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Messages - Cassiebsg

#6241
Ahhhhmmmm... cough... cough... cough...
Guess I find bugs everywhere... sorry...

I just run and crashed the game (first try for both even!)

Spoiler

Was trying to run in windowed mode with both sounds off (guess no one thinks of checking for 'no sound' bugs? )

I got the following crash info:
in "room1.asc", line 19
Error: Error running function 'room_AfterFadeIn':
Error: Null pointer referenced

[close]
#6242
Hey.

Been playing again (needed to restart, since I hadn't made a save before - have now).
But I've just stumble into another bug... :o

Spoiler

I was in the scene with the landlord again, after that I saved my game (see I learned my lesson ;) ), then looked at the cat on top of the fridge, and after he said his lines the game crashed!

in "GlobalScript.asc", line 1091
Error: AnimateChracter: invalid loop number specified.
[close]
#6243
The Rumpus Room / Re: Ponch is in trouble now
Mon 07/07/2014 16:21:42
ROFL
Very good and imaginative jawlt. :)
And guess Ponch has already arrived for Mittens. ;)
#6244
Wow
Do you feel offended by this? If not seems so.

Frankly I remember having Full Throttle , but can't remember ever finishing it...
Mouse click skills, still is action IMHO. But as I said, that's me! I'm probably not even the target for this game, so am sure my reasoning is worth crap...
#6245
No, doesn't make me uncomfortable, nor did I said not to do it. I genuinely HATE action in my Adventure games. If I want action, I get an action game, if I want a platformer I get a platformer, and if I want a mixed game I get a mixed game!
And for me games, like Tomb Rider are not Adventure games but are action/adventure games instead. Nothing wrong with those, but I like games labeled right, so I know what I'm getting.

AnasAbdin, asked about opinions about this, and I gave mine. It's valid for me, and guess to some others too. But everyone is different and some love these bits of action in their games.
#6246
Uhm, this is hard now... I would like to bias and say Germany runs with the title, on the other hand I would rather see Brazil get it...
Now there's 4 great teams, and I have no idea about how the games will/can turn out.

Anyways...
8-Jul   Brazil 1 - 1 Germany
9-Jul   Netherlands 0 - 1 Argentina
#6247
I'm with CaptainD on this one.
Personally I hate action on my adventure games (and I never really liked platform games, even though I played my fair share of them). That was the only thing I never liked (and was annoyed by) with Sierra games. :( And not sure how to make it clear to the player that "there's another way to solve this".

But love the screen and the nice "danger feel" to the situation. :)
#6248
Yeah, great theme... also have a few ideas, that I could even include in my game, but doubt I'll have the time (and skills) to do the BG... might try it anyway, lol. The "scene" just keeps poping out in my mind whenever I read this thread...
#6249
The Rumpus Room / Re: Ponch is in trouble now
Fri 04/07/2014 22:02:53
You're a master at this jwalt. :)
#6250
Hey Khris.

Sorry about the indenting, but around midnat, I got tired of adjusting it every time I tried something new (like adding a new if/else if/else line of code, and then removing it again. Don't know why, but the tab key creates spaces instead of tab, and the undo button doesn't work as soon as I run the code to test it, making the undo button useless IMHO... so I guess I just got tired of writing the same line of code, copy/pasting, adding and deleting spaces... Just wanted to get it working.
Think I have a solution to create a pause when the 2 NPCs are talking, I'll just have to create a small animation that lasts a few seconds. ;) And once they have they're walking cycle done, they won't move so fast (it's funny to see a "blue cup" walking)... LOL

And as far as I can see and AGS tells me, have no blocking scripts in this code, since it's running on rep_exec_always (which is the reason I can't use wait)! I tried putting it on rep_exec but it seems to run the code only once.
Or maybe I need to put it in rep_exe and create a while loop for the entire "function?" Would that work?

Not sure what you mean with "nesting"... :/

EIDT 6/7/2014: Problem solved with Gurok's help.
#6251
4-Jul   France 0 - 0 Germany
4-Jul   Brazil 2 - 1 Columbia
5-Jul   Argentina 2 - 0 Belgium
5-Jul   Netherlands 1 - 1 Costa Rica
#6252
fun fact: room == bedroom; living room, bathroom... ;) (Mouth for war, did not specify which room, even though we tend to think room=bedroom.... :D )
#6253
Wow Gurok, that's pretty early to start coding!
Maybe I should get my 2,5 year old a computer so he can also start on it (and stop using half of my screen!)?
#6254
Wow gingersnap! That looks awesome! Have you read my mind about the bedroom I always wanted (and never had?). :D
Even if it's the only entry, it's well worth the victory.

No entries from me, I don't currently have time to do art, am using all my free time to get some coding done.
#6255
Yeah, I was about the same age as both babar and miguel, and BASIC was also my "choice" with a ZX Spectrum. :)
I don't remember having any books about it though. My dad had brought some print outs of code to some games, and I sat writing the lines one after the other... I managed to get 2 games working, one was to drive a car on a road and avoid obstacles (view from above, and car could move from right-left-right. With what I learned from that, I remember modifying the game and doing some other stuff.

I later got an opportunity to learn a programing language and I took it, but turned to be off little use (to making games, anyway). Was a language for making databases (COBOL). I still had a lot of fun with it and got a pretty good grade at it (96 or 97%). But I haven't used it since, and at a little over 20 years, I would seriously need to re-read everything, since I can't remember much.

So I had a lot of fun, and maybe that's what I should have chosen for a career instead... my plan was always "I'll take this course now, and when I'm done in 5 years, I'll go and get an IT degree." But that never happened, took me 10 years to get my degree and then I had no more patience to go and spend another 5 years getting a new degree... (maybe I should have,considering how much fun I'm having with AGS scripting though :/ ).

I don't consider myself as a "programmer" though... (at least, not yet).
#6256
Rats!I knew I should have used my Wildcard on the France match! But I was too late for that one, so the Germany one looked to be the next "sure" thing... rats to them for not have scored in the regular time. :p
#6257
Guess this game is as good as any to cast my wildcard, if it's not too late. :)

Jun-30  2100 Germany  vs  Algeria  **Wildcard**
#6258
Hey Khris!

Well, that doesn't give me an error, that's true, but the function RollCall[i/] doesn't do anything either. :/

Hey Khris!

Well, that doesn't give me an error, that's true, but the function RollCall doesn't do anything either. :/

EDIT: Ok, the function  RollCall IS working with that code! :) I just added a else to the function and made my character say a word, and that works...
Can it be that the while is breaking my timer 1?

From the Manual:
Quote
Note that this function will only return 1 once - after that, the timer is placed into an OFF state where it will always return 0 until restarted.

Why would an expired timer, return a 0 and not a 1? Makes no sense in my mind... and probably why the code doesn't work now?


EDIT 2/Jul/2014:
Well, I've been working om my code (and I should have gone to bed 2 hours ago!), and have it sorta working (I liked it better when the timers were working!).
Anyway, I finally got it running, but 1 major & 1 minor problem arose...
I removed the timers, that weren't working due to them defaulting to 0! And replaced it with an int check. Works okay, but is missing the delay (wait) time I had before. So now they just move to point a & then b. Instead going from point a, stop (wait) for a bit and then move to point b & change rooms. This is the minor problem.
The major problem, is that while the script is running (NPCs are moving) I can't access the GUIs (they're grayed out)! :( While I can live with the missing pause to talk, I can't live with this one as I want the player to be able to continue playing while that "happens in the background".

Also I'm missing the knowhow on how to get cMRAndy to say the variable character name.... :/

Anyway, here's a little video of the code in action: http://youtu.be/n4uKFNcCFFs

And here's the full code, as it currently is:
Code: ags

// room script file

bool background_animation = false;
int checked_in = 0;
int i = 1;


 function RollCall (Character*chartobecalled)
 {
    if ((chartobecalled.Moving==0) && (checked_in==0))
    {
     chartobecalled.Move(516,  274, eNoBlock, eAnywhere);
     chartobecalled.SayBackground("Here!");
     checked_in=1;
    }
   else if ((chartobecalled.Moving==0) && (checked_in==1))
     {
      chartobecalled.SayBackground("Yes.");
      chartobecalled.Move(200,  240, eNoBlock, eWalkableAreas);
      checked_in=2;
      }
    else if ((chartobecalled.Moving==0) && (checked_in==2))
      {
       chartobecalled.ChangeRoom(3);
       checked_in=0;
       }
     else if (chartobecalled.Room!=player.Room)
       {
        i++;
       }
 }
  

function repeatedly_execute_always()

  {
   if  (cJake.x>446)
    {
    oBubble.StopAnimating();
    background_animation=false;
    oBubble.Visible=false;
     }
   else if (background_animation==false)
     {
     oBubble.Visible=true;
     oBubble.SetView (28,  0,  1);
     oBubble.Animate(0,  10, eRepeat, eNoBlock);
     background_animation=true;
     }
   else if ((i < Game.CharacterCount) && (character[i].GetProperty("is_on_RollCall")==1) && (character[i].Room==player.Room))
     {
     cMRandy.SayBackground("Next");
     RollCall(character[i]);   
     }
   else    
     {
     i++;
     }  
    
  }   

#6259
The Rumpus Room / Re: Name the Game
Sun 29/06/2014 19:46:37
Mount Scream? :D
#6260
Thanks Gurok, that solved it... sort off.
It's now constantly running the "else   RollCall(cMick);" (which I was trying to avoid), however that'll only be a problem if I actually want something else to happen there (which I currently don't, though might give problems when I run out of NPCs to call, and want to stop the function...). ;)

As for the timers and bools, not sure. But there will only be one NPC walking around at a time... at least in this function. And the timer was the answer I found to do a "wait" command on repeatedly_execute_always... Maybe there's a better solution I don't know of? :)

Anyway, thanks again. :)
I'll go now and try to figure out how that variable character name works, and will post again once a) I've solved the problem; or b) I'm stuck again and need help. ;)

EDIT: Well, guess it turned out to be option b! :( No matter what I try, I keep getting an error (keeps changing of course!)

The code is currently running all from room1, since I only need this to happen in this room.

Code: ags

// room script file

bool background_animation = false;
bool checked_in = false;
int i = 1;


function RollCall (Character*chartobecalled)
  {
    if (IsTimerExpired(1)==1)
    {
      
   //cMRandy.SayBackground("... %s ...", c);
   chartobecalled.Move(516,  274, eNoBlock, eAnywhere);
   chartobecalled.SayBackground("1");
   SetTimer(2, 200);
    }
    else if (IsTimerExpired(2)==1)

       {
         checked_in=true;
         chartobecalled.SayBackground("2");
         chartobecalled.Move(200,  240, eNoBlock, eWalkableAreas);
         SetTimer(1, 200);
       }
      else if ((chartobecalled.Moving==0) && (checked_in==true))
       {
        cMRandy.SayBackground("3");
     //   chartobecalled.ChangeRoom(3);
        checked_in=false;
        }
  }
  

function repeatedly_execute_always()

  {
  if  (cJake.x>446)
      {
      oBubble.StopAnimating();
      background_animation=false;
      object[1].Visible=false;
      }
  else if (background_animation==false)
      {
      object[1].Visible=true;
      oBubble.SetView (28,  0,  1);
      oBubble.Animate(0,  10, eRepeat, eNoBlock);
      background_animation=true;
      SetTimer(1, 200);
        }
  else 
    {
      while (i < Game.CharacterCount)
      {
        if (character[i].GetProperty("is_on_RollCall")==1 && character[i].Room==player.Room)
        {
        Display("Your turn %s!", character[i].Name);
       String cname = String.Format("%s", character[i].scrname);
       Display(cname);
         RollCall(cname); //this is of course the line that's causing problems!
         i++;
        }
        else 
        {
         i++;
        }
      }
    }
 }   


Currently the error read "Failed to save room room1.crm; details below
room1.asc(60): Error (line 60): Type mismatch: cannot convert 'String*' to 'Character*'
"

I feel I got as close as my scripting skills allow me. I just don't know how to make the text string to became the character name... if that is even possible...

PS - I know you guys don't like double posting, I don't like it either... but how does one keep track of edited threads? Since they don't show on the "Show unread posts since last visit."?
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