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Topics - Darth Mandarb

#81
Subject : FAMOUS MOVIE BACKDROPS
Size: 320x200
Colors: 256 (or less)

That's right, pick a scene from a movie and re-create it adventure game style!  The scene doesn't have to contain any characters from the movie ... but that certainly wouldn't hurt!

The only suggestion I have would be to pick something more mainstream just so it'll be more widely recognized.  It's not a requirement, but people would probably vote for something they recognize over something they don't.

Examples:[color=0000AA]
Jabba's Palace from Return of the Jedi
The airport good-bye scene from Casablanca
The bridge from Star Trek
The bicycle in the moon from ET[/color]

Something like that.

I'm working on an entry myself ...

Happy Blitzing.

~ d
#82
Thanks to Squinky's beta-testing for me I've discovered a problem!

I have a character that changes outfits during the game!  I've set the talking view for the first outfit, but when I change the outfit, it goes back to the original talking view when he talks.

How do I change the character's talking view?

I looked up in the manual and found the variable character[CHARID].talkview.  How do I make this equal something new in the script?

Thanks!

~ d
#83
General Discussion / Insomnia ...
Sun 15/02/2004 10:03:20
It's about 5 AM as I'm starting this topic ...

I haven't slept more than an hour at a time in about 3 weeks.

I've always suffered from insomnia, but this time my usual remedies aren't working.

Usually I just put in a DVD I've seen too many times to count.  It keeps my brain from wandering to 1000 different topics (which is what I think keeps me awake in the first place!) but doesn't really hold my attention and I drift off ...

But that doesn't see to be working lately.

There is a plus side I guess ... I've gotten my game about 99% done now due to this insomnia.

Anybody else suffer from this shit?  And if so, what are some of your remedies?

At this point, as I gaze with envy at Sara who is sleeping quite soundly, I'm willing to try just about anything.

~ d
#84
Is there a way to know the X/Y coordinates of an object(s) in the editor?

In the room editor, it would be nice to have a little readout display (like the mouse coordinates) for the object(s) in the room.  So if you're working with an object and you line it up where you want it, it'd be nice to be able to see the X/Y coordinates of that object.

This would make it easier for scripting interactions with objects, like say for example you want an object to stop at a specific location you could just drag it there, note the x/y coordinates, and then you know where to tell it to stop with your move commands.

I had to move an object and I had no idea what Y coordinate to use and kept having to set, save, test, exit over and over until I finally got it perfect.

Thanks!
#85
Alright folks, it's time to 're-vamp' the AGS website!  What better way than to have a competition?

Here's the rules:
- Designs must 'fit' with the forums look and feel so they'll mesh together nicely (doesn't have to be identical).
- Needs to be compatable with most browswers (IE, Netscape, Mozilla)
- Must contain all the elements of the site as it is now (games, downloads, docs, etc.)
- You can create just a mockup, like mine, but make sure you have the ability to convert it into HTML.

The site functions as it is now so we just need to give it a new look!

You can form a team, or tackle it by yourself.  Whatever you want!

Example:

Be creative people!

This is the public face of AGS.

Represent!!!
#86
General Discussion / A new AGS website?
Thu 29/01/2004 22:41:11
Somebody posted a little bit ago about re-doing the demo ('cause they hated Roger :()

Well I have been of the opinion for some time that the demo should be re-done to showcase the full potential (and new stuff) of AGS.

Well that got me thinking ...

The AGS site seems a bit ... stale?  I know CJ is busy busting his butt for us actually making the program and probably doesn't have time to re-do the website.

What does everybody think about a new look for the site?

I think it's time for a newer, more modern representation of AGS!  So I thought I'd take a stab at it.

:: Darth Mandarb's AGS Website Mockup ::

My ideas:
- The top collage of games could be a bunch of different images and a different one is randomly picked every time the page loads.  This would give a better feeling for the ammount of games, rather than just the same old (though GREAT!) 8 or so that have been there for EVER!
- the AGS made games on the side could also be randomly selected games so it's not always the same game(s) over there.
- Perhaps add a box (same as AGS made games) above the AGS made games for 'Game of the Month' feature.

Anybody else have any ideas?

I'd be happy to provide templates for all parts of the site (including CSS).  I don't program in PHP (I use ColdFusion) but if I provide the templates it shouldn't be too hard to just drop the existing code into them.

If this has been suggested before and/or the AGS website is 'Untouchable' please forgive my impertinence! ;)

])]V[
#87
Critics' Lounge / Main Character Options ...
Thu 29/01/2004 07:42:08
Hello.

I am working on the main character for my upcoming game.

I wanted to get some feedback before animating or going further.

Here's my three options:



No.1 - This is my favorite body.  I'm leaning towards using it.  I think it has the most character.

No. 2 - I like the stance, but I don't know ...

No. 3 - This is more like the style I've been using but I'm not sure I like the really large head.  Although it does offer the best detail ...

What do you all think?  Which one do you like best?

I also tried this:

I think I'm leaning towards this one ...

This is as large as I can make them 'cause the background sizes don't allow for them to be any bigger than this without looking off.

And I'm sure as heck not re-doing all the backgrounds!!!

Thanks for any input!
#88
I want to be able to press the Escape key to close my inventory GUI.

So I put this code into the script for my Inventory GUI:

if (IsKeyPressed(27)==1) {
GUIOff(4); // Shuts off Inv. GUI
GUIOn(1); // Turns back on my main GUI
SetDefaultCursorMode();
}


This returned no results.  Pressing the escape key did nothing.  So next I added this line to my Global Script:

if (keycode==27)  GUIOff(4) & GUIOn(1) & SetDefaultCursor(); // Shuts off Inventory GUI

And still nothing.

Next, I took this code from the global script and added it into the GUI script:
function on_key_press(int keycode) {
 // called when a key is pressed. keycode holds the key's ASCII code
 if (keycode==17)  GUIOn(0) & SetCursorMode(6);   // Ctrl-Q


This gave me errors about nested functions, no closing brace, etc.  I'm not really up on functions and variable and all that :(

Finally the question:
Anybody know how to make the escape key shut off a GUI?

This from the Help File:
"The "Popup modal" option means that the GUI will be initially off and must be turned on by a text script command. With this option, the game will be paused while the GUI is displayed, during which time the on_mouse_click and on_key_press functions will not get run.

So, if I change it to normal and just shut if off when the game starts will it then be able to accept keypress commands?

Thanks guys!

])]V[
#89
I have certain hotspots that trigger a different cursor mode when you MouseOver them.

Since there is not a command for 'When Mouse moves Off' of a HotSpot what I have done is surround all cursor changing hotspots with one large hotspot that changes the cursor back.  The problem is, I am having to SetCursorMode(0) and I don't want that because if you're on 'Talk' when you do the mouseOvers you end up on Walk after you cross over them.

Is there a command to switch to the last used cursor mode?  So that when I move my mouse off the hotspot (onto the surrounding hotspot) it'll switch back to the last cursor mode used before the change?  I tried SetCursorMode(-1) but that didn't work.

Something like LastCursorMode or RestoreCursorMode?

I was going to try just changing the cursor graphic but if you're on 'Walk' mode, the interactions with the Hotspots won't work 'cause they're "AnyClick" actions and those get ignored by walk.  Right?

Man, I hope this makes sense to you guys ;)

Thanks!

])]V[
#90
There are certain variables in AGS like:

game.num_inv_displayed
game.num_inv_items
game.roomscript_finished
game.room_height
game.room_width
game.score

Is it possible to display these variables in game?  Like, for example, you could have an information screen that says:
Background Width : %game.room_width
(and %game.room_width would be the actual width of the room)?

Specifically I want to display (at the bottom of my inv. gui) the number of items you're carrying.  I'm guessing I need to use game.num_inv_items to do this, but how is my question.

I have tried
%game.num_inv_items
%game.num_inv_items%
%num_inv_items
-and-
%num_inv_items%

All to no avail :(

So somebody PLEASE!!! slap the obvious on me ;)

thanks!

])]V[
#91
I have scoured the AGS help file ...

I have searched the forums ...

I have read through countless tutorial pages ...

I have searched the knowledge base ...


I can't find anything about making Sierra style Custom Inventory GUIs!

And I thought, "There must be others, besides myself, who would find this information useful right?"

I am interested to know how AGS handles inventory and how to interact with it.  I can find little bits and pieces about this from various sources, but nothing that helps me piece it all together.

This is my inventory window.  The inventory will display, but can't be interacted (selected or ?) with.

So here's my question(s) about Inventory:
- How does AGS handle inventory items? (meaning how do I refer to inventory while scripting)
- How do you script interactions with the displayed items?
- How do you make scrolling?

I thought it would be a good idea for others, if they have Inventory questions, to add them to this thread and we can build a vault of helpful information about making Custom Inventory GUIs!

So ... I humbly call upon the Gods of AGS scripting to throw down some lightning bolts of Inventory wisdom upon this thread :)




Disclaimer :: If I missed something obvious (threads,
Help file info, FAQ, or anything) please slap me with
a moist trout!  I really did a thorough search ... I swear!!
#92
I have a suggestion for a new feature.

When in the Areas section of the Room Editor I would like an option to 'Show All Objects' which are currently in that room.

I don't know about others, but I need to sometimes make my Areas (all types) around an object but you can't see the objects when in the Areas mode.

Example:  I have an object in the room that you can't walk through, so the Walkable Area needs to have a hole in it where that object is.  But I can't see the object while working with the Walkable Areas.  So if I could just check to view objects it would make this easier!

The work-around I do now is to go into photoshop and just add the object into the background image, put it as the background in AGS, work the area the way I need it, place the object, then restore the old background image.

This is very effective, but it might be easier to just have a 'Show Objects' option.

Just a thought!!

])]V[
#93
I'm looking for a way to control where the object (and/or character) is controlled from.

It's 'control point'.

I think right now all objects (and characters) are controlled from the bottom right pixel.  Right?

I'm wondering if there's a way to set that control point manually.

If not, I'd like to make that a suggestion.

Something like this:


It could work like the baseline feature where you just click where you want the control point, or it could just be a drop down with options:
Bottom Left, Bottom Right, Top Left, Top Right, Top Center, Bottom Center, Left Center, Right Center, Middle Center

This would give a little more flexibility to animating (moving) objects and characters (especially the NPCs).  The characters control point would be in the characters editor (Maybe under the Blinking View button).

If this is already possible with scripting I can do it that way too!  I just couldn't find it in the help or by searching around the forums!

Thanks,
])]v[
#94
General Discussion / Deviant Art ...
Mon 29/12/2003 20:28:14
I've been a Deviant for a little while now ...

I love the idea of that community but the server (or site code) TOTALLY SUCKS!!!

It's sooooo frickin' slow.

My question is this:
Are there any members here who are subscribing Deviants?  They claim that if you become a paying member the site speeds up.  Is this really true?  

I'll be damned if I'm going to give them any money for that slow of a site.  It's rather pathetic.

Thanks guys!

])]v[
#95
General Discussion / Saddam Captured?
Sun 14/12/2003 16:43:49

"You did not capture Saddam.
It was all big lies.
All your base are belong to us"
#96
THE GAME IS REALEASED!! - See the thread in the Completed Games section!!

The Story ...

You play as JP, an average everyday kind of guy.  Your best friend is Cosmo McGillicuddy.

You're just making your way through life when one day it's announced that an asteroid is headed towards Earth and the planet is doomed!!  Not knowing what to do you begin to panic!  That's when you remember Cosmo telling you once that he's got an old bomb shelter in his basement.  You try to call him but you can't reach him.  You decide to head over to his place to seek whatever protection his bomb-shelter might offer against an asteroid impact.

Upon arrival to his house you find him not there.  You must located the bomb shelter and find your way into it.

But once you do, you find something more suprising than the incoming asteroid!

What will happen?  What's the suprise?  Will the asteroid destroy the planet?  Where is Cosmo?

Find out in The Adventures of JP and Cosmo: A Friend Indeed.  Coming Soon!!


Screenshots ...

A. B.

C. D.
A - The garage : B - The Upstairs : C - The groundfloor : D - The basement

Features ...
- 15 rooms
- Custom GUIs

- Custom cursors

- Fully animated characters
- Over 200 sprites/objects
- Alternative (hidden) ending
- Time limited play
- Fully interactive environments
- Intuitive/Logical puzzles
- and more?

Characters ...
This is JP and Cosmo

More characters coming soon ...

Game Status ...
Plot/Story: 100%
Graphics/Animations: 95%
Puzzles: 45%
Game Mechanics: 95%
Music/Sound: 0%

I'm going to add some MIDI music and sound effects after all is said an done.  I want to get everything else done first before I start messing around with sounds.

Expected Completion Date?
The best answer I can give is 2004.  It'll be done when I get it done!
#97
A few months back TechTV did their "Music Wars" special about mp3 and music downloading.

It was supposed to be an 'open-mic' town hall type of meeting.  I watched it (and even tried to call in) because it's a subject I feel strongly about.  I was incredibly disappointed however, because the only folks from the audience they let speak were a bunch of morons and the whole show seemed (to me at least) to be very one sided (on the side of the record labels).

Needless to say, I got over the disappointment.

Then I hear they're having another 'open-mic' town hall meeting about Spam.  So I e-mailed the Screen Savers saying, "Don't let this be like the Music Wars special ... PLEASE let the audience actually speak this time around"

I got a response from Joshua Brentano (the segment producer for the Screen Savers) saying this;

"As Music Wars was a bit of a tryout for "townhall" type shows, Spam Attack is much more conducive to audience discussion.  There will be quite a bit of it... we have half of the show planned for audience discussion... so be sure to watch!  Or even show up!  If you would like to attend, please let me know."

So I sit down tonight to watch and low and behold they let 3 people from the audience actually speak and one of them was pro-spam.  In my opinion that's not 1/2 the show.  They let a self admitted spamming bitch speak non-stop.  This lady admitted to sending 1 MILLION spams minimum a day.  This is the lady they let speak!!?!?!?  This bitch had the nerve to try and justify clogging our inboxes with useless spam and they just let her prattle on and on ...

Once again, TechTV disappoints.

I can only think that their producers told Pat and Leo to keep the editorial turned off because I've heard Pat say (on several occasions) how much he hates spam and spammers and yet he didn't say spit!!  I tried to call in 'cause I was going to hammer that spamming pig but of course, all lines were busy.

Did anybody watch it?

What did you all think?

EDIT
In case you all can't tell ... I'm not a big fan of spam.  I'm sure there are those of you that get more, but I get like 150-200 a day and I'm just sick of it!

I have the solution (what I think would work) to fixing the Spam problem ... if anybody wishes to hear it I'd be happy to add it to this thread.  As it is ... it would add a lot more to this post :)
#98
I've been working on the online version of Vel's Ezine.

I had an online version of Issue 6, but now (in communication with Vel) I'm making a site for all versions.

I've only got Issues 5 & 6 online but I wanted to get some opinions before continuing:

Issue 6 :: November 2003
Issue 5 :: October 2003
Added December 03, 2003
Issue 4 :: September 2003

Please take a look and let me know if the navigation is easy to understand, the text is not an eye-sore, the flow is good, etc.

Note: There will be some broken links as this is a W.I.P.

Thanks!

]).]v[.

EDIT - The look has changed, so if you've looked before it isn't the same :)

UPDATES:
December 03, 2003
* Uploaded Issue 4
* Added to navigation; 'View Cover' and 'Home' for each issue
* Increased size of Screenshots for new versions
* Links to Downloadable versions now work
* Will be working on increasing screenies for existing versions.
#99
To those who celebrate it!!
HAPPY THANKSGIVING!!
Enjoy your turkey/ham/to-fur-key/tur-duck-in whatever!!
To you and yours, happy holidays people!!
]).]v[.[/color][/i]

Soo ... what do you all think about accents??
#100
General Discussion / A xylophone expert ...
Wed 26/11/2003 23:56:45
I never knew there was such a thing but this is frickin' hilarious!!

Mo Kin - The three year old North Korean Xylophone Expert!!

I don't know if this is for real but it had me crackin' up!!!

enjoy!

]).]v[.
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