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Messages - BlueAngel

#121
AGS Games in Production / Re: Last Order
Mon 05/04/2010 09:01:42
Thanks all for you nice replys!  :D
I’m now using hand draw pictures mixed with photos this time, having a hard time drawing on the computer.
#122
AGS Games in Production / Last Order
Sat 03/04/2010 11:52:19
Hi!  :)
My second game is almost ready. This time is for a pub that I like to go to and the people there.
The finished game will have photos of different people over the figures that you see here.
It really just a one room game so it is very small. 

STORY:
The bell has rung for the last order and all you want is a beer. Will you get one in time?






Story 100%
Puzzles 90% 
Characters 80%
Scripting 80%
Music 100% (from Freesound (http://www.freesound.org))
Dialogs: 0%

(if anyone would like to try it out as a beta tester please let me know, that would be great!)
#123
 :D
Thank you!
That did the trick, I know it was something simple I had forgotten!
:P ::)
#124
I’m so sorry but once again I need help, please.   :-[

I want the player to change room if he can get to the hotspot but there is a object in the way that he has to move first. I get the moving part right but player don’t change room and only says the else part.

At the top of the room scrip I got
Code: ags

bool ChairIsFree;


then I got this but only the else message keeps popping up:

Code: ags

function hChair_Interact()// hand cursor
{
  if (ChairIsFree){
      oDrunk.Graphic=13;
      Display("you grab the chair real fast!");
      player.ChangeRoom(5, 200, 200);
  }
  else{
    cEgo.Say("For a Dunk guy he move rather fast!");
  }


So I tried this but the same thing happen

Code: ags

function hChair_Interact()// hand cursor
{
    if ((ChairIsFree==true)&&(oDrunk.Visible==false)){
      Display("you grab the chair real fast!");
      player.ChangeRoom(5, 200, 200);
    }
    else{
    cEgo.Say("For a dunk guy he move rader fast!");
    }
  
  
}


I know I should know this by now but I just cant get it to work  :'(
#125
I’m grateful for all help and don’t mind being told the obvious as I really haven’t grasped the scripting concept yet but hopefully with help from all nice people here I will.
:D
I just hope you will not get fed up with all my questions along the way.
I really try to work it out and search the forum before asking.
I will try all this when I get home.
#126
Thanks both of you, now I got by that but got one new error
Error (line108):PE04:parse at else
Code: ags

function room_RepExec()
{
int i,  oid,  cid; //Detect bullet collisions
i=0;
while (i<3){ //Get collision
  oid = RubberbandHitObject (i);
  cid = RubberbandHitCharacter (i);
  //respond to collision with object

  if (oid>=0){ //object collission, do something (i.e. call function)
  }
  RemoveWalkableArea(2);
  
  //respond to collision with character
  else if (cid>=0){ //character collission, do something (i.e. call function)
  }

  //respond to no collision
  else{ //no collission, do something (i.e. call function)
    if (player.ActiveInventory(iRuberband_1)||(player.ActiveInventory(iRubberband_2)||(player.ActiveInventory(iRubberband_3))
    Display("You missed!);
  }
  i++;
}

//activate Exit
if (ExitIsActive()){
  RestoreWalkableArea(2);
}
else{
  RemoveWalkableArea(2);
}
}


line 108 is:   else if (cid>=0){ //character collission, do something (i.e. call function)

its too early in the morning, may I just missing a bracket somewhere...  ::)
#127
RickJ or someone please help me, I cant get past this error:
Error (line 16):Parse error:unexpected if
Code: ags

// room script file

#define WALKABLEAREA_EXIT 2

function RubberbandHitObject (int id){ //this function returs the id of any object the rubberband collides with. If it does not collide with any object it returns a -1
}

function RubberbandHitCharacter (int id){ //this function returs the id of any character the rubberband collides with. If it does not collide with any character it returns a -1
}


int ExitCount = 0;
import function ExitIsActive (int count=-1);

bool status;
if(count>=0){
   ExitCount=count;
   status=true;
}
else if (ExitCount>0){
   ExitCount--;
   status=true;
}
else{
   status=false;
}
return status;


at GlobalScript.asc I have placed this:
Code: ags

// main global script file

function ExitIsActive(int count){ //this function decrements the ExitCount by one each one game cycle until it reaches a value of zero.
//the count parameter is optional. ExitCount is set to the value of the optional count parameter if it is specified.
}


and at the end this:

Code: ags


export ExitIsActive (int count)()


If i put the "function ExitIsActive(int count) {" under "import function ExitIsActive(int count=-1);
" like in RickJ example I get another error.

???

#128
I’m working on it, I promise! ;D
I was going to do a adventure game but then I got this idea of a short game for my local pub.
Problem I´m better at drawing then scripting (except in my head) so it goes so slow.  :P
But maybe I should put something up so you can see what it looks like.
:)
#129
Good luck!  :)
#130
This is probably true but I hoping to learn more and more about AGS with every game so I’m sticking to this. :)
If this doesn’t work I will just try one other of my ideas, I really got too many!  ;D
#131
Would not be here without your videos, love the book!  ;D
It takes up so much more, waiting impatiently for the next part.  ;)
#132
thanks for the encouraging words and your help! :D
This will sure get me starting.
#133
I don’t want to open a new topic for this, please look at post 6 for my problem, thanks!


Hi
I’m got an idea for a small game for a friend but the more I look at it the harder it seems. So I’m wondering if someone could be kind a point me in the right direction from the start.  ;)

Game idea is like this:
Player has to get from one end of the room to the other where there is a hotspot to go the next room (end of game).
To “open” (activate) the hotspot he need to remove the obstacle in the way by shooting bullets at the start of the room. The player only got 3 bullet and 3 lives. If he hits a NPC he loses a bullet and a life. After he has hit the hotspot he only got a limit of time to move to the spot. In the middle of the room there is NPC: s moving, if the player collides with NPC: s he loses a life and has to start over again.
There is also a NPC moving behind the hotspot.

So I’m thinking like this:
Some kind of gui for heath (lives)
A timer for hotspot
Characters for the moving NPC: s in the middle, Object or Character for NPC moving in the background, random event, region for moving area.
Player starts with 3 bullet in inventory, use bullet on hotspot for shooting, if/else statement for missing or hitting the hotspot.

The more I think of this, maybe I should use an object for the obstacle (oDoor) then I can use animate object?

All ideas are greatly appreciated.
#134
 :D
Thanks for looking into this , I will try it as soon as I get home!
I did actually find that line but because I so bad at scripting i had no idea how to change it.
Tho it feels fine knowing that I was on the right way.  ;)
Thank you so much again!!!
#135
Quote from: skerrigan on Fri 12/02/2010 14:49:27
How easily is this adapted to a higher resolution AGS game? The new AGS supports 1024x768 resolution doesn't it?

If you get it adapted to 800X600 would you send me a msg, please.  ;)
I cant do it myself and a error pop up if you just resize it
Error running function 'game_start'
I think the text length is wrong but dont know how to change it.
Code: ags

String clearToSpace(String text) {
  int p=0;
  // ignore white spaces at the beginning
  while (p<text.Length && text.Chars[p]==' ') {
    p++;
  }
  // write white spaces until next white space
  while (p<text.Length && text.Chars[p]!=' ') {
    text=text.ReplaceCharAt(p, ' ');
    p++;
  }
  return text;
}
#136
Ok, I solved it, by naming the original button to the same as in the tutorial and assigning that function to those buttons.

I then got a new problem but solved that one by replacing the LOOKDEF, LOOKLIT and so on with spirit numbers.

Now I’m stuck on the auto mode features as AGS says that auto mode is undefined.
I´m gonna look at this again in the evening with fresh eyes and maybe I can get Ghost to help me by PM.  ;)

I’m not giving up on this tutorial!
LOL  ;D
#137
General Discussion / Re: My wish for 2010
Thu 07/01/2010 12:59:52
Thank you, that’s sweet of you. :)

I’m really just wishing I wasn’t so thick so that I understood it better.
;D
Right now am I trying to make a gui like the Scumm one with more verb and ability to use a item in the inventory as the most templates that I been trying out don’t work with AGS 3.1 (at least I can’t make them work).
But what I moving on to after that is animation of characters and making a animated cut scene and that scare me a lot. :D

What’s your wish for 2010?
#138
General Discussion / My wish for 2010
Thu 07/01/2010 09:04:32
I wish that there were more tutorials for coding in AGS. There is so much that I want to do and I don’t know how…
:'(

I also wish that Prince would get of his butt and come to Sweden to do a concert, that I win the lottery, world peace, medicine for all the diseases and good luck and fortune to all my friends and to everyone here on AGS!
;D
#139
Hi all and thanks for trying to help me. I have created the button and function btnScummLook and it work fine.
It’s when I try to create the second function that I run in to trouble.
This is the tutorial I’m trying to follow:

http://www.freewebs.com/daemons-in-the-attic/codefront.htm


And sorry Dualname â€" I haven’t been on Mirc in years and don’t remember how to use it.  :-[  :)
#140
Hi, I need help again. Sorry for asking so many questions.
I’m trying to make my first gui following Ghosts tutorial but now I’m stuck.

First it says
QuoteThe action verbs are simple. For each one, we write a single line to set the game's cursor into the matching mode. So:

function btnScummLook_OnClick(GUIControl *control, MouseButton button)
{
 mouse.Mode = eModeLookat;
}

Easy as pie- we do not use AGS's shortcut to simply make the button set a mouse mode because later, we will add some spice to our script.
And I got that part working, but then further down it says:
QuoteThe next thing we do: In each of the four action button's scripts, we add the following:

function btnGameLook_OnClick(GUIControl *control, MouseButton button)
{
 mouse.Mode = eModeLookat;
 isVerbSelected = true;
}

Now Im lost where to put this? I get this error: Error (line 67): Undefined token ‘btnGameLook’ (file) GlobalScript.asc (line) 67

This is how my code looked like:
Code: ags

function btnScummLook_OnClick(GUIControl *control, MouseButton button)
{
  mouse.Mode = eModeLookat;
    isVerbSelected = true;
}


And then I tried this:
Code: ags

function btnScummLook_OnClick(GUIControl *control, MouseButton button)
{
  mouse.Mode = eModeLookat;
  function btnGameLook_OnClick(GUIControl*control, MouseButton button)   
  isVerbSelected = true;
}


I guess this is all a bit over my head but I really like to get that gui!   :-[  ::)

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