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Messages - BlueAngel

#81
Good luck with your game! :)
Sounds like my first game but with so much better graphics  ;D
#82
Thanks :)
I see if I can change the keys, its the Ahmet's AGS Fight Game module I'm using and I think I need to tweak it too as it is very hard to win right now. :)
#83
 ;D

Thanks!
#84
After all great games recently I feel kind of nervous to post here but I´m pride over my little game so here it goes anyway.
This is my third game on AGS and I think this one is gonna make it to the download page after it is finish.

You play as Rufus a newly defrosted caveman who has woken up on a desert island. Now he’s trying to find out where he is and how to survive.

(The game is called Rufus after a cartoon my father used to draw for us when we were small, my brother and I)

- graphics 90%
- puzzles 70%
- scripting 50%
- music/sound 20%







#85
Ok, thanks Monkey. I thought I needed to make an inventory for the ape.
I think I understand it now.  Can’t wait to get home and try it out.
:D

Edit: Thanks for all help, worked wonderfully.
#86
Interesting Kris, I will try both ways when I come home then.
Probably it will be a global variables as I not very good at scripting but I will try the other way too just to see if I can work it out.
Thanks!
#87
Yeah, It's probably the best way.
Thanks for helping. Sometimes I do complicate things unnecessarily.
::)
#88
Hi
I would like an npg to go to another room and perform a different action depended on the amount the player give him of a inventory item in the first room.
Any ideas how to do this?

Can I create an inventory for the npg and check InventoryQuantity? I don’t really need to see the inventory.

Or maybe I should use an int instead?

Something like if player has given 1 banana, int Banana count = 1 (check in room2) cApe change view(1). Else if int bananacount =2 , cApe change view (2)?
#89
Just want to throw my two cent in here.

Please don’t delete or change old thread, please.   :'(
I still having a hard time learning AGS and the manual are a bit hard to understand so to not ask for many stupid questions I always search the forum first and have found a lot of answers doing so.
#90
This works the first time but after the nut has move one time, it stops working  ???
Code: ags

// PICKUP
  else if(UsedAction(eGA_PickUp)) {
     if(Region.GetAtRoomXY(player.x, player.y)==region[1]&&object[0].X==525)
  {
    cEgo.FaceObject(oCoconut, eBlock);
    cEgo.AddInventory(iCoconut);
  }
    else if(Region.GetAtRoomXY(player.x, player.y)!=region[1]&&oCoconut.Moving==false)
    {
      player.Say("cant reach it");
    }
    else if(Region.GetAtRoomXY(player.x, player.y)==region[1]&&oCoconut.Moving==true)
    {
      player.Say("cant reach it");
    }
    else if(Region.GetAtRoomXY(player.x, player.y)!=region[1]&&object[0].X!=525)
    {
      player.Say("cant reach it");
    }
    else if(Region.GetAtRoomXY(player.x, player.y)==region[1]&&object[0].X!=525)
    {
      player.Say("cant reach it");
    }
    
  }

but it should be at the same place after move
Code: ags

function room_RepExec()
{
    if(IsTimerExpired(1))
  {
    oCoconut.Move(513, 384, 80, eNoBlock, eAnywhere);
    SetTimer(1, 400);
  }
  if(IsTimerExpired(2))
  {
    oCoconut.Move(525, 419, 20, eNoBlock, eAnywhere);
    SetTimer(2, 400);
  }
}


Close this -I think my problem was that the start position and my end position were too close so the picture of the object was overlapping or something. As soon as I put the end further down it worked.
#91
I must be stupid.
With this code the player can never reach it even if he on region 1. Any suggestions?

Code: ags

// PICKUP
  else if(UsedAction(eGA_PickUp)) {
     if(Region.GetAtRoomXY(player.x, player.y)==region[1]&&Object.GetAtScreenXY(525, 419)==oCoconut)
  {
    cEgo.FaceObject(oCoconut, eBlock);
    cEgo.AddInventory(iCoconut);
  }
    else if(Region.GetAtRoomXY(player.x, player.y)!=region[1]&&oCoconut.Moving==false)
    {
      player.Say("cant reach it");
    }
    else if(Region.GetAtRoomXY(player.x, player.y)==region[1]&&oCoconut.Moving==true)
    {
      player.Say("cant reach it");
    }
    else if(Region.GetAtRoomXY(player.x, player.y)!=region[1]&&oCoconut.Moving==true)
    {
      player.Say("cant reach it");
    }
    else if(Region.GetAtRoomXY(player.x, player.y)==region[1]&&Object.GetAtScreenXY(525, 419)!=oCoconut)
    {
      player.Say("cant reach it");
    }
#92
No, it works but not as I want it to. cEgo walks to the coconut but can take it even when he shouldnt. Maybe I making this to hard. May I should just let the player have the coconut.  ::)

Is there any way else to check if a object is in a place beside this:
Code: ags

if(Object.GetAtScreenXY(525, 419)==oCoconut)

I have taken out the Tween moving so that not the problem as I thought..
Maybe I can do something with a timmer...


Solved it kind of:
Code: ags

// PICKUP
  else if(UsedAction(eGA_PickUp)) {
     if(Region.GetAtRoomXY(player.x, player.y)==region[1]&&oCoconut.Animating==false)
  {
    cEgo.FaceObject(oCoconut, eBlock);
    cEgo.AddInventory(iCoconut);
  }
    else if(Region.GetAtRoomXY(player.x, player.y)!=region[1]&&oCoconut.Animating==false)
    {
      player.Say("cant reach it");
    }


Now I just have to found another way to animate it without using Tween
#93
Ok, I will try that when I get back in.
Thanks for helping me!
#94
Help
I want the player to pick up something and I want the player to walk there to pick it up. But he can only pick it up if he can reach it.
What I’m I doing wrong here:  ???

Code: ags

function oCoconut_AnyClick()
{
  //LOOK AT
  if(UsedAction(eGA_LookAt)) {
    player.Say("It's a coconut");
    
  }
  // USE
  else if(UsedAction(eGA_Use)) {
    player.Say("I'd rather pick it up.");
  }
  // Push
  else if(UsedAction(eGA_Push)) {
    Unhandled();
  }
  // Pull
  else if(UsedAction(eGA_Pull)) {
    Unhandled();
  }  
  // PICKUP
  else if(UsedAction(eGA_PickUp)) {
          if(Object.GetAtScreenXY(525, 419)==oCoconut)
      {
        player.Say("Jummy");
        cEgo.Walk(525, 419, eNoBlock, eWalkableAreas);
    
        Hunger-=10;
     }
     else
     {
      player.Say("help");
      }
  }
  //USE INV
  else if(UsedAction(eGA_UseInv)) {
    Unhandled();
  }
  // don't forget this
  else Unhandled();
}


I also have this in the room:
Code: ags

function room_Load()
{
  short waveX = oWave.X;
  short waveY = oWave.Y;
  float duration = 3.0;
  oWave2.Transparency=20;
  oWave.IgnoreScaling = false;
  oWave.TweenPosition(duration,85, 639, eLinearTween, eRepeatTween);
  oWave2.TweenPosition(duration, 483, 411, eLinearTween, eRepeatTween);
  oCoconut.TweenPosition(10.0, 513, 384, eEaseOutTween,  eReverseRepeatTween);
  
    
}
#95
AGS Games in Production / Re: Anna's Room
Tue 08/02/2011 12:17:27
Looks lovely!  :D Wish I could draw like that.
#96
 :D
Thanks!
That did the trick!
#97
Hi
I have a character (cboar2) behind a rock and I don’t want the player to know it’s there before he finds it. But if you have the mouse over the rock the action label tells you it’s there.
What to do?
This is my code:

Code: ags

function room_RepExec()
{
bool found;
int x, y;
  if(BoarOut==0)
  {
    cBoar2.Transparency=100;
  }
  else if(BoarOut==1)
  {
    cBoar2.Transparency=0;
  }
  if(!cBoar2.Moving){
  while(!found){
    x=Random(Room.Width);
    y=Random(Room.Height);
    if(Region.GetAtRoomXY(x,y)==region[2])found=true;

  }
  cBoar2.Walk(x, y, eNoBlock, eAnywhere);
}
}
#98
love the graphics!  :D
#99
I gonna try this instead
Code: ags

// room script file


function room_Load()
{
  SetTimer(1, 400);
  cCrab1.Move (300, 300);
}

function room_RepExec()
{
  bool found;
  int x, y;
  

  if(!cCrab1.Moving){ //wait for the npc to stop moving !=not
    while (!found){
      x=Random(Room.Width);
      y=Random(Room.Height);
      if (Region.GetAtRoomXY(x,y)== region[1])found=true;
      }
      cCrab1.Walk(x, y, eNoBlock, eWalkableAreas);
     }
     }
}

#100
1.    yes the crabs are moving across the screen ( I really just need one)
2.   Yes, I want the crab to disappear after the player catch it.
3.   Yes its in the inventory

Thanks for trying to help me, there is probably a better way to do this.
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