question 1:

when I had Windows XP, AGS played videos like a charm. I had both .avi and .wmv formats playing with no problems at all. After switching to Windows 7 (shmivvin)... not only all videos didn't work, but the game itself was a blank screen. I switched my color depth from 32bit to 16bit, and the game worked, however, videos worked in a black screen with a few colored columns on the right side... I converted them to .ogg (.ogv) then AGS displayed a (unable to load theora video "filename.ogv")... now my game intro/outro, most of the death scenes, and many med-game cut scenes are animations (videos..) do I need to cry or something?  ???

question 2:

if the problem in question 1 was solved. Does that mean people using Win7 would face the same problem of video failure while playing anastronaut?  ???

tack så mycket
#65
General Discussion / avi wmv to ogg anwone?
Mon 26/09/2011 12:31:27
howdy all,
does anyone know a good and free app to convert avi & wmv to ogg?

thaynx
#66
I was AGSing to a point I needed a break! So I did some art shopping and created this, hope you like it  :)
and oh... the little frames on the wall are prints  ;)

http://anas-tronaut.blogspot.com/2011/09/mosaic-pixel-art.html
#67
General Discussion / MSX
Wed 14/09/2011 08:28:28
Did anyone here play msx games? What's your favorite?
I played mostly every msx game, and now I'm using the emulator and playing the roms on my pc..
I still play Nemesis, Salamander, Knightmare, Castle....
my favorite is Nemesis 2, graphics, music and of course game play.


thanx to Kimbra for the push!
#68
Advanced Technical Forum / Unhandled error
Sun 11/09/2011 05:03:19
I received the following while building the game:


The complete text is this:

Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.2.1.111

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
  at load_room_file(SByte* )
  at load_crm_file(UnloadedRoom roomToLoad)
  at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
  at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
  at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
  at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
  at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
  at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
  at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
  at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
  at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
  at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
  at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
  at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
  at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
  at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  at System.Windows.Forms.Control.WndProc(Message& m)
  at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
  at System.Windows.Forms.ToolStrip.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


then this:


please don't tell me my 2 months efforts creating 52 highres rooms with more than a thousand sprites are just gone  ???

I thought my ram(s) went bad.. switched them still same error, copied my game files into another AGSless PC, installed AGS, ran the game, same error after EXACTLY building room 25 (even my home PC which I'm developing the game in showed the error after room 25...) it worked fine last night, I didn't face that problem at all, I had 52 rooms since a week and all the addition I was making was coding more puzzles, adding a few sprites...


Edit: I tried the following:
Deleted room 25 (which causes the error when built) and still got the same error.
Deleted rooms 24 and 26 (just in case...) still same error..
Deleted the final rooms I've added 52, 51, 50... same..
now AGS won't even close, when I try to exit it the application the error msg appears and won't allow me to exit  :(
#69
howdy AGSers.. my game was running smoothly.. until all of a sudden one of the rooms popped this error at me (used to work just fine before):

Error message:
room35.asc(63): Error (line 63): Nested functions not supported (you may have forgotten a closing brace)

line 63 is this:
Code: ags
function room_RepExec()


and here's the whole function and its variables (don't mock my naming):
Code: ags
int inka00 = 0;
int inka01 = 0;
int inka02 = 0;
int inka03 = 0;
int inka04 = 0;
int inka05 = 0;
int dinga = 0;


function room_RepExec()
{
  if ( IsTimerExpired(1) )
  {
    mouse.EnableMode(eModeWalkto);
    dinga = 1;
  }
  if ( inka00 == 0 && dinga == 1 )
  {
    inka00 = 1;
    object[0].Move( 30 + Random(400), -40, 3, eNoBlock, eAnywhere);
  }
  if ( object[0].Y == -40 )
  {
    object[0].StopMoving();
    object[0].SetPosition(376, 240);
    inka00 = 0;
  }
  if ( inka01 == 0 && dinga == 1 )
  {
    inka01 = 1;
    object[1].Move(650, 30 + Random(400), 1, eNoBlock, eAnywhere);
  }
  if ( object[1].X == 650 )
  {
    object[1].StopMoving();
    object[1].SetPosition(262, 256);
    inka01 = 0;
  }
  if ( inka02 == 0 && dinga == 1 )
  {
    inka02 = 1;
    object[2].Move(160 + Random(300), -40, 2, eNoBlock, eAnywhere);
  }
  if ( object[2].Y == -40 )
  {
    object[2].StopMoving();
    object[2].SetPosition(360, 286);
    inka02 = 0;
  }
  if ( inka03 == 0 && dinga == 1 )
  {
    inka03 = 1;
    object[3].Move(650, 100 + Random(200), 2, eNoBlock, eAnywhere);
  }
  if ( object[3].X == 650 )
  {
    object[3].StopMoving();
    object[3].SetPosition(268, 302);
    inka03 = 0;
  }
  if ( inka04 == 0 && dinga == 1 )
  {
    inka04 = 1;
    object[4].Move(160 + Random(200), -40, 2, eNoBlock, eAnywhere);
  }
  if ( object[4].Y == -40 )
  {
    object[4].StopMoving();
    object[4].SetPosition(472, 376);
    inka04 = 0;
  }
  
  if ( inka05 == 0 && dinga == 1 )
  {
    inka05 = 1;
    object[5].Move(650, 200 + Random(150), 3, eNoBlock, eAnywhere);
  }
  if ( object[5].X == 650 )
  {
    object[5].StopMoving();
    object[5].SetPosition(184, 374);
    inka05 = 0;
  }
  if ( player.IsCollidingWithObject(object[0]) || 
       player.IsCollidingWithObject(object[1]) || 
       player.IsCollidingWithObject(object[2]) ||
       player.IsCollidingWithObject(object[3]) ||
       player.IsCollidingWithObject(object[4]) ||
       player.IsCollidingWithObject(object[5]) )
  {
    Display("Ewwh!");
    return;
  }
}


I traced all brackets... I don't think it's a bracket thingy... ...elp!
#70
Advanced Technical Forum / AGS & Frogger
Mon 29/08/2011 10:11:34
okay.. I'm trying to create a mini frogger game in here, only the river part..

The logs are objects...
but should I use the killer river as a region? and in this case, how do I deactivate it while the player is standing on the object  ???
I think it's better to use an interaction rather than walking between logs.. so when the player interacts with a log, a hopping animation starts, if he lands on the log (object) he moves along with it waiting for the next hop ( I can't believe I'm actually explaining frogger hehe).... landing on water ... dies...

I can't seem to find a way to treat the object like a "moving region" if you know what I mean..
(are there any moving regions in ags I haven't heard about??)

I'd really use your help

-Edit: I just thought I might create objects for teh logs, and objects for the water! the catch is I still can't decide whether he WALKs or Interacts with the objects.. :S
#71
Advanced Technical Forum / floating objects
Mon 29/08/2011 08:49:17
guten tag geeks!
I'm trying to move an object in a floating style... the object's X coordinate should move in a range of 10 pixels back and forth.. while the Y remains the same..

I managed to do it smoothly in the room repeat function....
however, I have 20 objects in that room, could anyone share ideas with me on how to apply such movement to all 20 objects without the need to code them one by one?

It would be appreciated if the objects move randomly ( I don't wanna see 20 objects move 5 pixels to the right then to the left simultaneously like kittens watching a ping pong game!)

dank!
#72
could anyone please tell me where's this image from?
#73
sometimes ags makes me feel that I just can't code...

I have a room with two exits on the left.... a top and bottom doors that are aligned vertically... if the player exits the top one he should go to a room.. and the bottom goes to another room...

I used this kinda code in the leave room from the left edge as follows:

Code: ags
if ( player.y > 250 )
{
  player.changeRoom( room1, x, y);
}
if ( player.y < 250 )
{
  player.changeRoom( room2, x, y);
}


I tried this as well:

Code: ags
if ( player.y > 250 )
{
  player.changeRoom( room1, x, y);
}
else
{
  player.changeRoom( room2, x, y);
}


the code forces the player to exit to room1 all the time... I have tried:
Code: ags
if ( player.y > 250 )
{
  player.changeRoom( room1, x, y);
}
else
{
  return;
}


and it worked fine, he would exit from the top door only...

another thing.. many times I feel ags is not stable... specially with 'if' conditions as I mentioned above... maybe my head is not stable after all  :-\

one more thing... since I feel my 'if' conditions are 'neglected' sometimes.. how can I make sure they are forced to run repeatedly -say- every 1 or 2 seconds without causing too much load on the processing?

thanx
#74
Critics' Lounge / Labarrian Mighty Hunter
Thu 11/08/2011 06:31:56

This is a Labarrian mighty hunter, let me know what you think:



more about them:
http://anas-tronaut.blogspot.com/2011/08/labarrian-mighty-hunter.html
#75
frustrated...
I only want to move an object around the room (a cloud)... it works great as long as it's eBlock :S I tried eNoBlock but it just stood still...

I tried setting a timer and move the cloud pixel by pixel according to the timer... still...

here's my code:
Code: ags
function room_RepExec()
{
  SetTimer(1, 20);
  while ( object[0].X > 10 && IsTimerExpired(1))
  {
    object[0].X--;
    if ( object[0].X == 10 )
    {
      object[0].X = 420;
    }
  }
}


I wanted this from the first place:
Code: ags
function room_RepExec()
{
  if ( object[0].X < 420 )
  {
    object[0].Move(18, 90, 10, eNoBlock, eAnywhere);
       if ( object[0].X == 18 )
         {
           object[0].X = 421;
         }
  }
}


it works only when I use eBlock....
#76
Hello,

I created a walkable area that I would like the player's movement be inverted when walked on, so instead of going north I want him to go south and so on..

#77
hello all,

allow me to explain the situation:

the player did something that lead to a sound to be played. he should interact with an object until the sound file completes. Mouse must be clicked all the time until the sound ends.
this is the logic:

if (player triggers_an_event )
{
  play sound_file;
  disable all mouse functions except the interact;
  while ( sound_file.isPlaying() )
  {
        if ( mouse.interact(pressed_down_at_object_for_5_seconds)
        {
            player wins;
            restore all mouse functions;
        }
        else
        {
            player loses;
        }
  }
  if ( sound_file.ends_without_keeping_interacting_with_object )
  {
   player loses;
  }

}

I am mostly stuck in the -wait an event until a sound ends- part
and -keep holding mouse interact (hand) on an object to prevent a lose-event-

lol I hope I managed to explain the problem clearly...

another thing (greedy me):
is there a manual somewhere that contains all AGS commands? so I can go on with my coding without bothering you :) most of the commands are different and new to me, I  mean I do use JCreator but still.. AGS knows how to challenge me!!

Thanx for your time :)
#78
Hello everyone, I am in the process of creating my first game, I'd like to ask you about your opinions regarding the game in general and integrating Sierra's tool bar with Lucas Art's speech style...

this is a youtube link:
http://www.youtube.com/watch?v=L_cwB1SnZ_o

and you can check the images (blog):

http://stardust2stardust.blogspot.com
http://anas-tronaut.blogspot.com

Thanks
#79
Hello all, I'm new to AGS but I'm a java developer anyway... working on a game right now and would like to share ideas and thoughts :) you can find a glimps here:

Youtube Trailers:
http://www.youtube.com/watch?v=rGl0QGPFMvE
http://www.youtube.com/watch?v=3VoKBAD99UM&feature=channel_video_title
http://www.youtube.com/watch?v=jCm3Q7caypY&feature=channel_video_title
http://www.youtube.com/watch?v=L_cwB1SnZ_o











Work Progress:

Graphics: 100% ( rooms, sprites, 2D cut scene animations... )
Scripting: 99% ( including 3 mini games, currently running a spell check... )
Music: 100% (all midi except for one song included in a 2D cut scene)
Sounds: 100%
Speech: 100%

Plot: Anas, a space scientist and researcher, got curious with a small asteroid that has a gravity level of a large planet. While he was investigating, his ship got stolen and he was stuck in a weird abandoned space lab...
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