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 - Dave Gilbert

#2581
        The Mona Mika


#2582
Oops  Heh.  SOrry DYDO.  :)

ANyrate, fun game.  spoilies below

Spoiler
I had trouble with t he cave because I used the "interact" icon with it and I didn't think to WALK to it.  Ah well, stupid me.  Cool game.  The ending was cute.  I want to see Tom Hanks do a moonwalk in a real movie!  :-)
[close]
#2583
Wow.  That sounds really deep and engaging.  Looking forward to this one.
#2584
Well, I do things a bit backward.  I develop a character first, and let the game develop from there.  I like my characters to be consistant, with distinctive traits, likes, dislikes and neurosis.  That's something I tried to do with Josh Beachcomber in "Purity of the Surf."  His violent reactions to unhealthy food, his fear of getting a job, his simple attitude towards living, etc all came across in everything he did.  

Also, if it's a serious game, keep it serious.  If your character is desperate, scared, and running for his life, that is not the time to make silly comments about the weather.  This is harder than it sounds.  I'm writing a serious game, and for some reason I am always compelled to add flippant responses and jokes to various actions.  It's something we do instinctively, I think.  It's difficult to fight it.  :)
#2585
Heh.  I was trying to remember where I saw those graphics from.  Thanks petteri.

Anyrate, I'm more stuck than you.  I opened up all the fedex boxes including the volleyball one.  Now I'm just wandering around the island.  Any pointers?
#2586
Reference?  Nope. None of those here, dude.

Anyway, I updated the screenshot in my original post.
#2587
Heh.  If I can get it to work, I will!  :-)
#2588
Actually... yes. :o

I have another GUI that follows the cursor around and displays each hotspot's name when the cursor passes over it.  When a hotspot is detected, the cursor turns red.

Here it is:

function repeatedly_execute()
{
 // put anything you want to happen every game cycle here
 
 if ( (GetLocationType (mouse.x, mouse.y) ) ==0)
 
 {
   GUIOff(2);
   if (GetGlobalInt(2)==1)
      {
        SetMouseCursor(6);
        SetGlobalInt(2,0);
      }
 
 }
 else  
 {
   if ( GetGlobalInt(1) == 0)
   {
      SetMouseCursor(8);
      SetGlobalInt(2,1);
   }
  GetLocationName(mouse.x,mouse.y,buffer);
  int px= mouse.x;
  int py = mouse.y-17;
  SetGUIPosition(2, px,py);
  GUIOn(2);
  SetLabelText(2,0,buffer);
 }

  if (IsKeyPressed(17) == 1)
  QuitGame(0);

}
#2589
Hi all,

I've been trying to program my own "broken sword" like inventory window.  I thought it was working, but it's now a complete mess.

My GUI works with no icons.  Essentially, you left-click to walk and interact, and you right click to look at something.  Outside of the inventory, that works perfectly.

The inventory GUI is called by moving the mouse to the top of the screen, and the inventory items are displayed.  Right-clicking on the items gives you a description.  No surprises there.  Left-clicking selects the item, and the cursor turns into a graphic of the inventory item.  Fine.

However, when I move the cursor out of the inventory GUI, then move it back in, the cursor turns back into the standard cursor!  But it still reacts like the inventory item is still selected (i.e., you have a locked box and a key.  You left-click the key, the cursor turns into the key, you move the cursor out of the inventory window, then move it back in.  The cursor turns back into the default arrow cursor, but you can still click it on the locked box and it works).

Another thing, the cursor spontaneously changes into the AGS "look" or "walk" cursors for seemingly no reason.  Right-clicking fixes the problem, but I don't know why that's happening.

I've posted my code below.  Any light shedding appreciated!  

Thanks,

-Dave


function on_mouse_click(int button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
   GetGlobalInt(284);
   if(GetGlobalInt(284)==0)
   {
       if (button==LEFT) // LEFT CLICK
   {
   GUIOff(2);
   if(GetGlobalInt(1)==0)
   {
       ProcessClick(mouse.x, mouse.y, MODE_USE);
       ProcessClick(mouse.x, mouse.y, MODE_WALK);  
   }
   else if(GetGlobalInt(1)==1)
   {
       ProcessClick(mouse.x, mouse.y, MODE_USEINV);
       SetGlobalInt(1,1);  
    }
   else if (GetGlobalInt(1) ==2)
    {        
       character[INVIS].room=character[EGO].room;
       SetPlayerCharacter(INVIS);
       Display("Active Inventory is %d", game.inv_activated);
       SetActiveInventory(game.inv_activated);
       ProcessClick(mouse.x, mouse.y, MODE_USEINV);
       SetPlayerCharacter(EGO);
       character[INVIS].room=-1;
       SetGlobalInt(1,2);
     }
}  

else if (button==RIGHT) // RIGHT CLICK
{  
   GUIOff(2);
   SetCursorMode(6);
   ProcessClick(mouse.x, mouse.y, MODE_LOOK ); // SINGLE-CLICK RIGHT
   SetGlobalInt(1,0);
       
}

else if (button==LEFTINV) // LEFT CLICK ON INV
{
   if(GetGlobalInt(1)==0)      {
       if (game.inv_activated == 4)  //IF PLAYER SELECTS NOTEBOOK, OPEN NOTEBOOK INVENTORY

   {
          GUIOff(3);
          SetInvDimensions(115,10);
          GUIOn(4);
          character[INVIS].room = character[EGO].room;
          character[INVIS].x = character[EGO].x;
          character[INVIS].y = character[EGO].y;
          // if you are in a scrolling room, so the viewpoint doesn't suddently shift
          SetPlayerCharacter(INVIS);    
   }
   else
       {
            SetActiveInventory(game.inv_activated);
            SetGlobalInt(1,1);
            if (notebook ==1) SetGlobalInt(1,2);
       }
   }
   else if(GetGlobalInt(1)==1)
   {
       if (GetCursorMode() == 4)
           {
               RunInventoryInteraction (game.inv_activated, 4);
           }
           else
           {
                RunInventoryInteraction (game.inv_activated, MODE_USE);
           }
    }
   else if (GetGlobalInt(1) ==2)
       {
           character[INVIS].room=character[EGO].room;
           SetPlayerCharacter(INVIS);
           if (GetCursorMode() == 4)
              RunInventoryInteraction (game.inv_activated, 4);
           else
              RunInventoryInteraction (game.inv_activated, MODE_USE);
           SetPlayerCharacter(EGO);
           character[INVIS].room=-1;
           SetCursorMode(6);    
           SetGlobalInt(1,0);        
     }
   }

else if (button==RIGHTINV) // RIGHT CLICK ON INV
      {  
      RunInventoryInteraction (game.inv_activated, MODE_LOOK); // SINGLE-CLICK RIGHT
      }
}


else if (GetGlobalInt(284)==1)
{
   if (button==LEFT) // LEFT CLICK
   {
       if (WaitMouseKey(10)==1)
       {
           QuitGame(0);
       }
       else if (WaitMouseKey(10)==0)
       {
           QuitGame(0);
       }      
 }
}

}
#2590
General Discussion / Re:Is it Selfish?
Sat 07/06/2003 20:38:23
First off Snake, my condolences on what you're going through.  It's always awful when bad things happen to those you love.

I'll tell you a little something that happened to me two years ago.  I never really talked about it before, but it certainly made me think of these things in a different light.

As you may or may not know, I live in New York City.  We all know what happened on September 11th, 2001 in NYC, but what also happened was my grandmother's funeral.  For my family, burying our grandmother after seeing the towers on fire was one of the worst days of our lives.

However.

It made me realize something.  It was impossible for me to feel sorry for myself.  How could I feel selfish and sorry for myself, when thousands of people were dead or dying less than twenty miles away from where we were?   My grandma lived a very blessed and, for the most part, happy life.  She died very peacefully with her entire family around her.  She taught us.  She touched us.  She loved us.  I feel lucky just to have known her.

I guess what  I mean to say is, count yourself lucky that you have people like that in your life.  If you love them (and you obviously do) they'll know it.  Regardless of what might happen tomorrow, you will always have that.  Be there for them as best as you can.  Learn from them.  Just be you.  They wouldn't love you if you were anyone else.
#2591
* Dave Gilbert drowns in beta testers.

Thanks guys!  I'll definitely know where to turn when I'm ready to test it.  It won't be for awhile, though...
#2592
Progress is... progessing.  I did a healthy chunk of the first section over the weekend.  Thought y'all might get a kick out of this small screenshot.



It's a photograph of Rosangela as a little girl.  Her doll's name is Griff, the P.I. Teddy Bear.  :)  
#2593
Spike avatar?  I honestly don't know who that guy is.  I wanted a fedora for an avatar, so I did a google image search for "Fedora" and that guy popped up.  I liked the pic, so I kept it.  :)  I probably should change it...

EDIT: ... and so, he does.
#2594
Quote from: DGMacphee on Tue 03/06/2003 14:50:28
Who's the other guy?



Who's the other "Gilbert" on this forum?  :P
#2595
Darn you, Gilbert.  :P  I was gonna use your avatar pic for my entry... and your photo on the picture thread is broken... so i had to draw this (slightly campy) picture from memory.  :)



Form of... a blue cup!
#2596
Cool.  The game is split up into three chapters/days, so it'll be easy to split up the testing that way.

I'm quite far from finishing the first segment yet, but I'll let y'all know once I do.  :)
#2597
Would you recommending testing it one section at a time?  Or should I wait until the game is complete before getting it tested?
#2598
Can we extend this to adventure game CHARACTERS as well?
#2599
Heh.  I've got a panic button, too.  Nothing happens when I press it either.

I once shared an apartment with these 3 frat idiots one summer.  They all worked nights and would come home at 3am and start blaring music and inviting the whole world over to party.  Not really my scene, since I went to work at 9 like normal people.  But I always got my revenge in the morning when I would slam my door and stomp my feet and talk on the phone real loud and in general make their hangovers worse.  We didn't like each other much.   ;D  Suffice to say, I don't bother with roommates anymore.

Congrats on the new digs, dude.  If I somehow find myself in northern England this weekend I'll be sure to stop by for the housewarming.
#2600
I enjoyed Feeble Files a lot.  The voice acting was great, the storyline was pretty deep for a comedy game, it had a nice ending, and the graphics/animation were pretty good for the time.  I loved all the little touches that were put in - like when Feeble walks out of the administrative office and hops down the stairs with a big grin on his face (but first looks sheepishly left and right to see if anyone is watching).  The NPCs were fun - Sam the homicidle killer robot is one of my favorite characters in adventure gaming history.  

But I agree with the other comments - he walks SOOO SLOOWWW and some of the puzzles took me to levels beyond mere frustration.  The arcade game puzzles nearly had me giving up.  If it wasn't for a saved game I found online, I probably WOULD have given up.

As for a real disappointing game... has anyone played "The Ward?"  I played the demo and it looked pretty intriguing.  I purchased the game, and indeed it WAS kind of intriguing... for about 1/3 into the game.  Then it began making no sense at all.
SMF spam blocked by CleanTalk