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Messages - Digital Mosaic Games

#41
Hey guys, I would like to design a horror/thriller game in the style of gabriel knight 1.
A story in the style of the movies the game, the ninth gate, room 1408, the fountain, pi or angel heart
would be great.
Please send me full gamescripts or ideas to my emailadress:tolgaocek@yahoo.de
You can also check out a trailer of my previous game:
http://www.youtube.com/watch?v=sAOI33hhaNg
#42
Hey guys,

I'd really like to create a good Lovecraftian Adventure game. I love the storytelling of Gabriel Knight 1, because of all the suspense and research. Our game would concentrate mostly on the Shadow over Innsmouth. Of course their could be all kinds of places or characters from other Lovecraft stories. It is not easy to make an adventure game out of atmosphere driven stories but I think it's possible.

So, if there's a writer and/or a puzzle designer who's interested in this project, let me know.

I would create all the image works.

Here are some of my artworks:







My Mail adress: tolgaocek@yahoo.de
#43
Hello Adventure-friends

I'm searching a Composer for my Sierra-styled, classic Horror-Adventure, John Sinclair-Voodoo in London.
Just send my some Music samples on my email-adress(tolgaocek@yahoo.de)

Here are some screenshots of the game:


#44
Advanced Technical Forum / Can't open my game!
Wed 30/05/2012 11:11:56
When I try to open my game with AGS 3.2 it appears an error-message:
"The property ´Locked´ could not be read. This version may require a newer version of AGS."
But there's no newer version of AGS 3.2.1 or is there one??
HELP!

thanks ;)
#45
Will the game take place in the universe of HP Lovecraft(Cthulhu, occult stuff etc.)? Because I read R'lhe(or sth) in one of your screenshots.
By the way: I'm a big Lovecraft-Fan.
#46
Completed Game Announcements / Re: Cart Life
Sun 19/06/2011 14:26:52
Only someone on lsd could make such a game. Cool stuff. ;)
#47
Think i'ts the same artist like from Gemini Rue. I really enjoy his work! :)
#48
Quote from: mode7 on Tue 17/05/2011 20:48:59
Do you mean the game crashed? What kind of error do you still remember?
I think it was a typical ags-programming error. I can't remember the whole error message. I could just remember the formulation which seem to be from the ags-engine. Sorry I can't be more help. :-\
#49
beautiful game! I love another world and flashback! I think Eric Chahi would be very proud. And I like Thom Yorkes Music. ;) Really well programmed. Respect. Cinematic platformers are not easy to create. Unfortunately when I got to the cave after I used my glass on the roots it appeared an error! :o
#50
Okay! Everything works fine now! Thanks to all especially you Khris! ;)
#51
Thanks alot man! But I'm sorry that I have to admit that I still have a problem. :-\
At first the animations are now on the right place. It doesn't start with upwards but with right.
No problem but now in the game the enemy ever just attacks my player from 2 sites. Or should I better say there are just two animations which can appear(enemy from RIGHT and DOWN). And if the enemy should normally attack from LEFT he walks down to my player and the same DOWN-animation appears. The same when the enemy shoul usually attack from UP. He goes to the RIGHT and attacks from there. In my opinion the script must usually work. I havent found the fault in it. And believe me I tested a long time and I don't think it's a matter of probability.

Here's my Attack function at the moment:

Code: ags
function Attack()
{
  if( (angle > 45) && (angle <= 135) ){
    cJohn.FaceLocation(cJohn.x-100, cJohn.y);//player faces LEFT
 Wait(30);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cDog.ChangeRoom(0);
 cJohn.Animate(106, 3, eOnce, eBlock);//enemy faces RIGHT
 // ( I believe this would be upwards, and anticlockwise from there,)
}
else if( (angle > 135) && (angle <= 225) ){
 cJohn.FaceLocation(cJohn.x, cJohn.y-100);//player faces UP
    Wait(30);
    cJohn.LockView(36);
    cJohn.ManualScaling=true;
    cJohn.Scaling=100;
    cDog.ChangeRoom(0);
    cJohn.Animate(104, 3, eOnce, eBlock);//enemy faces DOWN
}
else if( (angle > 225) && (angle <= 315) ){
  cJohn.FaceLocation(cJohn.x+100, cJohn.y);//player faces RIGHT
 Wait(30);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cDog.ChangeRoom(0);
 cJohn.Animate(105, 3, eOnce, eBlock);//enemy faces LEFT
}
else if( (angle > 315) && (angle <= 45) ){
 cJohn.FaceLocation(cJohn.x, cJohn.y+100);//player faces DOWN
 Wait(30);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cDog.ChangeRoom(0);
 cJohn.Animate(107, 3, eOnce, eBlock);//enemy faces UP
}
    
//death funciton for player (audio files, restoregame GUIs, etc.)
}
#52
Quote from: Khris on Tue 26/04/2011 13:07:46
I'll hazard a wild guess: you aren't calculating the angle anywhere => it stays 0 => the else block (right) is executed every time.

You need to try to understand how and why the code we posted does what it does. It's no use if you blindly paste stuff without knowing what you're doing.

I knew that I need an angle function as I mentioned in one of my posts before and I already tried to script that in a kind of way like your distance function. And I know that the angle is something different and in my opinion more difficult to script as the distance. I understand the script but I think I don't know enough to script an angle function. The distance function is simple(the idea): y1-y2 & x1-x2 but the angle function is to compare something with a clock and which time it shows. I know maybe this sounds like cheese but I just want to tell you that I can't put the idea of the angle function in a script.

Here this was my try:

Code: ags
int GetAngleFrom(Character*c) {
   float ax = IntToFloat(c.x);
   float ay = IntToFloat(c.y);
   
   float angle = Maths.RadiansToDegrees(Maths.ArcTan2(ay, ax));
 }
#53
Quote from: Khris on Tue 26/04/2011 11:13:40
Inside the distance function, add "*2.0":

Code: ags
  float dy = IntToFloat(c.y - this.y)*2.0;


In rep_ex, get rid of the first two lines, you don't need them.
Then change the 10.0 to 10. GetDistanceFrom() is an int, thus you can't compare it to a float.

Thank you very much! There are no more errors. But one big fault! :( Like in my own tries before everytime when the enemy catches my character(from every direction/angle) there just appears the same animation(my player faces right and is attacked from the enemy who comes from the right). I thought maybe it's because the view of the enemy. So I changed his view to the same like the players. But still the same fault! I set the distance from 10 to 5. I also tried this: player.Solid=false. But no changes.  :-\
I'm not really sure if it is a scripting or maybe a "graphical" fault.  ???

Now this is my Attack script:

Code: ags

if( (angle > 45) && (angle <= 135) ){
    cJohn.FaceLocation(cJohn.x, cJohn.y-100);//UP
    Wait(30);
    cJohn.LockView(36);
    cJohn.ManualScaling=true;
    cJohn.Scaling=100;
    cDog.ChangeRoom(0);
    cJohn.Animate(107, 3, eOnce, eBlock);
 // ( I believe this would be upwards, and anticlockwise from there,)
}
else if( (angle > 135) && (angle <= 225) ){
 cJohn.FaceLocation(cJohn.x-100, cJohn.y);//LEFT
 Wait(30);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cDog.ChangeRoom(0);
 cJohn.Animate(105, 3, eOnce, eBlock);
}
else if( (angle > 225) && (angle <= 315) )
 cJohn.FaceLocation(cJohn.x, cJohn.y+100);//DOWN
 Wait(30);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cDog.ChangeRoom(0);
 cJohn.Animate(104, 3, eOnce, eBlock);
}
else {
 cJohn.FaceLocation(cJohn.x+100, cJohn.y);//RIGHT
 Wait(30);
 cJohn.LockView(36);
 cJohn.ManualScaling=true;
    cJohn.Scaling=100;
 cDog.ChangeRoom(0);
 cJohn.Animate(106, 3, eOnce, eBlock);
}
#54
Quote from: Khris on Tue 26/04/2011 10:50:42
A "cannot convert int to float error" is by far the easiest thing to solve.
If you don't post the surrounding piece of code, we can hardly help you though. (Who would've thought?)

Sorry, of course... Look this is what I got at the moment. There are some parts which I just deleted because the errors. Before I tried to change them but with no good results.

At the top of room script(including distance function by Khris):
Code: ags
 int x, y;
 int angle;

 int GetDistanceFrom(this Character*, Character*c) {

  float dx = IntToFloat(c.x - this.x);
  float dy = IntToFloat(c.y - this.y);

  float dis = Maths.Sqrt(dx*dx + dy*dy);

  return FloatToInt(dis, eRoundNearest);
}


In repeadly execute:
Code: ags
x = cDog.x - player.x;
    y = (cDog.y - player.y)*2;  
 
    if (player.GetDistanceFrom(cDog) <= 10.0){
    Attack();
 }


And in the Attack function(I still havent scripted the animation stuff because this will not be difficult):
Code: ags
  if( (angle > 45.0) && (angle <= 135.0) ){
 //run animations for direction 1
 // ( I believe this would be upwards, and anticlockwise from there,)
}
else if( (angle > 135.0) && (angle <= 225.0) ){
 //run animations for direction 2
}
else if( (angle > 225.0) && (angle <= 315.0) ){
 //run animations for direction 3
}
else {
 //run animations for direction 4
}
//death funciton for player (audio files, restoregame GUIs, etc.)


#55
Quote from: Sephiroth on Fri 22/04/2011 13:49:00
"Undefined symbol" Output means you probably forgot to declare the mentioned variable. Decalaring x and y is accomplished with this line you must have forgotten in the process:

Code: ags


int x, y;



If you only use x and y inside Attack() then put these lines inside the function, otherwise outside.

Thank you but this is not much help. :'( It seems that nothing wants to work. Everytime the same cannot convert int to float error. And I cannot solve this damned error! I tried so many ways but it still doesn't work. Is there someone who could send me a whole script or module for this?? Don't think I'm lazy! I tried my best ever and ever again but I can't handle that. This thing is to difficult for me. This moment would be so beautiful if it works perfectly! :) So I thank everyone who helped me before but there comes an error if thought I solved the error before and I don't really see the point. It would be sooo glad if you could help me again! Thanks alot for your time guys!!!
#56
I've made all the kill_animations(4 directions) but I don't know how to go on as I described in my last post. ??? I want to use all this animations so that they are not for nothing. Please help me!!! Thank you so much. I tried it also many times with own methods but they didn't gave me the right aim. My Character was ever just attacked from one side. I think your methods are much better but as I wrote there is this error with the undefined symbol 'x' and I tried to solve it on my own but I noticed that I have not enough knowledge in this part of scripting.
#57
Quote from: Khris on Tue 19/04/2011 20:23:36
Here's a distance function:

Code: ags
int GetDistanceFrom(this Character*, Character*c) {

  float dx = IntToFloat(c.x - this.x);
  float dy = IntToFloat(c.y - this.y);

  float dis = Maths.Sqrt(dx*dx + dy*dy);

  return FloatToInt(dis, eRoundNearest);
}


Usage:
  if (player.GetDistanceFrom(cZombie) < 30) ...


I placed your lines at the top of the roomscript. Right?
Than I deletet these first lines because an error appeared:
Code: ags
////in room_RepEx()////
 x = enemy.x - player.x;
 y = (enemy.y - player.y)*2;   // *2 to compensate for ground perspective

 distance = Maths.Sqrt(x*x + y*y);


Now I still get an error. In this line:
Code: ags
angle = Maths.RadiansToDegrees(Maths.ArcTan2(y, x));

There's a undefined symbol 'x'.
Maybe I need another code for "angle". Is that possible? Or it is again because the ints. which can't be readen right? But how can I change it if it is this case?
#58
Quote from: Scarab on Tue 19/04/2011 19:41:36
Quote from: NEON-GAMES on Tue 19/04/2011 19:06:30
Quote from: Khris on Tue 19/04/2011 18:37:19
You need a function to calculate the distance and relative position of the enemy.

pseudocode:

x = enemy.x - player.x;
y = (enemy.y - player.y)*2;   // *2 to compensate for ground perspective

distance = Maths.Sqrt(x*x + y*y);

angle = Maths.RadiansToDegrees(Maths.ArcTan2(y/x));
// angle = -180 - 179.9
// e.g. -45 - 45 -> enemy is to the right of player

It's good that we put that to the beginners. ::) With your code I get the idea on how to go this thing on but I don't know where to put these lines in. I tried to define the "x" and the "y" in the first lines but after I noticed that have not enough knowledge to do that. I would be very pleased if you could give me a few more tips. Thanks a lot!

I'm fairly certain the following should work:

Code: ags

////at top of function////
 int x, y;
 float distance, angle;

////in room_RepEx()////
 x = enemy.x - player.x;
 y = (enemy.y - player.y)*2;   // *2 to compensate for ground perspective

 distance = Maths.Sqrt(x*x + y*y);

 angle = Maths.RadiansToDegrees(Maths.ArcTan2(y, x));
 //alternately Maths.RadiansToDegrees(Maths.Arctan(y/x));
 
 if(distance <= 10.0){
    //run attacking function
 }

////in whatever function is called for the attack////
if( (angle > 45.0) && (angle <= 135.0) ){
 //run animations for direction 1
 // ( I believe this would be upwards, and anticlockwise from there,)
}
else if( (angle > 135.0) && (angle <= 225.0) ){
 //run animations for direction 2
}
else if( (angle > 225.0) && (angle <= 315.0) ){
 //run animations for direction 3
}
else {
 //run animations for direction 4
}
//death funciton for player (audio files, restoregame GUIs, etc.)



You wouldn't need to define the variables outside the function if you are calling the entire thing from RepEx(), although the use of functions is far cleaner.

Also note that the Khris' code has a typo in the syntax of Maths.ArcTan2() which takes an x and a y value, rather than a single (y/x) value (which is supported by Maths.ArcTan().




Well I put
Code: ags
int x, y;
 float distance, angle;

on the top of my room script.
Code: ags
x = enemy.x - player.x;
 y = (enemy.y - player.y)*2;   // *2 to compensate for ground perspective

distance = Maths.Sqrt(x*x + y*y);

 angle = Maths.RadiansToDegrees(Maths.ArcTan2(y, x));
 //alternately Maths.RadiansToDegrees(Maths.Arctan(y/x));
 
 if(distance <= 10.0){
    //run attacking function
 }

This in the repeatly executed function and the rest in a functon I called "attack".

Now I get an error:

Failed to save room room36.crm; details below
room36.asc(32): Error (line 32): Type mismatch: cannot convert 'int' to 'float'

The line is:
"distance = Maths.Sqrt(x*x + y*y);"

Maybe it has to do sth with "Maths.ArcTan()" but I'm not sure what that is.


#59
Quote from: Khris on Tue 19/04/2011 18:37:19
You need a function to calculate the distance and relative position of the enemy.

pseudocode:

x = enemy.x - player.x;
y = (enemy.y - player.y)*2;   // *2 to compensate for ground perspective

distance = Maths.Sqrt(x*x + y*y);

angle = Maths.RadiansToDegrees(Maths.ArcTan2(y/x));
// angle = -180 - 179.9
// e.g. -45 - 45 -> enemy is to the right of player

It's good that we put that to the beginners. ::) With your code I get the idea on how to go this thing on but I don't know where to put these lines in. I tried to define the "x" and the "y" in the first lines but after I noticed that have not enough knowledge to do that. I would be very pleased if you could give me a few more tips. Thanks a lot!

#60
Maybe I should have started the thread a bit else. I want that my "hero" has to run away from the "enemy". The enemy wants to kill the hero. So if the stalking enemy catches the hero there should appear an animation how the hero is killed. This animation can appear in 4 different directions(down, keft, right, up). Now lets put aside my first question because maybe this will also be clear with the answer of this question. How can I script that it should happen the specific animation for each direction of the attack. For example if the enemy is "under" the character and is colliding with him and he can look whereever he want. Than it should appear an animation how he looks down and is killed by the enemy. I hope my aim is clear now.

I know that I've got to use the "IsCollidingWithChar"-Event in the repeadly executed funtion. But I don't know how to script these specific areas(down, up...). :-\

This "running away game" isn't something new. Its the same concept like in Gabriel Knight 1. Look! this is what I mean(first minutes):
http://www.youtube.com/watch?v=0SIyPAag_zM
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