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Messages - Bernie

#101
Adventure Related Talk & Chat / Re: AGS parser
Mon 19/06/2006 22:51:43
Quick overview:

1. Create GUI
2. Put TextBox on GUI
3. Put 'Enter' button on GUI
4. Make GUI pop-up modal if you want to pause the game while it's on

If user clicks on 'Enter', use ParseText() with the text from your Textbox (put it in a string with .GetText() and ParseText that string). Now you can use Said() to check if the user entered a word from the dictionary:

if (Said("look at door")) {cEgo.Say("There is no door in this room.");}

Synonyms are easy - if you add a synonym to a present word in the word list (like adding synonym 'look' to word 'examine'), the player can enter both and get the same result:

If the player's entered 'look at door' or 'examine door' and you do if (Said("look at door")), the 'examine door' text will trigger the same action.

EXAMPLE GAME: http://www.origamihero.com/files/parserex.zip

Really basic, but shows how to implement a simple parser. Call it by pressing space. You can hit the button or press enter to accept after typing your commands. It also shows how to make standard replies.
#102
AGS Games in Production / Re: Reactor 9
Mon 19/06/2006 21:48:53
Quoteso will there be a lot of deadends in this game?

No deadends, but it will affect the end and how much of the game you'll get to play. Getting the best ending will take a bit of additional work.

Quote[nag] And don't forget about getting back to work on Hero Theorem after this.Ã,  [/nag

Okay-o! HT is something I'll definitely finish.
#103
AGS Games in Production / Re: Reactor 9
Sun 18/06/2006 17:06:19
Quote from: Chicky on Sun 18/06/2006 16:53:42
How many games is that now bernie? :P

Big projects are a no-no for me. I can't stick with them long enough. Now I'm trying to finish something smaller and see how well that goes.
#104
AGS Games in Production / Reactor 9
Sun 18/06/2006 16:29:26


So what the hell is going on in this game?

Escaping from a prison is never easy. But doing it with a correctional officer's consent is even harder. Officer Matthew Holmstett is a walking, talking regulation book and has his own set of ideals. Getting him to do what you want won't be an easy task - even if it's saving the city from a certain threat. Don't make him angry, or you may find yourself handcuffed to a radiator very fast. Nobody trusts someone convicted for murder that easily after all...

Features

-Info GUI to learn more about the world around you.

-'Trust' bar showing how much Matthew believes in what you tell him. Doing or saying something stupid to him will reduce it and you may end up not getting as far as you wanted.

-Fast and simple to use verb coin GUI

-3 endings

-Medium length (a tad longer than Cedric and the Revolution)

You suck for not finishing Hero Theorem yet!

I'm aware of that. Thank you, conscience.

Release date/State

The game is ~70% complete. Release date? No idea.

Screenshots

#105
Adventure Related Talk & Chat / Re: AGS parser
Sat 17/06/2006 22:08:23
It's hard to help you if you're not getting more specific. What do you have problems with? The parser commands? Or maybe with creating a GUI for text input?
#106
Adventure Related Talk & Chat / Re: AGS parser
Fri 16/06/2006 18:19:03
Those two ideas can be realized with the AGS parser.

I like AGS' parser system. With some clever coding you can make one that's a lot better than Sierra's. Getting close to IF parsers like Inform or Adrift is another story, but that's not really what you want to do, right? :=
#107
There was a bug in v0.6 that would lead to overwriting walkto-points in other rooms. This has been fixed in v0.7.

DOWNLOAD v0.7 HERE
#108
Adventure Related Talk & Chat / Re: AGS parser
Fri 16/06/2006 12:29:33
Just out of curiosity - what kind of game do you want to make? Sierra AGI/SCI0 style?
#109
strazer: Good point - I converted it.

Steve: I'm going to call it NoBlock from now on. :D

jasonjkay: Thank you! Please use the new version below.

New version: http://www.origamihero.com/files/noblock07.zip

A few ideas & things you can do with this module:

-Dynamic Walkto points (if you have a moving character, you could run NoBlock.SetCharacterPoint() from repeatedly_execute).

-Easy LEC style status bars. You can make known if an interaction is in progress by checking 'if (NoBlock.GetAction>0) {and then do stuff}', and also retrieve the kind of interaction that's running like this: 'if (NoBlock.GetAction==eModeLookat) {}'.
#110
Fantastic, thanks for the help, GG and SSH. :) Now the module can be used without having to turn old scripting on.

I upgraded the module with three functions - GetHotXY(int x, int y), GetCharXY(int x, int y) and GetObjXY(int x, int y). Now MakeDo(eModeLookat, eLocationHotspot, GetHotXY(mouse.x,mouse.y)); could be used as a subsitute for the old commands.

Download: http://www.origamihero.com/files/makedo05c.zip
#111
NoBlock v0.7

Big bad bug fixed. Bit of a logic error. Don't use v0.6.

NoBlock simulates the cancelable interactions in Lucas Arts games (Sam'n Max, DOTT). You go 'Open Door', but you can still move your guy elsewhere if you feel like it.

You'd use it like this: Make your GUI with all them fancy buttons and so on, but instead of using RunInteraction, you'd go:

NoBlock.Do(eModeLookat, eLocationHotspot, hotspot number);

Now your character would hop over to the hotspot (either walkto point or custom, your call) and then do his interaction stuff. This also works for objects and characters.

List of functions:

function Do();
function Abort();
function GetAction();
function CancelOnClick();
function DisplayNoGoText();
function SetNoGoText();
function UseHotspotWalkto();
function MoveToWalkToPoints();
function MoveOnlyOnWalkCursor();

function SetHotspotPoint();
function SetObjectPoint();
function SetCharacterPoint();

function GetLocY();
function GetLocX();

Function details can be found in the module's readme file.

Download: http://www.origamihero.com/files/noblock07.zip
#112
Yes, that's how it is - I mentioned it in the readme file. You can assign a normal (stopped/walking) view, but the EightDir.SetWalkView needs to be different for a reason I don't remember.
#113
My entry:


Alternate version:
#114
No problem! ^^
#115
MEHRDAD: Both MMF and GameMaker can make games with similar gameplay to those games. I'd recommend to try out the demos of both and see which one suits you best.

Radiant: I think this isn't about technical details like rendering methods, but rather the gameplay. Those games do have something in common, and I'd also put 1213 and Prince 1&2 into the same platformer category.

Fuzzpilz: Sounds like you didn't really spend a long time working with MMF. I'm pretty sure you can't determine a tool's flexibility or usability very well with just a glance.
#116
I'd recommend MMF. If you know how it works, making platformers is a breeze. It's flexible enough to make a 1:1 copy of Super Mario World. If you want to make games with very high resolutions however (over 640x480), I'd also recommend not to use MMF.

If you need to know more about MMF's features or want to know if it can do what you wanna do, feel free to ask me.

If you want to see an example of an MMF platform game, you could go to my site and download 'A Game with a Kitty'.

Game Maker also is an awesome piece of software and is way faster at higher resolutions than MMF.
#117
Ah... make sure your character is not animating while DisplaySpeechBackgroundEx() is active. It won't show the talking view if a characters is animating. Call ReleaseCharacterView() first:

Code: ags

// script for room: Repeatedly execute

  met=Random(400);
  if (met==1) {
    spruch=Random(3);
    ReleaseCharacterView(GER);
    SetObjectFrame(7,158,0,0);
    if (spruch==0) DisplaySpeechBackgroundEx(GER, "Ds Leehbn is sooo ungereschd!");
    if (spruch==1) DisplaySpeechBackgroundEx(GER, "Warum? Waaarum nur?");
    if (spruch==2) DisplaySpeechBackgroundEx(GER, "Thor soll eusch Rehe zermatschn!");
    if (spruch==3) DisplaySpeechBackgroundEx(GER, "Noch ein Schlugg!");
  }

  if ((IsCharacterSpeeching(GER)==0) && (character[GER].Animating==0)) {
    SetCharacterView(GER, 182);
    AnimateCharacter(GER, 0,5,1);
    SetObjectView(7, 158);
    AnimateObject(7,0,5,1);
  }
#118
Hmm, that's strange. I tried it and it works just fine. Just to be sure, did you...

1. Assign a speech view to the character?
2. Use DisplaySpeechBackgroundEx (and not DisplaySpeechBackground)?
3. Not call it from repeatedly_execute repeatedly?

If you call it from repeatedly_execute, you need to make sure the command is only run once. If you want to try it out, the best way is through a keypress.
#119
Good idea, will do! :) The 'enter' thing was just me debugging my Take() command, I forgot to remove that.
#120
lo_res_man: Can't promise that the game will be deep or meaningful, but it should at least be something different. :)

Helm: Diagonal movement is a good idea, I've added that now. Getting the walking animation to look right is always a bit hard, and if the character moves diagonal (but not diagonal enough to show the upwards loop), he'd still slide slightly even if it's looking good when walking a straight line. I guess 8 direction animations could fix this, but they'd be too much work.
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