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Messages - Cassiebsg

#6281
Quote from: Stupot+ on Thu 19/06/2014 21:59:41
'cept I have to go to work where they probably don't have a TV in the office.

There's this archaic thing called a Radio that usually sends the matches... ;)
However, if you're anything like me, you won't get much of what they say, but "Gooooooaaaalll" is always very clear about what they mean...
#6282
I'm a little puzzled about being possible to register a dictionary word like Victory...  :shocked: :confused:


I can understand Microsoft, Sonny, Pepsi, etc... as they aren't dictionary words... just like "Super" and "Mario" aren't registered, but "Super Mario" is...

Can already see the problems that would cause "Weak Mario" or "Super Mikey"... rofl

PS. I also like SegerBäck.
#6283
The Rumpus Room / Re: Ponch is in trouble now
Wed 18/06/2014 15:52:32
Quote from: jwalt on Wed 18/06/2014 15:29:31
I do have one game concept I keep returning to, but I'm stalled out on an issue with misbehaving skirts for my female models. Can't seem to find the work around, or a reasonable way to fake it.

You shouldn't let that keep you from doing the game anyway, you can always change the sprites later on, once you have solved the problem. :) It's actually not that hard to replace them.
That's actually why I'm doing 2 games at the same time... one am stuck at doing 3D art for it, cause I care how the game will look like. The other I don't care that much how it looks, and am focusing manly on learning AGS and coding/scripting. On this one am currently working with "place holders" graphics... Hopefully somewhere along the line, someone may want to work with me on graphics, sound/music, etc. ;)

BTW, ever heard of backup? ;)
Get a hard drive, a CD or/and an online backup. So you should be caovered. ;) (am giving this advice, but I my self have yet to make any backups of my games... :/
#6284
Actually, I kind of enjoyed the typing... it helped me improve my writen english. ;)
#6285
Quote from: miguel on Tue 17/06/2014 09:46:00
Please be quiet about it! Nobody knows I'm the only Portuguese in the forums!

You shouldn't assume so much... :p

Quote
Our prima donna didn't really care to run as well and instead of motivating the rest of the players as a captain he did the opposite.
Well, it couldn't get any worse.

That's the problem with prima donas...
Let's hope it can't be worse... :/
#6286
Oh well, just for the sake of it... not that interested in football (though, will try and see my country's game... need to me patriotic!)

Anyway:
Jun-12   2100   Brazil 2 - 0 Croatia
Jun-13   1700   Mexico 1 - 2 Cameroon
Jun-13   2000   Spain 2 - 2 Netherlands
Jun-13   2300   Chile 1 - 0 Australia
Jun-14   1700   Colombia 2 - 0 Greece
Jun-14   2000   Uruguay 0 - 0 Costa Rica
Jun-14   2300   England 2 - 1 Italy
Jun-15   0200   Côte d'Ivoire 1 - 0 Japan
Jun-15   1700   Switzerland 1 - 0 Equador
Jun-15   2000   France 3 - 0 Honduras
Jun-15   2300   Argentina 2 - 1 Bosnia-Herzegovina
Jun-16   1700   Germany 2 - 3 Portugal
Jun-16   2000   Iran 0 - 1 Nigeria
Jun-16   2300   Ghana 1 - 2 USA
Jun-17   1700   Belgium 1 - 0 Algeria
Jun-17   2000   Brazil 2 - 0 Mexico
Jun-17   2300   Russia 1 - 0 South Korea
Jun-18   1700   Australia 0 - 3 Netherlands
Jun-18   2000   Spain 2 - 0 Chile
Jun-18   2300   Cameroon 2 - 2 Croatia
Jun-19   1700   Colombia 1 - 0 Côte d'Ivoire
Jun-19   2000   Uruguay 1 - 3 England
Jun-19   2300   Japan 0 - 1 Greece
Jun-20   1700   Italy 3 - 0 Costa Rica
Jun-20   2000   Switzerland 0 - 2 France
Jun-20   2300   Honduras 1 - 0 Equador
Jun-21   1700   Argentina 4 - 0 Iran
Jun-21   2000   Germany   3 - 0 Ghana
Jun-21   2300   Nigeria 1 - 1 Bosnia-Herzegovina
Jun-22   1700   Belgium 1 - 1 Russia
Jun-22   2000   South Korea 2 - 1 Algeria
Jun-22   2300   USA 0 - 3 Portugal
Jun-23   1700   Australia 0- 3 Spain
Jun-23   1700   Netherlands 3 - 1 Chile
Jun-23   2100   Cameroon 1 - 3 Brazil
Jun-23   2100   Croatia 1 - 2 Mexico   
Jun-24   1700   Costa Rica 0 - 3 England
Jun-24   1700   Italy 2 - 1 Uruguay
Jun-24   2100   Greece 1 - 1 Côte d'Ivoire
Jun-24   2100   Japan 1 - 2 Colombia
Jun-25   1700   Bosnia-Herzegovina 0 - 0 Iran
Jun-25   1700   Nigeria 0 - 2 Argentina
Jun-25   2100   Equador 0 - 3 France
Jun-25   2100   Honduras 0 - 1 Switzerland
Jun-26   1700   Portugal 4 - 1 Ghana
Jun-26   1700   USA 1 - 3 Germany
Jun-26   2100   Algeria 0 - 1 Russia
Jun-26   2100   South Korea 1 - 1 Belgium
#6287
The Rumpus Room / Re: Name the Game
Thu 12/06/2014 15:25:39
It does ring a bell to me (more the character, than the pyramid), but can't place it, or name it...
#6288
Alleluia!

This is fun! Even if frustrating at points (don't think the manual is that user frendly, specially if one doesn't know much about programming and AGS) .

But anyway, I finally managed to get my code working! (Am still missing adding the drop item, since I have yet not figured how to get cJake to walk to the item/character without using x,y coordinates... is it even possible to do something like "walkt.to.character?" or do I always need to set the x,y cords?

Anyway, I managed to get Jake to grab his backpack and suitcase.
There are two icon on the iconbar GUI, one for the normal inventory (Jakes) and another for the backpack. The GUI for the backpack inv.window only opens if Jake his carrying his backpack. The backpack is set as a character, once grabbed I changed it's view to one of a blank sprite (annoying that I need to create 4 loops for it work), and set the backpack character to follow cJake (this assures that when opening the GUI for the backpack, it remains in the current player room).
Now for test purposes, I've added the suitcase to the backpack, I can now select it, close the backpack GUI, and keep the suitcase both as the active item and mouse mode. :) And for the sake of fun, I can also now add items that are on cJake's inventory into the backpack inventory. So I'm happy!
I'm thinking later on to set the cJakes inventory to 2 or 4 pocket slots + 2 hand slots, so that it makes sense to have a backpack!

Code: ags


// Backpack Inventory


function btnIconInv2_OnClick(GUIControl *control, MouseButton button)
{
   if ( player.HasInventory (iBackpack)) 
   {
    // Change player to oBackpack and open it's inventory window
    character[25].SetAsPlayer();
    gInvBackpack.Visible = true;
    // switch to the Use cursor (to select items with)
    mouse.Mode = eModeInteract;
    // But, override the appearance to look like the arrow
    mouse.UseModeGraphic(eModePointer);
   }
    else // If player does not have Backpack in inventory
    {
    Display("You do not have a backpack!");
    }
}

function btnInv2OK_Click(GUIControl *control, MouseButton button) {
	// They pressed the OK button, close the GUI
  gInvBackpack.Visible = false;
  if ( player.ActiveInventory != null)
  {
  character[0].AddInventory(player.ActiveInventory);0 // cJake gets the selected item in his inventory
  character[0].ActiveInventory = character[25].ActiveInventory; // Sets the cJake's active inventory identical to what was selected by the player
  character[25].LoseInventory(player.ActiveInventory); // Removes selected item from Backpack
  }
  character[0].SetAsPlayer(); // Sets cJake as player
  mouse.UseModeGraphic(mouse.Mode); 
  mouse.Mode = eModeUseinv;// Changes mouse mode to current seleted item
}


function btnInvUp2_Click(GUIControl *control, MouseButton button) {
  invCustomInv.ScrollUp();
}

function btnInvDown2_Click(GUIControl *control, MouseButton button) {
  invCustomInv.ScrollDown();
}

function btnInvSelect2_Click(GUIControl *control, MouseButton button) {
  
	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}

function iBackpack_Look()
{
  player.Say("It's my backpack! I usually cary it around on... wait for it... my back!");
}

function iBackpack_UseInv()
{
  if ( player.ActiveInventory == iBackpack) // Check if player has the backpack seleted
  { 
    player.Say("I can't put my backpack inside it self!!");
  }
  else // If backpack is not selected than adds selected item to backpack inventory.
  {
    oBackpack.AddInventory(player.ActiveInventory);
    cJake.LoseInventory(player.ActiveInventory);
    player.Say("There! I've put it in my backpack!");
  }
}

function oBackpack_Interact ()
{
// Grabs backpack and adds it to inventory
cJake.Walk(294,  420,   eBlock, eWalkableAreas);
cJake.AddInventory(iBackpack);
oBackpack.ChangeView(26); // Sets the Backpack character as blank/invisible view
oBackpack.FollowCharacter(cJake,  2,  2);
}


Feel free to use or improve my code. :)

PS - Ah! I was thinking too complicated! No need for a walk.to.character option or saving mouse coordinates, all I need to is use the mouse.x and mouse.y options (thanks again Khris!)... of course, that the mouse pointer is actually over the backpack/item that one wants to pick up! Logic! Dumb me for taking so long to figure that one out! Oh dear! I now fear that all my inventory items will be droppable anywhere! This kid is going to end up littering where ever he goes! ;)
#6289
Sounds awesome! :)
Maybe I'll get to finish it this time around!
#6290
Guess cause my logic says: use cJake for play game, use cBackpack only when accessing inventory. Have a feeling that the code may get messy otherwise. But guess I could let the player use the cBackpack to finish his action with the item, and return to cJake afterwards... will have to think about it. :)
In the mean time I'll go back to trying to figure out how to do what I originally thought, just for the sake of the challenge and learning, if nothing else. ;)
#6291
Thanks again Khris! :)
I haven't worked on the drop problem yet, as been busy with getting the inventory GUIs to work first. But it's nice to know that is is a bit simpler than I originally thought.

I just got to the crash part, but at least I got both GUI working and showing ATM. :)
Was thinking/going to try to change the player character to the cBackpack when the backpack inventory window is opens, then add the selected item to the player cJake and after clicking ok to close the window and return to the game, change the player to cJake again. Do you think something in those lines would work? Then again, re-reading what you wrote, sounds a bit like your point 3.

EDIT: Changing characters and adding the inventory to cJake works, so I now can go into my backpack inventory, grab my suitcase add it to cJake's and return the character back to cJake.
Am though strugling with finding in the manual how I: refer to the selected item to add to cJake (am currently using iSuitecase cause that's the only item I have, but need to add the one actually selected by the player); setting the new item as the active mouse mode (and show up it the little "selected item" window of the iconbar); and set the mouse mode to it (that gets lost when i change back to cJake). Think that's about it that am missing to get this working (besides a bunch of ifs and elses).

PPS - Argh... seems like your little code actually has the solution to part of my problem (player.room)... oh well, will try it tomorrow. It's bed time now. :(
#6292
Hey. Sorry about the delay, been meaning to thank you two for this! :)
Mandle's code with Khris correction works perfectly! :)

I had just hoped I had manged to do the backpack as a character, but that one is turning to be also much more complicated than I first thought it would be... guess I'm currently coding complicated stuff, instead of taking care of the "easy" stuff first... lol

I did however created my backpack character, and I can pick it up and add it to inventory, so no problem there (and yes, he's solid!). :) I just hadn't realized that dropping an object/character would be so hard to do.

I'll post what I want to do, please just say if my logic is wrong or if I can't do it like I'm thinking to do. No point loosing a month or so trying to code something that is "broken" at start. ;)

1. Select backpack from inventory.
2. click it on the screen to drop it.
    2a. Check that mouse click coordinates are on walkable area.
    2b. Check that mouse click coords. are not in a walk behind area.
    2c. Save mouse coordinates as backpack coords. (or maybe this one should be 2a?)
3. Lose inventory item backpack.
4. Add backpack sprite to saved coord.
5. If player now wants to pick it up again, then use the saved coords. as walk to point.

The other problem, is having 2 inventory windows (the standard one with limited space + backpack)... (and of course not having the backpack inventory if player has dropped the backpack)...
I'm trying to follow this help thread to solve it (http://www.adventuregamestudio.co.uk/forums/index.php?topic=36291.msg476491#msg476491). I thought of 2 methods, but method 1 (using the backpack from inside the inventory window to open the 2nd inventory GUI) doesn't seem to work as I can't figure out how to add the interact mode in there... besides seems a bit unintuitive and annoying as game play goes. So that enters 2nd method I thought off: add a new button to the main GUI (gIconbar). that will open the 2nd inventary GUI, though only if the player has the backpack in the main inventory...

Hope it makes sense... would it be possible to do this? Or my way of thinking is "broken" and would not work in AGS?
#6293
He looks nice! :)
I think though, that his head seems a tad too small in relation to everything else.
#6294
Congrats to the winners! :)
And thanks for the votes on mine.
#6295
The Rumpus Room / Re: Name the Game
Sun 08/06/2014 21:16:10
Technically, that's more like 3 in 1... ;)

I think. that a skeleton in a waiting room, would probably make very sense in a naked gun game, though. (for the record, not a guess. ;) I haven't played this game, that much I'm sure of!)
#6296
Mandle, unfortunately your method doesn't work for me... either I'm putting it in the wrong place, don't know what am doing (true!) or something else, but I get the following error: fixed sized array cannot be used in this way.

Will try Khris method on another object, a backpack. :)
#6297
Okay, am not sure this is the correct forum to post this, so please forgive me if it's not.

I finally created a few objects for my game and I stumbled into a "common problem", namely that my character can walkover the objects. My first thought was turn the object solid. But there's no option for it. Then I thought: "I can just create a non walkable area around my object, and turn it walkable once he picks the object up." However, I want my character to be able to drop the object when and if he wants, so that wouldn't work... After some search on the forum and manual I found there's a script line for that. Fine! So try that... not working! I wanted to put it on the Globals scripts so it would work in every room... After a day of reading more, I found that line seem to only work when in the room script. Rats, cause I wanted it to be true in whatever room the character is! :(

Here's my current code for room1:

Code: ags

function room_RepExec()
{
oSuitcase.Solid = true;
oSuitcase.BlockingHeight = 7;
oSuitcase.BlockingWidth = 45;
}


Is there any way I can make this true in every room? Besides copy/paste this into every room he may have the suitcase in?

And my other question is: why isn't this an option that one can just check in the object's properties?

PS: I'm using Build 3.3.0.1156, and default game.
#6298
1. Hobo
2. Misj
3. Arj0n
#6299
The Rumpus Room / Re: Name the Game
Mon 02/06/2014 20:19:45
Don't know if it's only you, but I can see it... no idea what game it is though... reminds me of chinesse checkers... :)
#6300
The Rumpus Room / Re: Name the Game
Sun 01/06/2014 09:39:47
I would Guess Alien... since that's the first think it come to mind when watching that pic... but there's probably more than one Alien game... :/
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