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Messages - AnasAbdin

#2962
AGS Games in Production / Re: Anastronaut
Thu 15/09/2011 09:38:48
Quote from: Kimbra on Thu 15/09/2011 05:26:36
Quote from: AnasAbdin on Wed 14/09/2011 08:29:50
thanx!!! I never thought people here check my blog o.O

!!!!
I found this forum through YOUR blog!

awwwww  :-[
#2963
General Discussion / Re: MSX
Thu 15/09/2011 09:38:02
Quote from: bicilotti on Thu 15/09/2011 09:12:05
Video or didn't happen :P

would audio work?
#2964
General Discussion / Re: MSX
Thu 15/09/2011 08:29:24
I play Zanac's music with my guitar  ;D
#2965
General Discussion / Re: MSX
Wed 14/09/2011 09:10:14
I was addicted to H.E.R.O.  :=
rambo rocked, but I didn't really like part 2...
#2966
General Discussion / Re: MSX
Wed 14/09/2011 08:56:05
I programmed BASIC on msx at first too. I also had the tape player that was used to load cassette games. do u remember the loading sound? eeee aaa eee aa loool
flight simulator sucked big time I never liked it. It took me a year to figure out what to do with Ghost Busters... and yes, MSX is the first to have a Metal Gear game.
#2967
AGS Games in Production / Re: Anastronaut
Wed 14/09/2011 08:29:50
Quote from: Kristof on Sat 10/09/2011 17:37:50
I like the graphics and the video! good luck with it!

thanx :)

Quote from: Kimbra on Wed 14/09/2011 05:08:54
This -indeed- is one of the best AGS games in production.
I can't wait to purchase it. I've also viewed your blog, phenomenal graphics =^.^=

thanx!!! I never thought people here check my blog o.O
#2968
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!
#2969
OMG NEMESIS 2!!!! the BEST music in the history of gaming!!!!

of course you can make games like that! I already made a little frogger game in my game  ;D
#2970
Advanced Technical Forum / Re: Unhandled error
Mon 12/09/2011 04:35:01
Quote from: hedgefield on Sun 11/09/2011 20:52:06
That is heart-stopping stuff right there.

Thanx alot for the sympathy!! I was about to collapse! lol

Quote from: hedgefield on Sun 11/09/2011 20:52:06
THOU SHALT ALWAYS BACKUP. ;)

are you kiddin me? each time I close AGS I copy the game into 2 different external HDs and a flashy!
#2971
Advanced Technical Forum / Re: Unhandled error
Sun 11/09/2011 20:23:42
i fixed it! I traced my rooms scripts one by one and nothing was wrong. Then i traced the rooms thru the editor until room 27.. AGS didn't open the room and instead gave the error. I copied the room's script and deleted the room, created a new  room with the same number, used the same code, same image, had to re-draw walkable and walkbehinds.. But everything worked fine!

This is my humble explanation:
while building, AGS encountered bad ram, crashed the room..

AGS rocks :* and Anastronaut is back to his space adventure ^^ i hope this whole self-solved drama may help other AGSers whenever encoutering such an issue.
#2972
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  :(
#2973
100% agree with Babar, shoe bottom is a no no.. unless it's intended, the walk cycle is cartoonish, or the camera is located in a specific angle.

I am drawing 640x480 BGs, my character is kinda tiny so it helped me alot:


I dunno if you can manage using smaller sprites but with the one you're using now; it will force you to narrow down your walkable areas... not really recommended :S

The shape, behavior, and the size of the character is also affected by the style and atmosphere of the game.
#2974
Thanx all, the missing bracket '}' had to be right above the function  :o
#2975
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!
#2976
AGS Games in Production / Re: Anastronaut
Thu 01/09/2011 22:28:38
Thanx KodiakBehr, I hope you like the game when released as well :)
#2977
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
#2978
Thanx :) will try it and let u know
#2979
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!
#2980
AGS Games in Production / Re: Anastronaut
Wed 24/08/2011 08:22:12
Quote from: Dualnames on Tue 23/08/2011 20:33:41
Looks incredibly fantastic!! I really love all the screenshots!

Thanx! I hope you like the game play as well when released!


Quote from: Ascovel on Tue 23/08/2011 21:06:41
Nothing can beat a blonde George Lucas in space.

*Ahem! thanx!!!!
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