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Messages - Colxfile

#61
Hints & Tips / Re: 1213
Sun 01/01/2006 17:39:01
My picture paints a few words: (About 12)

15 Minutes 03 seconds

;D

I think it can be done a lot quicker as well (Sub 14 mins should be possible)

EDIT: It is!

13 Minutes 43 seconds
#62
Well, I've just come back to the thread. I intended to only update it when a new demo came out or something big happened. Had I done that, I wouldn't have noticed that you couldn't actually download the demo.

Quote from: MeHaving said that, if anyone actually downloads this game it'll be a bonus.

Yeah, it would indeed be a bonus given that it was impossible to download.Ã,  :o I'd be better off with a performing seal as webmaster rather than myself. Luckily, Dante the wonder seal has it fixed. Just incase, however, you can click HERE for great justice and a swift download. ('Swift Download' is dependent on your connection speed, obviously)

Erenan - Not that I condone such a thing, but if you want to know what the original sounds sound like, you could always, ahem *cough*downloadanemulator*cough*.Ã,  I'm largely dissatisfied with the sounds I've included because they aren't electronic enough. They are the best I could do with some wave files I found on the net and my copy of Audacity.Ã,  I have no idea how I could get near to the required sounds without just ripping them from the game. For example, for collecting an item / weapon of some kind the Atari sound sounds like this:

Atari: Bloooorrooop!

My sound sounds like this:

Computer: bong.

The countdown sound, that's a different matter:

Atari: Thrrp.
Computer: Thhrrp.

Oh yes! That sound is staying in for certain.Ã,  :D
#63
I'll be seeing it in with family this year. Just as well, I don't yet know the words to 'Auld Lang Syne' which was quite embarrassing this year.

After the hour has passed (Just like the scientists have predicted) I shall raise a glass to all people out there not at home with family or friends for whatever reason - be it work, illness or otherwise. And then I'll do it again in case I've forgotten anyone. And again just for luck.

When I finish the bottle of vodka, I shall go to bed and sleep like a long-sleeping thing for a good long while.

Beyond that, the following year, I shall make vague resolutions to change my errant ways, and not meet a single one. It's basically going to be 'this year' only spelt differently.
#64
You're right in that respect. But re-doing the graphics will be the last thing I do before finishing. I want to get it all working before I invest time in making it look better. That means lots of lovely, lovely coding... I like toast.

Yeah, re-doing the graphics will be mandatory.
#65
Well, I was so deafened by the silent enthusiasm for this project, I had no choice but to continue.Ã,  :=

The most progress has been made over the last month (Mainly because I wanted to do something apart from exam revision) during which time some bugs were squashed, the scoring system has been added, as well as half of the passcode system. In addition, the manner in which enemies roam around rooms has been meddled with. Hopefully, they won't stand in the corner doing nothing until the random number generator says otherwise. The main priorities left include:
+Further tweaking the wandering-ness of enemies;
+Implementing resumption based on correct passcode;
+Implementing death by asphyxiation;
+Better respawing (Probably requires more sprites. Actually, it could do with being kicked up the backside.)
And, of course, the rest of the game. The next station is drawn up and ready to be converted, leaving 4 more to be designed. That's the good news. The bad news is that each station has an extra floor, within which there are 25 rooms. So that means I have 650 rooms ahead of me.

But still, progress has been made and will continue to be made! Theres over a thousand lines in the global script of this game, but that won't stop me coding another thousand. Even if I end up straitjacketed and chained to a bed...

The game has only been playtested by myself thus far, so although I'm continuing to find things here and there that need to be addressed (The game also feels a little unbalanced at the moment...) a second pair of eyes would be a great help. So, if - after having a little play - anyone has further pointers for me, (Beyond 'Don't bother') I'll certainly take them on board. Having said that, if anyone actually downloads this game it'll be a bonus.

I can't think of anything funny to finish with, but here's an accurate display of my limited photoshopping skills that illustrates what a potential downloader has in store for them:
"Make my game"

For my next trick I shall start an argument in an empty thread...Ã,  :D
#66
Quote from: Pumaman on Sun 05/06/2005 23:32:14* Removed "Target DOS" option from the menu, since the DOS engine is no longer available.

You'll probably want to axe the warning "Games with names longer than 8-letters will cause some troubles if you compile for DOS" error if you create a new game with a name longer than 8-letters...
#67
There is another bit to this: I've actually commented out the line in the global "On_key_press" script that calls this, changed the scancode from Ctrl-V and deleted the line entirely. But the version is still displayed when I press Ctrl-V.
#68
For some reason, there are quite a lot of AGS games out there that will display the Version number when you hold down CTRL-V. It appears that the only ones that are safe are those as old as Larry Vales. (Or older) I had thought that this would only work if you had enabled debug mode... (I believe its called by Debug(1,0))

But in addition, in a couple of games I've played (Best example is Trials of Odysseus Kent) if you call the Version info while the player-character is walking into view during the intro, the version info is displayed, and then the game crashes after the info is banished. You can only escape by pressing Alt-X. (There's also a very brief window to do this in Cirque de Zale, just before Alexander says 'Time to ruin me a circus') This appears to be because it is interrupting a Blocking walk command.
#69
I've hit a small thing when testing a game. If I click on the room-script edit button in the room-settings editor (and then do whatever I like and finish and save or whatever happens), then the button is selected and can be 'clicked' by hitting the enter key. If I then go on to test the game, and hit enter while the whole thing is being compiled, then room-script editor pops-up. Then the game runs.
Not sure how much of a biggie this is, but thought you'd like to know anyway. :)
#70
Well, I was diagnosed with Crohn's disease aged 14. It took about 9 months to determine what was wrong with me (Always being sick, loss of appetite, losing weight, hardly any strength for someone my age). My doctor initially thought it was the fault of a parasite. It was only when I went to the dentitst he remarked "Your gums wouldn't look like that if your teeth are fine...". I went to hospital and after an endoscopy (Camera down the throat)... they couldn't be certain. They sent me to Alder Hey Children's Hospital in Liverpool (This was at the time the organ retention scandal broke, I believe). They did a colonoscopy (Camera inserted up my rectum and beyond) and diagnosed me with Crohn's. It's a permanent fixture in my life that I deal with. If I ever have a bad moment when the disease 'flares up', it causes ulcers to form in my gut (Pretty much from the top to the bottom), this stops me from absorbing nutrients from my food, meaning I don't put on / retain weight. Which invariably leads to people thinking I'm anorexic. I haven't had a flare-up for early five years now. I don't intend to have one again, if I can help it. Aside from appetite, it doesn't affect me at all. Although it's a difficult condition for me to make light of...

I also suffer from a lesser known condition, referred to as 'being me'. It causes me to think I'm smarter than I am and feel an overwhelming desire to try and make people laugh. It has also made we skilled in the art of procrastination. It cannot be cured without a great deal of pain. Like Crohn's, it's something I live with :)
#71
At the moment, there's a function for GUI Buttons to animate them using a certain loop of a given view. But, unlike for Characters and Objects, there isn't currently a .Animating() property to check if a button is animating or not. Is it do-able?
#72
SECRET QUEST REMAKE IS NOW FINISHED.
Please visit the Announcement thread in the Completed Announcement board for more.

Secret Quest - Remake
Based on the original game for the Atari console.

The Game:
Secret Quest Manual - 1989
"First there was one alien space station, then there were three. Now there are eight. If left unchecked, laser gates, dragons, and other evil creatures will wipe out the human race.
To destroy each station, you'll have to confront the aliens in face-to-face combat and discover the secret destruct code. Once you have the code, use it to activate the station's self-destruction mechanism. Then the race begins. Can you get to the teleport room before the station explodes into the vacuum of space?
Are you ready? Remember, you'll need precision battle skills, a keen sense of direction, speed, and pure guts to save the human race."

Screenshots:
http://www.geocities.com/colxfile/Pics/scr7.jpg
Projectile weapon fails to reach the foe.
You'll need to stand a bit closer than that, Jimmy.

http://www.geocities.com/colxfile/Pics/scr8.jpg
Actually, it's not a good idea to stand there.
http://www.geocities.com/colxfile/Pics/scr9.jpg
The status screen. Here betraying the fact that the
eighth station has a pink/purple motif.

http://www.geocities.com/colxfile/Pics/scr10.jpg
Behold! The dragon.
It doesn't do much besides shoot fireballs.

Progress As of Today
'Tis finished.

Anything Else:
It's FINISHED!!!
Set up to run at 640x400 at 256 colours. Looks quite nice windowed.

Download
Don't download from here. Download from the Completed Game Announcement Thread.
#73
Just to warn you, I recently re-uploaded that file with newer code. Before, it was one huge if command in the 'repeatedly execute' block of the room script. If that's what you see, then it WILL work, but the newer version has it in the 'While standing on region' part, so it is not as scary :)
#74
Sorry, I misread the situation. Looks like you may also need to use additional commands, including the 'IsCollidingWithObject'.

Here's a plan, with illustrative download. (<700KB)
You will need AGS 2.7 for it to work. Have a play with it

To do this in your game, you will need to:
1: Place a region near the box (Say... to the right of it). Suppose it's region 1, and it's adjacent to object 0. The region will need to overlap the area where the box is placed.
2: In the interaction editor for that region, add a new 'run script' command under 'While standing on the region'. In the script, place following command:
Code: ags

if (cEgo.IsCollidingWithObject(object[0]) && (cEgo.Loop==1)) {
	object[0].Move(object[0].X-40, object[0].Y, 5, eBlock, eWalkableAreas);
	}

So... while standing on the region, if cEgo collides with the object AND he is facing Left (Loop is 1) the box moves.
I only threw the example together in a short time, thus it is undocumented and uncommented. If you have any questions, just ask :)
#75
You could use the character.LOOP property. This returns the current loop of the character's animation, so if the player is facing left, you could deduce that is has approached the box from the right. But since it doesn't follow that the player's loop determines where he is relative to the box, you can test the difference between the box's x coordinate and the character's x coordinate. For example:
Code: ags

if (object[1].x > cEgo.x) {
 //What happens if Ego is to the left of the box
}
else if (object[1].x < cEgo.x) {
 // What happens if Ego is to the right of the box
}

(Replace 'object[1]' with whatever represents the box in your script.)
#76
I've been pestering the good folk on the technical forums a lot over the last month or so, so I may as well introduce myself...

Hello, I'm Colin. I hail from the dark side of Colwyn Bay in the UK. I play Scrabble to an amateurish extent and play Poker to a lesser degree. I also moonlight for 8 months of the year as a crossword compiler / undergraduate maths student at the University of Surrey.
Some people think I've a great sense of humour. The rest tend to deny all knowledge of knowing who I am...
I am responsible for a MAGS game which was impossible to play, let alone complete.Ã,  I'm slowly working my way through another (better? Possibly...) game that should be out before or after the Apocalypse.
When it comes to failure, I am quite successful.
From my ISC finger notes:
"6) People who over-use exclamation marks should be executed!!!!!!!!!!!!!!!!!!!111111one!!!!!!"
...
"8) I went to the dentist today. My teeth are fine, though my gums will have to come out."
#77
The Rumpus Room / Re: The MSPaint game
Thu 07/07/2005 22:37:25
This is based partly on the original "Grrrrrand Theft Auto!", which I haven't played for a while, so it may not be perfect...



NEXT: What's really going on inside your PC?
#78
Okay, I've tried using an A-B-A walking view and now my character does indeed appear to walk when he is walking.  ;D Thanks!
#79
I've been playing with a-v-o's keyboard control script as found here. The player character walks under the direction of the keyboard, but I've hit a small problem. The player character doesn't appear to be animated when he walks around the area.

My walking views for my character comprise two frames for each of the four directions. (Eg Frame A and Frame B for the U/D/L and R views) When the player is standing and doing nothing, frame A appears. When the player walks around, only frame B is displayed, rather than A then B then A then B etc...

I have some ideas why this could be happening:
* Perhaps the animation is taking place so fast that I don't see it?
** Or perhaps because the script for the movement is in the repeatedly_execute() block, does this mean that the animation is started, but immediately stopped and started again when the script is run each time?
*** Something elseÃ,  ???

I don't think that * is the problem, as I've slowed the game speed down, sped it up and done the same with the animation speed, all to no avail. This leaves options 2 and 3...

Does anyone have any ideas? Or a good workaround? Or both? Please?Ã,  ;D
#80
Competitions & Activities / Re: June MAGS
Fri 01/07/2005 09:38:12
Congrats Erenan!
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