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Messages - Cluey

#1
You're all just as lovely in person.

So I guess I have to start an AGS game now and actually finish it.
#2
Well I've been told that I'm coming by my friends. So I am coming.

Who knows, maybe it'll spur me to actually finish an AGS game :D.

I'm not local to London, but I know my way around. If anyone wants to hang out with me I'd like that.
#3
Lose the music. Seriously this isn't 1998.

Other things:

-The graphical layout is super cluttered (might be just my browser) but nothing feels in place.
-There's no consistent style or navigation sense, it's like a mass of stuff.
#4
Quote from: Khris on Thu 15/12/2011 22:22:09
Cluey, so what was the actual problem?
The code in the first post looks fine, the brackets shouldn't break anything; the reason for not getting any reaction from the game seems to have been missing linkage in the object's event properties, right?

Well, that's probably my fault. I initially just wrote the script into the room script (as this is where the events handler puts scripts anyway), but I guess the events handler does something under the hood or on the global script to link it? Since when I used that and used the same (albeit without the erroneous spaces and brackets) script it worked fine, even though the exact same script is occupying the exact lines on the room script.
#5
Quote from: steptoe on Thu 15/12/2011 21:59:10
Use

Code: ags

if (player.ActiveInventory == iTools) {





Yeah, I actually figured it out shortly after I posted the thread. There's some erroneous spaces and symbols. Also I mean to set graphic rather than view.
#6
Right. It's been a while but I decided to try my hand at AGS again. Anyway, I opened up my old project and the first real puzzle involves getting a lift working using some tools.

So anyway, I've don't inventory interactions before but I can't figure out why this isn't working. It parses the game fine but when I use the tools on the lift nothing happens.

Code: ags
function oObject0_UseInv ()
{
  if (player.ActiveInventory == (iTools)) {
    cEgo.Walk(225, 138, eBlock);
    player.Say("&42 Just gotta rejigger the thingymabob!");
    object[0].SetView(36);
  }
  else
  {
    player.Say("Nope");
  }
}


#7
Quote from: Leon on Wed 14/12/2011 09:08:59
Normally when talking to Ashanti, you should be able to
Spoiler
ask her for a cookie to give to the dog.
[close]
If not, you might to be far enough yet. Did you talk to Susan enough about Alli to learn about the dog?

Well. I loaded an earlier save (before Joey shows up) and I get that option when I ask about the dog. But on my later save there's no options at all apart from "Ask to leave".

I've exhausted all the dialogue options with everyone about everything and now it's just repeating.

I think I've actually discovered a game breaking point! I hardly spoke to Nishanti at all and now I can't talk to her about anything since it went past a certain point.

Guess I'll just have to start from the old save...

EDIT- Yep. It's a bug. Dave Gilbert knows about it. I've just checked the Wadjet forums and there's alot of people with the same issue.
#8
Ok. So I'm late to the party on this game. It's all been great so far but I'm at the bit where it's night and I assume I have to take the neighbours dog to see the ghost in the park.

I've admittedly given in after clicking around for some time and consulted a walkthrough, which mentions using the pills with the dog biscuit. However, I don't have a dog biscuit and I can't find one anywhere. The Indian lady doesn't have any dialogue options apart from "Ask to Leave".

Am I missing something here?
#9
Critics' Lounge / Re: Critic Art Direction
Wed 07/04/2010 21:46:26
1. Add the lineart in a new layer, set to multiply.

2. Think of the general colour feel you're after.

3. Fill in the background layer in that colour.

4. Start blocking in the basic shapes of things.

5. Keep going....

6. Keep going, adding more and more definition as you go.

7. Post results.
#10
It needs a light source. Try putting the moon in. It'll give you a nice reference point for shadows and highlights then.

Also, some more tones on the grass would be nice.
#11
Give this man a doughnut.

My backgrounds are now 10x better! All thanks to lens flare and gradient maps!
#12
Quote from: frenchllama on Fri 30/10/2009 02:12:30
The main thing that strikes me is that your perspective looks isometric - those buildings should have a vanishing point on the horizon line (unless everything is on a very steep angle?). Also the lack of contrast makes it hard to distinguish the buildings. The rocks at the water's edge have really nice tones - no reason why the man-made objects couldn't be the same...

Pretty much this, rework it with a vanishing point. If you don't want to make the building colours radically different to make them stand out, try hilighting the edges where the moonlight would catch.
#13
I agree, it's looking really lovely. Another great victory for the Critics Lounge!

The toaster looks a little small though.
#14
Critics' Lounge / Re: My graphics
Wed 28/10/2009 19:31:15
The main issue is the lack of understanding of basic anatomy. You're focusing too hard on stylising your work before you've even mastered the basics of drawing figures. The shines and shading may look somewhat polished, but it just looks like you rushed to the finishing stage before getting the drawing right.

Take a look at real people, how they look and stand. The proportions and structure of a body. When you've done that, you can decide what parts to distort and stylse.

Also, this is something that most artists take decades at perfecting, so don't expect to master if overnight, but just getting a basic grasp will help your art improve tenfold.
#15
Quote from: ProgZmax on Fri 09/10/2009 04:42:20
I like the way the room is laid out but I'd question whether or not you need a lamp in the room at all.  If you focus on the lava and make the glow intense, the light from it could easily be used to illuminate that area of the room (and cast some interesting shadows as well).

Originally there was no light, until my room-mate pointed out that if that was someones desk, they'd need a reading light even with the ambience from outside.

I don't feel confident enough to take on ambient light shadows with hard pixels just yet, but it was a nice suggestion




Added some little details, tweaked the lighting, upped the colours a bit and replaced the lamp with a candle. I tried adding a coat/hat hanger but it didn't really find a home and drew the eye too much.
#16
Quote from: anian on Wed 07/10/2009 20:44:42
- kinda dont have a feeling of light radiation from the lava
- you're missing handles on furniture, that's just so you don't forget  ;)
- maybe an office lamp on the desk instead of the one on the left...ori even better -> candles
- the cabinets and the table and the lights kinda don't look like they belong togheter with doors made of wooden boards and medieval type windows...

Kinda hard to tell, can you say something about the game (setting, time period, style, genere etc.)?

And again, I like the background and the style these are just minor tweaks, I'd do.

-Yeah, I tried to add some orange to the light but it's hard to do, I tihnk if/when I add in the roof I think I'll add that in. Definately will do something with it.

-Yeah, the handles are what I call "decal level" and thus aren't in (the only "decal" level thing is the goop on the top of the tall filing cabinet. I won't forget.

-Candles, brilliant, will change that,

-The game is set in the 1940's at the height of the Second World War. Starts out in London and goes to the afterlife, which is styled in a sort of "anything from any period goes" way. So there's tudor houses with neon lights etc.
#17



Not as much clutter as I usually put on my backgrounds, but it's

A- been a while
B- Going to have a bigass character behind the desk.

Thinking of still adding some wall dressings that will be funny, but not too out of place for Hell.

Any ideas?
#18
Quote from: Trent R on Sun 17/05/2009 22:26:48
[All that stuff he said]

Thanks alot, I feel like a bit of a dummy, but that's certainly a handy tip for finding the buggers.
#19
Double post to bump (hey it's less arsy than starting a new thread).

So now I'm getting the ol' "unexpected eof" error. I know the problem lies within this script as when I remove it it's fine:

Code: ags
    if(player.ActiveInventory == iDIY)
    {
    player.Say("Hows this for you?");
    cDan.Say("Hmm, they've spelt 'wrench' wrong on the first page");
    player.Say("So they have...");
    cDan.Say("You should be ok with this though, I had a look while you were in your office");
    player.Say("What do I need to do?");
    cDan.Say("The wire thingy in the control box is knackered");
    cDan.Say("See Chapter XII on that");
    player.Say("So I need to replace it?");
    cDan.Say("Just re-jiggery-thinging it should do, you'll need these tools");
    cDan.Say("Basically, you just need to screw the control box back onto the wall after reconnecting the wire");
    player.Say("Ah, I see, thanks Danny...);
    player.say("I think");
    player.AddInventory(iTools);
    player.LoseInventory(iDIY);
    }


I know they come from when you're missing a close bracket, but I'm pretty sure I've got them all. And I remember this lil' bit here worked before I added the active inventory bit mentioned above, so who knows.

Apart from you guys.

That's why I'm asking you.
#20
Quote from: Trent R on Fri 15/05/2009 19:44:35
Quote from: Cluey on Fri 15/05/2009 18:39:29I've been without internet  for ages in my house, I've been poring over the manual for days and finding little, what should I search for?
Well, you can always just start reading, whether straight through or jumping through 'See Also' links.


For ActiveInventory, you can search 'inv' in the Index and the second item that pops up is 'Inventory Item events'. It says:
Quote from: ManualYou can use the player.ActiveInventory property to distinguish which item they used.
Which links directly to the ActiveInventory property.

Quote from: Cluey on Fri 15/05/2009 18:39:29The page I found on the subject had one = mark.
I take it you mean the Example on the ActiveInventory entry? Well, if you read what it says,
Quote from: ManualGets/sets the character's current active inventory item. Setting it will update the mouse cursor if appropriate.
Quote from: Manualwill make the inventory item iKey active
Both will tell you that the you can set the ActiveInventory, not just getting it (which is its most common usage). Combine that with basic scripting knowledge (look up Operators if you don't know) and you'll know that you use = for setting (and a semi colon) and == for checking (combined with brackets). This is the reason we don't like script kiddies on the forums that say "Give me teh code!!! Dont point me to a supid manual entry, or RTFM!!" because they don't understand the code that's give to them.

Also, if you had run a forum search, the first result of 'parse error' would give you your answer. Not to mention two others in the first 5.


I realize I sound condescending, but the best thing for you is just to start reading (have you seen the Scripting Tutorials?). I don't think you're a n00b, and I'm just trying to help you become better at scripting. (and I'm willing to help anytime)

~Trent

Yeah, appreciated. I didn't know the difference between the two. A few days without internet made me forget my internet protocol (the manners one, not the address one).

I'm not a n00b to these forums (04 I think I joined, spend most of my time in the art places), I am a complete n00b to scripting, and I've got loads of my own code written fine, but when I hit on a tiny error I go mad.
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