Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cogliostro

#101
Kris!

when I exported it at the bottom of the global script I included the brackets and size of the array!!  Once I cleared that out, everything worked like a charm.  For the record, you just earned a spot in the credits!

Thanks,
Cogliostro
#102
Hmm... still having trouble...

Global Script
Code: ags

Place Details[11];
export Details[11];



Global Header
Code: ags

struct Place {
  String Name;
  int ID;
  int CurRoom;
  int Order;
  int PosX;
  int PosY;
  int ObjNum;
};

import Details[11];


Getting the error: Failed to save room room1.crm; details below
GlobalScript.ash(19): Error (line 19): expected variable or function after import, not 'Details'


Of course, if I change the IMPORT line to read:
Code: ags
 import Place Details[11];


I get the error: GlobalScript.asc(717): Error (line 717): export parse error at '['

If I updated the line in the global script to include the Struct type: PLACE. 
Then I get: GlobalScript.asc(717): Error (line 717): invalid export symbol 'Place'



I've imported functions before, but doing this with a custom array is driving me nuts!

- Cogliostro
#103
A solution - sort of...

I narrowed down the cause of the problem.  I ran the ShowOff() function in both rooms.  In the room where I populated the data into the array, DETAILS, it worked.  In the other room, it failed.  Now, when I moved the Array into the GlobalScript.ASH, because I wanted the values I entered in the one room to be available in the next, but apparently that isn't going to happen.  So, for the moment, I moved the ARRAY and ENUM into the headers of both rooms, and entered the data in twice.  Was there supposed to be a way to make the array data accessible from both rooms?

- Cogliostro

P.S.  I'm going to let this kick around for a day or so before flagging it resolved.
#104
Okay, going a bit bonkers here.  Created an ENUM, built an array with it, "Displayed" the contents, and it all shows up pretty as a picture.  Then I move the ENUM and ARRAY to Global Script and try to write all of the exact same text into a GUI Label, and I get an error: "One of the String arguments supplied was not a string."  If I eliminate the string it works, so *most* of the code it valid, but how do I get it to display the name?!

Code: ags

//Global Script.ash
struct Place {
  String Name;
  int ID;
  int CurRoom;
  int Order;
  int PosX;
  int PosY;
  int ObjNum;
};
      
Place Details[11]



THIS CODE WORKS!
Code: ags

function ShowOff() {
    Display("Name: %s[ID: %d[PosX: %d[PosY: %d[Room: %d",
      Details[DetailProp].Name,
      Details[DetailProp].ID, 
      Details[DetailProp].PosX, 
      Details[DetailProp].PosY, 
      Details[DetailProp].CurRoom);
}


But this code generates the error?!  What's the difference?!
Code: ags

//Room Script
function room_Load()
{
  lProp.Text=String.Format("Name: %s[ID: %d[PosX: %d[PosY: %d[Room: %d",
      Details[DetailProp].Name,
      Details[DetailProp].ID, 
      Details[DetailProp].PosX, 
      Details[DetailProp].PosY, 
      Details[DetailProp].CurRoom);


Any help would be appreciated,
- Cogliostro


Edit by Andail: fixed code tags.
#105

OPTIMIZATION:  Yeah, I never found any real appreciable difference between the the size of the game if I compressed the PNGs before adding them to the game, or compressing the game after having compiled.  So, I think I'll create a LITE version for those who are "bandwidth challenged" and a full blown version for the rest of us. 

PUN: I met this vegetarian the other day and she insisted she knew me from college, but I swear, I'd never seen herbivore.

FARMING SIM: Also, I apologize for creating a mini-game just like Farmville but with less excitement, and if an apology is going to mean anything it should come with a redhead.  So, here's another screen shot of a billboard you find in the game.



- Cogliostro
#106

After having a tough time with the download, I thought I'd post a mirror to Absent.

- Cogliostro
#107
There comes a moment when you sit back and enjoy the satisfaction that comes from having completed another step!  The code works, the graphics are good.  Then you just have to ask yourself is **ANYONE** going to like this damn thing at all?



What *WAS* I thinking when I created this puzzle?!

- Cogliostro
#108
Completed Game Announcements / Re: Sepulchre
Wed 04/09/2013 21:37:22
Okay, I tried to download it, entered in name and email, and waited.  After an hour, repeated the process.  It's been two hours and there are still no emails from the OwlCave.  Is the server on the fritz?

- Cogliostro
#109
Hints & Tips / Re: Adventure Island
Wed 29/05/2013 20:16:13
Quote from: Michael2968 on Wed 29/05/2013 19:46:38
On the Temple of Doom put
Spoiler
switches 1 and 3 in the on position and the other switches in the off position to open the door.
[close]
How did you get the
Spoiler
buddha off the pedestal?
[close]

I can't duplicate whatever it was I did earlier?!  Also, 1&3 didn't have any effect.

- Cogliostro
#110
ARGH!

After bashing my head into a wall in order to get animations done, I've discovered one little nightmare.

The game is 340MB which becomes 109MB when compressed, fairly large.  If I include three animations that I spent some serious time on, it goes up to 631MB which becomes 175MB when compressed.  (All three animations are full screen PNG files, each containing 50+ shots).

109MB vs. 175MB

I think that I'll release two different versions and see how people react.

Anyhow, the game is still in progress, and here's a screenshot to prove it...



- Cogliostro



#111
Elent Girl,

The game is pretty cool, original in its own right, yet has continuous references to every classic.  After sinking half an hour into the game I realized how big this game was going to be and decided I needed to stop and record my thoughts/comments as I made them.

The opening letter / background was great and let's be honest, Allan Quatermain doesn't get enough respect nowadays.  One thing struck me odd, it doesn't seem sane that a rescue operation would be carried out by *ONE* person.  It would have made more sense to me - and kept to the game design - if she was supposed to be part of the original team, but delayed, and thus arrives after everyone else has disappeared.  She still gets an email / radio message giving the same information before she parachutes in.  Yeah, the game is loaded with humor, but with a little tweaking it could have been internally consistent.  Internal consistency isn't exactly a hallmark accomplishment of humor/homage games, but it's something to consider.

Annie's face, is just odd.  All I can think is that she's having some severe allergic reaction, there's just so much red around her nose.

Tent laptop: These comments should have started before the expedition, honestly, it takes a minute of walking across the island to see signs of human habitation.  Reactions should have run gamut from hoax to must-be-aliens.

Scope of the game blows me away.  The size of the island is astounding and I just discovered the "mini-games" inside the amusement park?!  No wonder this took you five years of development.  Actually, how the hell did you do all of this in only five years?!

BUGS:
Spoiler

1) Changed into pirate outfit, went back into one of the other rooms in the tower - or at least I tried, and the mouse disappeared.
2) Inside Montezuma's Revenge: In the mines:  Grab the pickaxe, go down the ladder, go back up - and you cannot put the axe down
3) Inside Montezuma's Revenge: At Lemmings: hold the beam of wood and click on the stairs, and you get to the next room without stopping the lemmings.
[close]

- Cogliostro
#112
Hints & Tips / Re: Adventure Island
Wed 29/05/2013 17:22:15
Montezuma's Revenge:
Spoiler

Okay, in theme park, Montezuma's Revenge, trying to get past the lemmings.  Use rope on the fallen tree, tied the pickaxe to the rope, but I'm not strong enough to dislodge it now.
[close]

Temple of Doom:
Spoiler

Make it into the second room, cannot use inventory, tried every combination I can think of with the switches.  Finally got the genuine plastic-resin Buddha, but I cannot get out of the room.  Help!
[close]

- Cogliostro
#113

I don't exactly have an unbiased opinion, but I have to say, that looks awesome.

- Cogliostro
#114
Okay, I already have a character in mind for one of my games, but no actually idea of what he looks like.  The villain's name is LaPLace, named after LaPlace's demon, a thought experiment about determinism.  Scientifically, LaPlace was slain by Heisenberg's Uncertainty Principle, but that never stop a good villain before.  As a recurring character, he was a shapeshifter, but introducing himself the same way every time he runs into one of the main characters.

THE DEMON: “I got a lot of different faces in I where in all sorts of places, but I only got one name, and that's LaPlace.”

LaPlace also exists in Voodoo as the Master of Ceremonies.  Based on that bit, I reimagined LaPlace as a dignified monster who has to obey rules and helps the players as much as he threatens them.  Most of all, during the course of the game you will begin to understand LaPlace.  Sure he's a evil, but it's so much more disturbing when you understand why he has chosen a course of action that has earned him the label, demon.

So, what does he look like?

I don't want to make him look like a traditional video game demon â€" actually I might have, but Ben beat me to it, so onto the research.
A Google search turns up few useful images: the inventor of the thought-concept, LaPlace himself, and a picture from “The Rozen Maiden”, but I'd rather not go rabbit.  Honestly, I'm hoping for something dark and sinister with a veneer of civilization over the top.
Switching to something more Voodoo, I can find Baron Samedii, but not LaPlace. 



Historical demons look stupid.  A monster made of horns and fangs, isn't necessarily bad, but looses the evil gentleman feel.  I can go with an abomination of shadow, tentacles, and madness, but ProgZmax is already doing Cthulhu.

For the moment, I think I'll emphasis the shapeshifter angle, a supernatural entity who appears as a vagrant in our world, but who can pull you into a world of madness and shadow.



Okay, that's starting point.  Now I have to actually produce some concept art.

- Cogliostro
#115

I *think* the GUI / Interface is good.  Game was moving along until I realized that in order to internal conflict, I needed to show a strong contrast between the dialog of the characters and their actions.  Which meant a ton of animations!  And - no real surprise here - the game grew longer.

- Cogliostro
#116
Decided I had to have it and  got this instead....

Your order contains a product that is no longer sold: Product 77200001 (Anna's Quest Vol. 1: Winfriede's Tower) is not available for purchase at this time. Please contact webmaster@bmtmicro.com for more information.

EDIT: Found your post from March 14th... apparently, this is on purpose and there are some other changes coming.

- Cogliostro
#117
Hints & Tips / Re: Skumring
Wed 01/05/2013 01:57:51
Spoiler

If you look at the ALL the paintings in the apartment - I'm pretty sure it's only the one in the storage room, but let's be thorough shall we - you discovered two of them signed by Kongo and decide to head back to ART GALLERY.  There you can show the photograph to Kongo and then to the kid.
[close]

- Cogliostro
#118
Hints & Tips / Re: Skumring
Wed 01/05/2013 01:50:03
Quote from: Shadow1000 on Wed 01/05/2013 00:53:34
I'm stuck at 76% :)

Doesn't seem to be anything I can do now.

Spoiler
I just got the photograph from the apartment. I don't know what comes next. Some of the puzzles that are available: the people in the manhole in the cemetery, the dog in the park, the case of grog that I can't open, the door without a knob
[close]

There doesn't seem to be anything I can do at the few locations that are available.

Thank you

SHADOW

To get a lousy 1% more....

Spoiler

Show the photograph to Kongo.

Which gets you to the point where I'm stuck.
[close]
#119
Completed Game Announcements / Re: Skumring
Tue 30/04/2013 13:40:38
SeamanNaranja ,

I've downloaded and played the game to the 76% complete point and decided to finally take a breather and comment.

First, congratulations on your first release.  I was a bit concerned when I saw the game was 1.5 GB when unzipped?!  Honestly, a game of that size is usually scary bad, and first games even more so.  Your game, however, has proved to be an extraordinary exception to the rule!!

The film-noir feel, the detective narrator, and the *HUMOR* are all spot on.

The puzzles are good.  Chutney's abilities to make friends using nothing more than a broken wrench is heart-warming indeed.  :) 

SMALL BUGS:
Spoiler

* Inside the warehouse, at the beginning, there are a few areas where Chutney changes size while walking.
* I was able to get the goon outside the bar to leave before finding out that he and the actress inside were having a thing.  Which made the conversations later a bit odd.
[close]

- Cogliostro
#120
Hints & Tips / Skumring
Tue 30/04/2013 13:09:51
I'm 77% of the way through the Skumring and...

Spoiler

I'm back at the art gallery.  Spoke to everyone: Kongo, kid, actress, and the "gray man". 
I've shown the photograph to Kongo and established that he knows him.
What do I do next?
[close]

- Cogliostro
SMF spam blocked by CleanTalk