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Topics - DBoyWheeler

#61
So I was listening to the opening theme "Get Along" (the first OP of the anime Slayers; original Japanese version, natch).

And it kinda had me thinking...

Are there any fangames of Slayers made with AGS?  (I know we have at least one fan game based on Saint Seiya, a.k.a. Knights of the Zodiac.)

If not, why not?  (I could so see a Slayers AGS game with a Quest for Glory style.)

I mean, just a thought.
#62
I recently got ahold of the newer version, but now the things that were NOT giving me problems before are now the things giving me problems.

I'm trying to test out what I have in my project so far, but I keep getting this message.

"Error (line 102): Undefined token 'bSaveGame_OnClick'"

I mean, it worked fine in the earlier version, but now it's acting up.

Here's the current code I have, for the save game button.

Code: ags
function txtSaveGameName_OnActivate(GUIControl *control)
{
  bSaveGame_OnClick(control, eMouseLeft);
}


Prior to getting the updated version, I never had to deal with this issue.

What changes do I need to make to fix things?  What could I be missing?
#63
Okay, I had decided to make the next game of mine on my own, and decided to do a bit of early scripting before progressing further.

Problem is, I am not sure what changes to make to the Verb Coin script and the Monkey Island style script without screwing it up.

Here's what I mean.



This is just a rough draft of the setup.  The open inventory is most of the bottom, with the exception of a special GUI on the bottom right (similar to Kyrandia).  And I plan to have a separate button (kind of a "mini-GUI") on the upper right to be the system button (for saving, loading, restart, volume control, etc).

However, the default Verb Coin Tutorial has that tutorial of right clicking to bring up the inventory, and the default Monkey Island style tutorial has that multiple languages, etc...  I want to have the inventory always open on the bottom of the screen, at the same time having a Verb Coin system.  But I don't know what to change without it crashing on me.

Also, for the GUI... I'm thinking of setting it up so if I click the "buttons" on each of the corners of the triangle, it'd trigger a "User Defined Button", but when right clicking, it changes back to default (like right-clicking when you have an active inventory makes it go back to default).  I'm not sure how to do that without it messing up, but what I want it to be, as stated earlier, is like a mix of the Verb Coin setup with the Monkey Island inventory set up.
#64
Well, coming this month of July (God willing), I plan to go solo with that Sarimento AGS project, since no one was willing to take up my project.

I looked at some games and noticed Montague's games (especially Cayenne Pepper), as well as another AGS user's game "Cherry's Quest for Coffee".  And saw that those games looked good despite their simplistic art style.  So maybe I can do the sprites and BGs in similar styles. (I mean, let's face it--I just don't have the attention span or patience to learn ThreeOhFour or Ghost's styles, or some of the more artistic AGSers' styles; but at least I can do what Montague did and show that even simplistic art can be beautiful).

Just wanted to get something off my chest.

[I put this in Adventure Related Talk n Chat because I didn't have any graphics (aside from the pencil sketches) yet for the Critic's Lounge--maybe when I do have graphics, I'll start posting there.]
#65
Aside from my Adventure Game Studio project ("Sarimento on Hyperborean Island"), I also want to do my first Pokemon fangame with Pokemon Essentials for RPG Maker XP.

But I can't do it alone--I need all the help I can get!

The project is called Pokemon Tiger/Rabbit/Dragon.

More information can be found here: http://www.pokecommunity.com/showthread.php?t=369153

So... any Pokemon Essentials users out there amongst AGS users?
#66
General Discussion / Bye, Alan Rickman
Thu 14/01/2016 23:24:03
*sigh*

First David Bowie, and now Alan Rickman.

Yep, another celeb gone.
:~(
#67


[Update Jan. 18th, 2018] I'm gonna take this recruiting one step at a time, so I'll start with gathering a spriter and background artist.

Would anyone want to join my next project?

I'm planning another "gift game" (i.e. game intended to be for, and about, a friend--similar to Nelly Cootalot, but at the same time different)

Sarimento on Hyperborean Island

The hero, Sarimento, had arrived on this wintry island after his airplane crash-landed.  He hears that a warlord and sorcerer duo is causing trouble for the people.

Artist

It would be great if Ben304 could be part of it, but that's a big if, since I know he's kinda busy with his own games himself.  So, if he can't join, anyone that can draw characters in the style of a 1980's to early 1990's Saturday Morning Cartoon.

Perhaps one or two spriters (for characters and inventory items--including the "special inventory"), and maybe one or two artists for the rooms (I'll provide the maps as reference to which door/road/whatever goes where).

Background Artist

As with the Spriting, I might need one or two background artists that can draw the rooms and such in the style of a 1980's to early 1990's Saturday Morning Cartoon.

***
Sketches I have provided.

Main character--Sarimento
Sarimento Reference

The Blaapeppe Family
Lara Blaapeppe
Skjold Blaapeppe, Lara's father
Nynne Blaapeppe, Lara's mother
Dynes Blaapeppe, Lara's older brother.

Other friendly characters
Isleif VÃ¥rpartenvarme, a farmer with a special greenhouse.
Vestar Verdifull, the shopkeeper
Asvor Søtølet, the bartender lady at the tavern
Thora Regnbue, an artist lady
Dr. Gardar MÃ¥neopp, an astronomer
Ulfar Smulsjø, manager of the harbor
Modolf Høyvann, a sailor
Rodrek Ildstedet, Lara's friend in nearby Safirbreen Town.
Christopher Rettferdiges, mayor of Safirbreen Town.
Bragi Fantasien, owner of a bookshop in Safirbreen Town.
Bruni Treningsrom, owner of a sports goods store in Safirbreen Town.
Gunnolf Hvitmarmor, sculptor in Safirbreen Town.
Dr. Valbrand Selje, Safirbreen Town's local doctor.
Jarl Nikkel, Safirbreen Town's mechanic.
Vigdess Honningbrød, baker lady in Safirbreen Town.
Princess Melkorka Østersjøen, princess of an undersea city state:
--Mermaid Form
--Human Form
King Yngvar and Queen Svanlaug Østersjøen, rulers of the undersea city-state, and Melkorka's parents.
Ulfar Kalsedon, the true governor of Kvarstopp City (yes, there's a second Ulfar character--I didn't realized this till I looked my notes over again).
Hildir Jubileum, owner of a party shop in Kvarstopp City.
Thurid Akvamarin, jeweler lady in Kvarstopp City.
Niels Skilpadden, a turtle who owns the theater in the undersea city-state.
Thorfin Gnister, owner of an electronics store in Kvarstopp City.

Villains
Warlord Pertteli Hallanlavan and Sorcerer Vekell Sorteisen, the two main villains.
Zelmer Graniten, a punk that Sarimento encounters in Safirbreen Town.
Livius Pyriten, an imposter pretending to be Kvarstopp City's mayor while the true mayor is locked up.
***
Sketches of Inventory Items

Island Map
Flower Pot
Pink Flower
Ship Boarding Pass
Old Astrolabe
Freyja Wristwatch
Seljord Postcard
Rodrek's Reply Letter
Crowbar
Diving Suit (so we may need to have sprites of Sarimento in the suit as well)
Platinum Mermaid Statuette
25 Krona Envelope
Platinum Medal
Clear Glass Flask
Pink Flower Nectar
Healereneple Fruit
Very Mild Mead
40 Krona Envelope
Nymph Statuette
Pumpkin Bread Recipe
Bag of Pumpkin Bread Ingredients
Special Pumpkin Bread
Strong Canvas
Strong Rope
Power Generator
Magic Chest of Gems
Kvarstopp Bracelet
Yellow Coral
Orange Coral
Pink Coral
Special Battery
Brass Alloy Antenna
Invisibility Bracer
Soft Wax
Key Mold
Key Maker Activation Card
Duplicate Dungeon Key

So, if any are interested, please send me a PM and we'll talk more there.  Let's get something happenin' here!


(If I don't get a team assembled by July 2016, I may have to do this solo.  But it would be a better idea to have a team help out.)

[Update] I had to make some changes since the original Kyrandia-style idea wasn't going as planned.  Mainly changed up the Verb Coin a bit and do an inventory opened and shut by right click.
#68
Lydia and the Mystery of Nellreno Manor

The game starts in Lydia's Cabin in Camp Mingo-Sun. 
* Pick up the Pocketknife near the bed. {Sprite Animation for Lydia: Picking up Item while standing (Facing left)}
* Exit the cabin through the door on the right.  This goes to the area outside the cabins.

As Lydia exits the first time, she remembers she wanted to talk her friends Denise and Kiki.
* Enter the next door nearest to Lydia's Cabin.  This is Denise's Cabin.
* Talk to Denise.  She tells you to meet her in the mess hall.  She also allows you to take the rope before she leaves.
* Pick up the Rope at the foot of the bed.
* Exit the cabin (go down).
* Go to the door just next to Denise's Cabinâ€"this leads to Kiki's Cabin.  (If you try to go to Kiki's Cabin before talking to Denise first, Lydia will say that she isn't awake yet).
* Talk to Kiki.  Lydia will explain of her meeting with Denise.  Kiki will admit she understands, and says to meet her near the campfire circle after talking with Denise.  She also allows you to take her spare Flashlight  before she leaves.
* Take the Flashlight.
* Exit the Cabin (go down).
* Right next to Kiki's Cabin is a large houseâ€"it's the Mess Hall.  Go through the door.

In the Mess Hall
* Sit on the bench (click the Hand Icon to do so).  If you already spoke with Denise in her cabin, she will soon sit down next to you.
* Talk to Denise.
-Talk Topics:
--How she likes camp: Lydia asks how Denise likes camp so far.  Denise will reply that it has its moments, but she's liking it.
--Kiki: Lydia talks about Kiki being at the campfire circle.  Denise says she likes the campfireâ€"she always loves toasting marshmallows.  Both girls giggle.
--Outside Camp: Lydia asks what's outside camp.  Denise mentions the forest, mountain and Nellreno Mansion.  This will unlock another topic.
--Nellreno Mansion (Again, this topic only appears after you talk about what's outside camp):  Lydia asks for more about Nellreno Mansion.  Denise will tell you of a family that once lived there, and vanished under strange circumstances.  This will also unlock the option to say goodbye to her.
* After you've spoken to Denise, go ahead and tell her goodbye..  Pick up the Hot Sauce before you go (you'll need it soon, trust me).
* Exit the Mess Hall.
* Leave to the rightâ€"this takes you to the campfire circle.

At the Campfire Circle
* If you already asked Denise about Nellreno Mansion, and already met with Kiki in her cabin earlier, sit down (click the Hand on the Stump next to Kiki).  Sitting on the stump automatically triggers a conversation.
-Talk Topics:
--How's Camp?  (Lydia will ask how camp is so far.  Kiki will answer that it is great, but wonders why Lydia overdresses.  Lydia will answer that she does have a bikini for the lake, to which Kiki says “There you go.”)
--What Denise said (only appears if you spoke to Denise about Kiki): Lydia will talk to Kiki about Denise and how she learned Kiki likes toasting marshmallows.  Kiki admits she has a sweet tooth.
--Nellreno Mansion: Lydia asks Kiki about what she knows of Nellreno Mansion.  Kiki mentions that after many years of being abandoned, some new inhabitants moved in, and suspicious goings-on have been reported.  This will also unlock the option to say goodbye.
* After ending the conversation (i.e. telling her goodbye), Lydia will automatically stand up.  Go to the right to go to the Edge of Camp.
* Go up one screen.  If you already spoke to both Denise and Kiki about Nellreno Mansion, you'll head into the forest, on “Trail A” on the map.  (If you try to go out of camp before talking to both Denise and Kiki, Lydia will turn back, saying “I don't want to go out of camp… at least till I know where I want to go.”)

Forest
* Go up two screens (to the four-way intersection).  Go left first.  You'll arrive at the Elm Stump.
* You'll see a Hatchet stuck in the Stump.  If you click the Hand on it, Lydia will say “It's stick in there good.  I need something to pry it out.” {Sprite Animation for Lydia here: Struggling to get the Hatchet from the Stump. (Facing Left)}
* Click the Pocketknife on the Hatchet in the Stump.  The Hatchet will come loose, and Lydia will say so when it does.  {Sprite Animation for Lydia: Using the Pocketknife on the Hatchet. (Facing left)}
* After using the Pocketknife, click the Hand on the Hatchet again, and Lydia will now pick up the Hatchet.  {Sprite Animation for Lydia: Picking up item while standing, Facing left}
* Go back to the intersection, and this time go right (east).  You'll head to the Thorny Thicket.
* This room of the map is aptly name, as there is a Thorny Thicket.  If you try to go into the thicket, or click the Hand on it, Lydia will turn to the player and say “And ruin my dress?  Get serious!”
* Click the Hatchet on the front patch of thorns and Lydia will chop enough away for you to see something.
* There's a golden key in the thicket.  Pick it up.  The inventory will identify it as the “Mansion Key.”
* Return to the intersection.

Saving Denise
* Go up one to the three-way junction (with the horizontal fallen log).  Head right.
* Approach the hole.  Oh, no!  A bear has emerged!  Quickly, before it gets a chance to slash you, splash the Hot Sauce on it to drive it away!
* After the Bear is driven away, Lydia will hear someone call for help.  She recognizes it as Denise!  Use the Rope on the Sturdy Stump next to the hole.
* Click the Hand on the Rope to go down.
* It IS Denise down here!  Click the Hand on her to help her to her feet.   As thanks, she'll give you the Gate Key (a silver key), and head back to camp.
* If you want, head back to camp and return to the mess hall to talk to her.
Talk Topics
--Denise: Denise is a bit sore, but she'll be fine.
--Hot Sauce: Lydia will tell Denise she used the hot sauce
--Kiki: Denise will tell Lydia that Kiki was hunting for firewood... then remembers that she was close to Nellreno Mansion, and worries about her.
* Whether or not you spoke with Denise back at the Mess Hall, head back to the junction with the horizontal log.  Go up two more screens to reach the mountain.


Mountain

You start out at the Bottom of the Mountain.
* Go up and up again to the Ravine.
* Be careful not to step too close to the edge!  It's a LONG way down!  Go left.
* You start at the south end of the Ravine Bridge.  Some “fences” keep you from falling to your death.  The bridge is old, but stable.  Go up across the bridge.  (Some “invisible threads” keep you from falling off the bridge.  You'll arrive at the north end of the Ravine Bridge, where more “fences” keep you from falling to your death.  Once you've crossed the bridge to the north end, go right.
* Now you're on the other side of the Ravine.  This time, the dangerous edge is below.  Go up and up again.  You're on top of the mountain, and the mansion isn't far away.  Go toward the mansion.  You'll arrive at the Mansion Grounds.

Outside Nellreno Mansion

Mansion Grounds
* Use the Gate Key (the silver key) to open the gate.
* Go through the gate

Front Doors
* You will meet a man outside the doors.  Talk to him.  His name is Pietro, the new inhabitant of the mansion.  Lydia will explain she found the two keys in the forest.  Pietro will then say he needs to talk to someone in the mansion, go inside, and lock the doors.
* DON'T USE THE MANSION KEY YET!!!  Two bad guys will ambush you.  Go left to the “Left Side” instead.

Left Side
* Click the Hand on the Bush near the window.  Lydia will kneel behind it to hide and eavesdrop.
* In the conversation, Pietro is angry that the two henchmen dropped their keys in the forest.  Henchman 1 said he dropped it when catching a girl in the forest who he suspected spying on them.  Henchman 2 got spooked by a bear (the same bear that Lydia encountered when she found Denise).  From what Lydia overhears, Pietro is trying to revive his gang of drug runners and thieves, which originally disbanded when the previous family of the mansion defeated in a duel the original leaderâ€"Pietro's own grandfather.  Since he doesn't want any further screw-ups, Pietro assigns Henchman 1 to guard duty in the secret lookout in the observatory, and tells him to hide the entrance (so you don't have to encounter him prematurely, player).  And Henchman 2 will guard the secret location, in case it does get discovered by Lydia.
(Note: If you spoke with Denise back at camp prior to arriving to the mansion, Lydia will say that she remembered Denise said Kiki was hunting firewood earlier.  If not, Lydia says something like “I found Denise, but not Kiki yet…”  In both cases, she'll say “Uh oh!” knowing that Kiki's in danger.)
* Click the Walk Icon anywhere to stand back up.  It's now safe to use the Mansion Key to enter the Mansion.  Go back to the Front Doors.

Front Doors
* Now use the Mansion Key.  After using the key, you go in automatically.  Then next time you go out, click the Hand Icon to open the doors.


Inside Mansion, 1st Floor

You'll be in the main hall.  Go right.  You'll find the stairs to the basement.  Go down the stairs.  Now you're in the basement.  You'll notice a pile of scrap in the corner.  You can't remove it right now.  For now just get the Crypt Key (it looks like a pale gray key with a skull).   Retrace your steps and go back outside.

Outside Nellreno Mansion

From the front doors screen, go right, then upwards till you get to the garden.  Go up again to reach the crypt.

Outside Crypt
* Use the Crypt Key to open the Crypt Door.
* Enter the Crypt.

Inside the Crypt
* Look at the child's niche (click the Eye/Look icon on the smaller niche in the walls).  You learn he died from an accident involving his chemistry set.  You also learn he loved playing with marbles.
* Look at the mother's niche (click the Eye/Look icon on the larger niche in the walls).  You'll find a scrap of paper that has the woman's favorite marble cake recipe (it appears in your inventory as the Marble Cake Recipe Card).
* Open the master sarcophagus in the center of the crypt (click the Hand Icon on it).  Look into it (click the Eye/Look icon into the open sarcophagus).  You learn that he was a former criminal, but reformed.  He was then marked for death for deserting his former clan… but he didn't go down without a fight.  Lydia suspects that Pietro's grandfather may have been this man's opponent.
* Leave the crypt.

Outside areas
* Go back to the front doors and reenter.


Inside Mansion, 1st Floor

From the main hall, go up through the grand hall, then up through the doorway with the table in it to enter the dining area, go through the door in the dining area, and you'll be in the kitchen.

Kitchen:
* Click the Marble Cake Recipe Card anywhere in the kitchen room (or on Lydia while she's in the kitchen).  Lydia will make some Marble Cupcakes.   These will automatically be added to the inventory.

Exit the kitchen and dining area, then cross the grand hall and go into the left to enter the den.

Den:
* There's an unopened bottle of Whiskey.  Take it.

Exit the den, and then cross the grand hall again, enter the doorway on the right wall, and go up the stairs to the second floor.


Inside Mansion, 2nd Floor

Uh, oh!  At the top of the stairs is the first henchman (Henchman 1).  Quickly give him the Whiskey.  (If for some reason you don't have the whiskey, click the hand on the stairway to make a quick escape.)  He'll get drunk and crash down the stairs.  You won't have to deal with him again, so it's safe now on the first and second floors.

After dealing with Henchman 1, go left one screen to enter the first room of the first hall..  Go up one, and then go right to the Guest Bedroom.  (Click the hand on the door)

Guest Bedroom
* Pick up the scrap of paper on the bed.  It's a formula for a strong dissolving agent.

Exit the Guest Bedroom, go up one and go right.  This is one of the bathrooms.

Bathroom 1
* There's a makeup compact in the room (the pink object near the mirror).  Take itâ€"there's still some powdered makeup in it.

Exit the bathroom and then go up to the Master Bedroom.

Master Bedroom
* Pick up the book on the bedside table if you wantâ€"it's Pietro's Diary.  Lydia will read it.  It confirms her suspicions that Pietro is of the clan that killed the original master of the mansion before it was disbanded itself.  He plans to revive the criminal clan in a new way.
* Enter the next doorâ€"it leads to the Master Bathroom

Master Bathroom
* You'll find a bottle of Plumbing Cleaner (the green jar near the toilet).  Get it.

Retrace your steps back to start of the first hall (the room nearest the stairs leading down), cross the corridor to the second hall, go up one, and then go right to enter the Child's Bedroom.  (Use the hand on the door).

Child's Bedroom
* Pick up the bag on the bedâ€"it contains Marbles.
* Pick up the Chemistry Setâ€"weirdly enough, there are still some useful chemicals in it!

Exit the Child's Bedroom, go up one, and then go right to the second bathroom.

Bathroom 2:
* There's an empty vial here on top of the toilet.  Get it.
* In your Inventory, click the Dissolving Agent Formula on the Empty Vial to turn it into the Ready Vial.  Then click the Chemistry Set on the Plumbing Cleaner (or the other way around, doesn't matter).  You'll now have the Dissolving Agent.

Exit Bathroom 2, then go up one more to enter the Observatory.

Observatory
* You can look at the telescope if you likeâ€"prepare for some puns on astronomy, though.
* There are some Knockout Drops here.  Get them.
* In your Inventory, click the Knockout Drops on the Marble Cupcakes.  They will change into Treated Marble Cupcakes.
* Look at the star chart.  Lydia can see behind it a blueprint of the mansion, and where the pile of scrap is in the basement is a hidden door!  Lydia will say “So THAT'S why there's a pile of scrap thereâ€"to conceal a hidden door!  How Pietro and his men get past it, I guess only God knows.”
* Retrace your steps through the second and first floors back to the basement.

Basement
* Use the Dissolving Agent on the Pile of Scrap.
* The door is now open.  Enter it and you'll be in a dark cavern.

It's quite dark in the cavern, so turn on the Flashlight.  (Click the Flashlight on yourself while on this first part of the cavern.)  Lydia won't go any further unless you doâ€"we didn't want to do that cheap death of falling down in the dark here.

Once you've gotten all the way down the stairs, down one screen, and turned left inside the main cavern, the lights (hidden lamps in the cavern ceiling) turn on, so Lydia turns the flashlight off at this point.  But the reasonâ€"the second henchman (Henchman 2) appears!  Give him the Treated Marble Cupcakes!   After he passes out, it's now safe to explore.  The lights will be on with the stairs in case you forgot to get something on the upper floors.

Cross the Cavern and open the vault door to enter the Treasury.

Treasury:
* Oh no!  Kiki's here, and she's tied up and gagged!  Use the Pocketknife to untie Kiki. 
* Kiki thanks you.  If you already spoke with Denise at camp after helping her, Lydia said Denise told her of Kiki hunting for wood, and Kiki said she recognized the goons and tried to run.  If you didn't talk to Denise, Kiki will explain she was getting firewood when two goons she recognized grabbed her.  She tells that one wall of the treasury is exposed because it leads to Pietro's room, which he calls the Bandit's Lair.  Then she'll leave the area.
* Use the Makeup Compact on the exposed wall to reveal a door.  If you didn't get the Marbles from the child's bedroom, get them now.  Then use the Hand Icon on the door outline to open it.

Bandit's Lair (Endgame):
* Uh-oh!  Pietro turns around and sees you.  And he's decided that now that you've found him and know his secrets, you know too much.  And is that a knife in his hand?!
* Quickâ€"throw the Marbles!  This will trip up Pietro.  He'll flail about and slam the knife he's holding into an electrical outlet and electrocute himself!
* After Pietro is dead, go up to the control console.  Click the Hand Icon on it to contact the authorities.  You win!
#69
It was a long time getting here.

Other than a few contributions from a few friends, I had to go it alone.

But I finally finished it!

Behold...

Lydia and the Mystery of Nellreno Manor!

Specs
640 x 480 Window
32 bit color

This game I made for, and about, one of my friends on Gaia Online (similar to how Nelly Cootalot was made for and about the girlfriend of one of the guys here).

The story is this--you're playing as Lydia, and you hear that the long empty Nellreno Mansion has new occupants, but there's more to this than it first seems.

Here's one screenshot...


So... it may be my second game overall (my first being a MAGS entry), but I believe I can consider this my first TRUE AGS game.

I'll post a walkthrough in the walkthrough forum shortly, if anyone needs it.
#70
Okay... I'm having a bit of trouble with some coding in my game.

See, there's a scene in my game where the heroine, Lydia, encounters a bear.

She has three seconds to either leave the room or use an item (the Hot Sauce) to drive away the bear, or she is attacked by the bear and triggers the death message (yep, I even prepared a GUI for death messages).

But after a couple seconds, the game will end up doing nothing.

Here's my code for the bear encounter (Lydia crosses the right edge to trigger it).
Code: ags

function room_LeaveRight()
{
  //If the bear is still active (i.e. not driven away yet), this will trigger his appearance.
  if (chapter < 8)
  {if ((cLydia.HasInventory(iHotSauce))&& (cLydia.HasInventory(iRope)))
  {
    int countdown = (GetGameSpeed() * 4);
    cLydia.StopMoving();
    cBear.Transparency = 0;
    cBear.Move(cLydia.x, cLydia.y-5, eBlock, eWalkableAreas);
    cBear.ChangeView(53);
    cBear.x = cLydia.x;
    cBear.y = (cLydia.y-5);
    DeathThreat = true;
    SetTimer(1, countdown);
    }
  }
}


Here is a code where if she leaves the room to the previous room, the "Death Threat" turns off, but if she tries to force her way across, the bear will kill her (as in the timer automatically expires).
Code: ags

function hOutHoleRoom_AnyClick()
{
  if((chapter < 8) && (cBear.Transparency < 100) && (DeathThreat == true) && (Mouse.Mode == eModeWalkto))
  {if (mouse.x < 205)
  { DeathThreat = false;
    SetTimer(1, 0);
    cLydia.Walk(4, 331, eBlock, eWalkableAreas);}
  else if (mouse.x > 205)
  { SetTimer(1, 0);}
  }
}


And here's for what is when the timer expires.
Code: ags

function room_RepExec()
{
if (DeathThreat == true)
   {if (IsTimerExpired(1) == true)
     {
      cLydia.x = cBear.x;
      cLydia.y = (cBear.y + 5);
      cBear.LockView(54);
      cLydia.LockView(27);
      cBear.Animate(0, 5, eOnce, eBlock, eForwards);
      Wait(5);
      cLydia.Animate(0, 5, eOnce, eBlock, eForwards);
      IsLydiaAlive = false;
      lDeathMessage.Text = "That was VERY 'un-bear-able'.  Lydia should've planned this more carefully.";
      aLoseHorn.Play(eAudioPriorityHigh, eOnce);
      gDeathMessageGu.Visible = true;
      gDeathMessageGu.SetPosition(0, 250);}
   }
}


First off, the "chapter" variable is a Global Variable I've prepped to help me keep track of where the story is, so that certain dialogues and what not are at the right spots.  And secondly, yes, the LoseHorn music is indeed the Losing Horn music from the Price is Right.

But I digress.  I can't seem to get the Timer stuff to work properly.  What could I be doing wrong?
#71
Man, I've gotten all my characters and rooms and stuff ready (plan to get more music and sound FX once the programming is done).

But everything that hadn't gone wrong before is now going wrong.  Every time I try to test run stuff, I see errors popping up.  Some of them I fixed easily, but others I'm not sure how to fix.

As for specifics on what those problems, I'm not sure how to state them.  Um, if it is all right, should I post the file in progress so others can see it and try to find out what might be going wrong?
#72
Last night I had a REALLY bizarre dream!  It was partly cool, partly "semi-nightmarish", but it was Quest for Glory related (so I believe it fits in this section of the forum).

So, in my dream, it looked like I was playing some hacked/fangame version of QG4: Shadows of Darkness.  The hero looked like he was not only talking to ("non-vampirish") Katrina, but three other lovely ladies as well at night, outside the town of Mordavia.  After the conversation ended, the hero climbed over the walls.  But inside, aside from the staff of Erana, it looked like Dr. Cranium, but he walked away before I could get his attention.  So I "reloaded" and talked to him again.  Big mistake--this "Dr. Cranium" also had some werewolf-ish features, so I decided to get the heck back to my inn room.  I climbed as a Thief would (I had no idea what class my hero was), but as he was climbing, the Dr. Cranium werewolf-ish character was following.  Once the hero was back in the room, the werewolf Dr. Cranium started attacking the hero, and the hero was fighting back.  That's when I woke up.
#73
A few days ago, I was looking through Tumblr and one of the picture collections I saw was the Disney Princesses in different themes (such as photo models or something like that).

Then, a silly thought came to me...

What if the Disney Princesses took part in the ALS Ice Bucket Challenge?

Something for our artist buddies to think about.  ;)
#74
The Rumpus Room / Art Contest on Gaia Online
Sun 13/04/2014 21:48:31
Thought I'd get people interested.

Anyone on Gaia Online?

I have a swell art contest going on right now.

Click here for more info.
#75
Okay, this is kind of a weird issue.

See, I'm trying to make my window 640x480, instead of the default 300x240 or whatever.

But when I do that (by deleting the room and then replacing it with another room, and then adjust the hero's starting point for it), the Status Bar and Icon Bars are not directly at the top... they're slightly down a bit, making it look like a stripe between the top and middle of the window, instead of exactly at the top.

I don't know how to fix this so the Status Bar and Iconbar will stay at the top of the window when I change the size of the window.  Any pointers?
#76
The Rumpus Room / Who remembers Count Duckula?
Sun 16/03/2014 17:16:53
Anybody remember the vegetarian vampire duck, Count Duckula?

[embed=420,315]http://www.youtube.com/watch?v=qF6xdUAuPHY[/embed]
#77
Please don't think this is spam.  I really want to help a friend out.

She's in really tight financial straits right now, and her main income (as of currently) is through doing commissioned artwork, so I want to help her any way possible, and figured that getting the word out to as many as possible is the way to do it.

Normally, I'd share her FurAffinity site link, but she set it to members only (I guess she's afraid that trolls might try to swipe it from there) so here's her DA site:
http://wrytergirl.deviantart.com/

Visit when you can and, if you are able to, please donate or (better yet) buy an art commission from her--she's quite good.

Again, admins and mods, please don't think of this as spam--I just genuinely am concerned for a friend, and want to help her any way possible.

* Mods fixed the URL
#78
In case you haven't noticed through the Subject Heading...

Coming soon (dunno how soon, but soon) is a "Beetlejuice 2" movie... with Michael Keaton reprising his role as the Ghost with the Most!  :-D
#79
General Discussion / WTF was that all about?!
Mon 10/02/2014 17:44:42
My account got banned even though I had not committed any serious violations (at least to my knowledge) recently.

Did my account get hacked or something?!  :angry:
#80
General Discussion / R.I.P. JewWario
Tue 28/01/2014 01:02:49
For all you people on YouTube who are into gaming, I have sad news.

It had come to my attention yesterday that Justin Carmical (known on YouTube as "JewWario") had taken his own life.

A great and funny guy gone so soon... and in such a way too.

For those in a giving spirit, donations to his family can be made here: http://www.gofundme.com/6groao

But prayers for his family are ALWAYS welcome.

Here's to you, JewWario... you'll be deeply missed.  :~(
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