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Messages - Divon

#21
happy to be of service :)
#22
Theres probably a cleaner way to do this, but something as simple as this would work:

if(player.HasInventory(iKey1) && player.HasInventory(iKey2) && player.HasInventory(iKey3) && player.HasInventory(iKey4))
{
  Display("You insert all 4 keys into their various locks and you hear the door unlock!");
  player.ChangeRoom(3);
}
#23
yeah, I figure its probably a pretty impossible question to answer.  I wouldnt have even asked, but I'm 95% certain I wasnt imagining seeing a post from him talking about how he wanted to release it soon. 

Theres always the possibility that I wanted this to come out so badly that I just made it up completely in my head and convinced myself that it was true.  Then theres the possibility that I could just do a forum search for the post...but then if I did find it, I could no longer live in a state of confusion as to whether or not I am going insane or not...which coincidentally leads to better game development (insanity breeds new ideas, and such...)

I hope no one actually read that last paragraph.
#24
definetely a good read (CJ's interview)  :)  I really enjoy this whole series actually.
#25
a couple weeks ago I saw a post from CJ saying he wanted make this release official soon.

I'm curious of the ETA on the official release, anyone have any insight?  Obviously it won't be released till its 'ready', I'm just trying to get a rough idea  :P
#26
"Sprite Handling

o It would be nice to have a "Reimport Sprite(s)" command which
  simply reloaded the selected sprites from the filename stored in
  the SourceFile property. This allows to edit multiple sprites
  with an external editor and then updating them in AGS without
  having to browse to each (in my case I was generating *lots* of
  frames for animations from a 3D source and I found it to be less
  painful to simply delete the old sprites and recreate the
  animation loops than try to replace the sprites from file)."


^^^^
I agree with this as emphatically as humanly possible.
#27
interestingly enough, this conversation is actually making me want to play your game MORE rather than less.  lol  :P
#28
I've only had a chance to test this on my netbook (I know, horrible platform for a test), but its resolution is 1024x600 and the game I made to test was 640x480.

My actual dev box runs at 1440x900, but I havent checked it on that yet...mostly because it slipped my mind  :P
#29
I'm doing this off the top of my head, so theres a large possibility that I just overlooked something extremely obvious/wrong in my code, but what about something like:

int cutsceneactive=0;
int wascutsceneskipped=0;

function repeatedly_execute_always()
{
  if(cutsceneactive==1 && wascutsceneskipped==1)
  {
      //What happens when the player skips a cutscene
      player.say("WHY DID YOU SKIP THIS AWESOME SCENE NERD??");
       Wait(120);
      player.changeroom(2, 100, 100);  //Changing rooms out of the cutscene room
  }

  if(IsKeyPressed(eKeyEscape))   wascutsceneskipped=1;
}


function room_AfterFadeIn()  //OR WHATEVER FUNCTION IS MORE APPROPRIATE FOR THE CUTSCENE!
{
 //start cutscene sequence
 cutsceneactive=1;
 player.say("blah blah blah");
 BLAH BLAH BLAH CODE ETC ETC ETC
 BLAH BLAH BLAH CODE LIKE WALKS AND WAITS, ETC
 player.changeroom(2, 100, 100);  //Changing rooms out of the cutscene room
 //end cutscene sequence
}
#30
Has anyone else had a chance to try this?  I'm going to give it a shot at home this weekend...this was my favorite feature of the new version, so I hope CJ resolves it  :)

EDIT:  Just made a fast 3.2 test game and verified this.  This feature is definetly broken currently :(
#31
I take it the cut scene is probably taking place in a playable room or something right?

You could define a variable in the rooms script like "int wascutsceneskipped = 0" and then when the player performed whatever action you specified to skip the cutscene you could change the variable to 1.  In the rooms rep exec you could put something like

if(wascutsceneskipped==1)
{
    //What happens when the player skips a cutscene
    player.say("WHY DID YOU SKIP THIS AWESOME SCENE NERD??");
}

Boolean value would make more sense I guess than an int...but I prefer using ints usually...because I am strange.

EDIT:  before I suggest any further, let me ask -- does this cutscene trigger any other rooms?  As in like, when the cutscene ends, will a new room load right away?  Or is the whole cutscene completely independant to the room you're in?  The reason I ask is because I personally would handle the skipping portion two different ways if theres multiple rooms involved (although other people may have better suggestions).
#32
Wow SSH, I'm embarassed, hahaha.  Thanks for posting the fix.  I can't believe I didn't realize that... for some unknown reason I was thinking that the max shadow width would automatically be the width of the room.  I dont even know what would have caused me to ever think that.

Thanks again!  :)
#33
I cant try this until later because I'm at work -- but would it being tied to an object somehow effect the maximum width of the shadow?  Either way the shadow is being drawn to a dynamic sprite, so wouldnt the point of the object really just be to let the engine know to activate the shadows?

Sorry, normally I'm good at following other peoples code, but I just cant wrap my brain around this module very well.  I guess its because theres a fair amount of functions in it that I am still relatively unfamiliar with.
#34
I seem to have stumbled upon a problem with this module that I havent been able to figure out (been messing with this on and off for several days)...

It seems that this error occurs (as best I can tell) when the width of the shadow reaches a certain size.  I'm not 100% certain thats when it occurs, but it seems that whenever the shadow gets very large, the game will crash.  When I run the game in the editor, this is the error I get:

Error running function 'repeatedly_execute_always': Error: Array index out of bounds (index: 217, bounds: 0..199)

The line in question that gets highlighted, line 178 in EpicShadows.asc, is this:

sSurface.DrawImage(this.lastx-GetViewportX(), this.lasty-offsetY, this.cache[width].Graphic);

Anyone have any clue on this?  I'm stumped.
#35
Hey there.  My names Steve, and I'm 27.  I live in the US (New Jersey), and I've actually been working with AGS for about 5 months.  I don't really know why I never registered on the forums, because I read them a lot.

Anyway - video games are a big part of my life, both personally and professionally.  I own a company called Uplink Gaming.  The company does a lot of different things, but until just recently its public face was a PC and Console gaming center (internet cafe for gamers).  I ran the gaming center for 3.5 years but decided to close it at the end of my lease due to getting a job as a network engineer for a large hospital system in my area.

About 4 months ago I made the decision to take a stab at building a commercial game, since I have a relatively wide range of resources at my disposal, and so I'm taking my company in that direction now.  However I'm doing this currently as a side project, since my hospital job takes up 40 hours a week, and I have a wife who requires my time as well  ;D

Anyway, this is about 3 paragraphs longer than I initially intended it to be...so.....HI!
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