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Messages - Cassiebsg

#641
Quote from: milkanannan on Fri 02/10/2020 08:18:41
Quote from: Mandle on Fri 02/10/2020 04:51:33
Quote from: milkanannan on Fri 02/10/2020 04:27:47
Those of you having to throw in the towel with unfinished projects: why not roll these projects over to next month? Tying a cloak and dagger into a ‘darkness’ wouldn’t be the biggest stretch. :=

That's kind of against the rules.

Oh sorry ~ yeah that makes sense.

Unless the MAGS winner decides to make a topic like "Finish a previously started MAGS game that you never finished..."  ;)  (laugh)
#642
Ah! A chance to make a new knight for Pete!
Inspiring topic, maybe it'll push me to finish that game!  (nod)
#643
Is this the latest US presidential debate?  (roll)
#644
In Explore Project->Audio->Types->Music

Now on the Property panes you can define the MaxChannels and Crossfade tracks.

(you can also see it in Adeel's image posted right above yours.)
Hope it helps.  ;)
#645
Quote
Two colours: black AND white!

Wait... since black and white aren't technically real colors, you're game is actually colorless!  (laugh)

Congrats on the release, it looks awesome!
#646
I got tired of searching for the bricks, so digital prototype it is...  (roll)

With and without BG:





Created with LDD (Lego Digital Designer)
#647
Just a thought, but could you replace the animate+move with a walk command instead? Since walk moves and plays the animation.

Edit: and/or split the animation in 2. Use the tumbling as loop 0 and flat on the floor as loop 1, then run loop0 and end at loop 1.
#648
Both Gurok and Scavanger have done some "looks like first person 3D stuff"...  (nod)
So, yes, it's possible.
#649
Was the portable stove broken?
Did she forget to turn it on?  (roll)
Did she found something unexpected inside the seagull?
#650
I do have a couple days free, but have other stuff and I want to do, and sitting at the computer isn't one of them... maybe if I feel inspired I'll build a sprite...  (roll)
#651
General Discussion / Re: AGSville
Tue 22/09/2020 22:41:46
I'm seeling this fine leather jackets...  (laugh)
#652
I won't make it, been busy with RL and haven't even started.  :~(
#653
The Rumpus Room / Re: What grinds my gears!
Tue 22/09/2020 16:32:17
I think you answered your own question...

If they only provide you with the pre-cut, then if you have no other choice, and they sell more paper, cause you don't optimally use it.

I have the same problem. I can understand that they don't fit our mini-oven, but they should roughly fit the standard oven of 60x60 cm...  :-\
#654
just for future reference, you could also use a Game.DoOnceOnly. That would save you for creating a variable just for the effect, or you could check if the player has the item in inventory (though if he lost it when using it and you didn't want him to get a new fork, then the first option it best.  ;)
#655
I think the problem is that we've been creating a "me" culture for quite some time now.
Whenever I see someone claim "My body, my choice" in relation to wearing a mask, I sigh and think "me, me, me... it all handles about "me"... fk everybody else".  :~(
#656
General Discussion / Re: the blender 3D thread
Sat 19/09/2020 13:49:48
Love the clouds!  (nod)
The water looks a bit "plastic" to me though.
Mountains look okay, but they're too far away to give other comment.

Composition of the scene is relaxing.  :)
#657
I almost agree with Sinitrena... but I claim he's "almonds", as it's perfect fit in Danish in the plural.  (laugh)

#658
The Rumpus Room / Re: Name the Game
Thu 17/09/2020 21:03:43
Hugo?
#659
This is my code for the room. Hope it can give you some ideas on how to code yours.
I think all the code is contained in here, but there might be some global variables and code in Global Script... but I need to go to bed and have no time to check or clean up the "useless" code.

Code: ags


// room script file

int PreviousMouseX;
int PreviousMouseY;
int intTruncate;
int TimerBow;
int MouseX;
int MouseY;
bool IsArrowLocked;
bool IsArrowOnTarget;
int intArrowTries;

function room_Load()
{
	aRPG_Battle_Climax_2.Play(eAudioPriorityHigh, eRepeat);
	intTruncate=0;
	lbPower.Text=lbPower.Text.Truncate(intTruncate);
	lbPower.TextColor=63488;
	gPower.Visible=true;
	gScore.Visible=true;
	gAtempts.Visible=true;
	gActionText.Visible=false;
	lbScore.Text="0";
	intArrowTries=0;
	IsArrowLocked=false;
	IsArrowOnTarget=false;
	TimerBow=0;
	intTruncate=0;
	gAnouncer.Visible=true;
	
}


function room_Leave()
{
	gAnouncer.Visible=false;
	Wait(1);
	player.ChangeRoom(1);
}



function ScoringArchery()
{
	if (mouse.IsButtonDown(eMouseRight))  return;
	else if (intArrowTries<4 && IsArrowOnTarget)
	{
		if (Hotspot.GetAtScreenXY(oPoint.X, oPoint.Y)== hotspot[1]) // Arrow has hit the target1
		{
			intScoreArchery=intScoreArchery+1;
		}
		else if (Hotspot.GetAtScreenXY(oPoint.X, oPoint.Y)== hotspot[2]) // Arrow has hit the target2
		{
			intScoreArchery=intScoreArchery+2;
		}
		else if (Hotspot.GetAtScreenXY(oPoint.X, oPoint.Y)== hotspot[3]) // Arrow has hit the target3
		{
			intScoreArchery=intScoreArchery+3;
		}
		else if (Hotspot.GetAtScreenXY(oPoint.X, oPoint.Y)== hotspot[4]) // Arrow has hit the target4
		{
			intScoreArchery=intScoreArchery+4;
		}
		else if (Hotspot.GetAtScreenXY(oPoint.X, oPoint.Y)== hotspot[5])  // Arrow has hit the target5
		{
			intScoreArchery=intScoreArchery+5;
		}
		else player.SayBackground("Miss!");
	}
	lbScore.Text=String.Format("%d" , intScoreArchery);
	intTruncate=0;
	lbPower.Text=lbPower.Text.Truncate(intTruncate);
	lbPower.TextColor=63488;
}

function on_mouse_click (MouseButton button) 
{
		if (mouse.Mode==eModeArchy && button==eMouseLeft)
		{
			if (IsArrowLocked)
			{
				if (IsArrowLocked && intTruncate<1) player.SayBackground("I need to power the bow first.");
				else
				{					
					intArrowTries++;	
					if (IsArrowLocked) // Fire the Arrow code
					{
						IsArrowLocked=false;
						oArrow.Baseline=9;
						oPoint.Baseline=8;
						if (IsArchWonAble)
						{
							oArrow.Move(300, 182,  intTruncate+1,  eBlock,  eAnywhere); //(oArrow.X+PreviousMouseX/8, oArrow.Y-PreviousMouseY/8, intTruncate+1, eBlock, eAnywhere);
						}
						else // Player can't win
						{	
							if (intTruncate>18) 
							{
								if (game.debug_mode) player.SayBackground("");
								PreviousMouseY=PreviousMouseY-100;
							}
							else if (intTruncate<16) 
							{
								if (game.debug_mode) player.SayBackground("");				
								PreviousMouseY=PreviousMouseY+100;
							}
							else  if (game.debug_mode) player.SayBackground("");
							oArrow.Move(PreviousMouseX+6, PreviousMouseY-6, intTruncate+1, eBlock, eAnywhere); // Arrow flyes!
							IsArrowOnTarget=true;		
						}
						ScoringArchery();
					}
					if (intArrowTries==1) btnTry1.NormalGraphic=40;
					else if (intArrowTries==2) btnTry2.NormalGraphic=40;
					else if (intArrowTries==3) btnTry3.NormalGraphic=40;
					if (intArrowTries<3)
					{
						player.Say("Reload!");
						Wait(40);
						IsArrowOnTarget=false;
					}
					else  
					{
						Wait(5);
						room_Leave();
					}
				}
			}	
			else 
			{
				player.SayBackground("");
			}
		}
}
	
function UpdateBOW()
{
	if (mouse.IsButtonDown(eMouseRight))
	{
		IsArrowLocked=true;
		lbPower.TextColor=63488;
		if (PreviousMouseX>mouse.x)
		{
			if (lbPower.Text=="")  player.SayBackground("");
			else 
			{
				lbPower.Text=lbPower.Text.Truncate(intTruncate);
				if (intTruncate>0) intTruncate--;
			}
		}
		else if  (PreviousMouseX<mouse.x)
		{
			if (lbPower.Text=="llllllllllllllllllllll") player.SayBackground("");
			else 
			{
				lbPower.Text=lbPower.Text.Append("l");
				if (intTruncate<22) intTruncate++;
			}
		}
		PreviousMouseX=mouse.x;	
		PreviousMouseY=mouse.y;	
		if (TimerBow>=6) // adjust arm shake
		{
			int ran=Random(4);
			if (ran==0) MouseX=MouseX-2;
			else if (ran==1) MouseX=MouseX+2;
			else if (ran==2) MouseX=MouseX+2;
			else if (ran==3) MouseX=MouseX-2;
			else return;	
				
			oBow.Move(MouseX, MouseY, 10, eNoBlock, eAnywhere); // oBow in room2
			if (!IsArrowOnTarget) 
			{
				oArrow.Move(MouseX+8, MouseY-144, 10, eNoBlock, eAnywhere); // oArrow in room2
			}
			TimerBow=0;
		}
		else TimerBow++;
	}
	else
	{		
		if (intTruncate>0) lbPower.TextColor=2016;
		MouseX=mouse.x;
		MouseY=mouse.y+152; // sprite half height
		if (!IsArrowOnTarget)
		{
			if (TimerBow>=8)
			{
				if (MouseX>322) // center 300, 182
				{
					MouseX=MouseX+4;
				}
				else if (MouseX<282)
				{
					MouseX=MouseX-4;
				}
				else 
				{
					int ran=Random(9);
					if (ran==0) MouseX=MouseX-4;
					else if (ran==1) MouseX=MouseX+4;
					else if (ran==2) MouseX=MouseX+6;
					else if (ran==3) MouseX=MouseX-6;
					else if (ran==4) MouseY=MouseY-4;
					else if (ran==5) MouseY=MouseY+4;
					else if (ran==6) MouseY=MouseY+6;
					else if (ran==7) MouseY=MouseY-6;
					else return;	
				}
				oBow.Move(MouseX, MouseY, 10, eNoBlock, eAnywhere); // oBow in room2
				if (!IsArrowOnTarget) oArrow.Move(MouseX+8, MouseY-144, 10, eNoBlock, eAnywhere); // oArrow in room2
				TimerBow=0;
			}
			else TimerBow++;
		}
	}
}



function room_RepExec() 
{
	if (intArrowTries>=3 || mouse.x>=440 || mouse.x<=180 || mouse.y>=275 || mouse.y<=75) mouse.Mode=eModeWalkto;
	else 
	{
		mouse.Mode=eModeArchy;
	}	
	if (intArrowTries<3) UpdateBOW();
	
}



function late_repeatedly_execute_always()
{
	if (intArrowTries<3)
	{
		oPoint.X=oArrow.X+4;
		oPoint.Y=oArrow.Y-20;
	}
}
function room_AfterFadeIn()
{
	
	if (Game.DoOnceOnly("Joust Info")) Display("Instructions[ [1st. Press and hold right mouse button to control your bow string. Move mouse right/left to adjust tension.[2nd. Release right button to lock desired tension.[3rd. Point your bow and release the arrow by clicking the left mouse button.[4th. Good luck!");
}
#660
I did something like that for a game of mine, though mine was an bow and arrow.

Basically what I did, was in rep_exec_always added a small random value to the mouse position.
You can check it here if this is more or like what you're looking for: https://www.adventuregamestudio.co.uk/site/games/game/2215-stable-pete-and-the-joust-demo-/ (go to the archery contest area on the middle left.)
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