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Messages - Dorcan

#141
Completed Game Announcements / Re:Apprentice!
Sun 13/07/2003 10:09:12
Aha! I understand now why Pib says "Maybe later" when we try to interact with the roots... that's where Navy Joe was supposed to be, right ?

About the .wav files : They must be in the directory when you compile the game, but they don't have to be in the compiled folder. I haven't extracted the wav files from the zipped game, and it works well, sounds are played.

Do you have a colored sprite of the farmgirl ? If it is the case, I would like to see it
#142
Completed Game Announcements / Re:Apprentice!
Sat 12/07/2003 23:23:15
There shouldn't have any problems to get out of the tower.. Just walk on the luminous layout, in the middle-bottom side of the screen
#143
Completed Game Announcements / Re:Apprentice!
Sat 12/07/2003 23:05:07
Wow!  :o :o
Amazing work ! Excellent music, beautiful graphics. I really like the animation, and all those details that make this game a great one.  ;D Really atmospheric. Yep, it was good.

I've finished it yet, and I must say I really enjoyed this game! Mmh I was hoping we could turn back the farmgirl, and that she would give us a reward, but...oh well :P

Just one thing : You don't have to include .wav sounds in your package, because they are already compiled in the .exe file.
#144
I think the prob is that your browser doesn't accept cookies.
You should change your internet parameters.
If you have IE6, I think it should be in Utility>Internet options
#145
It's an interesting idea, but as you say, I think it would be messy. The moderators would have to choose which post has to be removed, because not only fake posts would be posted.
And what about the guys who don't know anything about this day ? Maybe they would be offended... :-\

Just a fake topic where anybody can post anything would be better I think  :)
#146
Yay of course !  ;D

Official PHP website :
http://www.php.net
Very useful when you just want an explanation for any functions.

http://www.phpfreaks.com/tutorial_index.php
Very goods tutorials for PHP and MySQL.

Personnaly, I don't like MySQL (it's a database, and it use a different language than PHP yuk!  :P) I create my own code for the membership for ex.
Anyway, I can give you some tips to start over with PHP if you want 8)

QuoteOh. So it's already been done. Can I still do my own anyway?  
No, I forbid it to you!  No competition, please :P
You can have your own tutorials, I can have my own, and we can just make a link to each other in our website


QuoteAnd I think we should have categories in this page - "For beginners" and "For advanced users".
Yep, good idea ! I'll see what I can do.

I added the ability to members to add their own tutorials in my website, in their own language. I would translate them in french later.
#147
Mmh all my tutorials are translated, and my website is almost entirely in both french & english. Well ok lol I have a bad level in english but anyway, you can change the language by clicking on "english", and it's supposed to stay in english all the time, even if your browser doesn't support cookies  :-\
Edit : Oh my mistake. Now it should work. You can have every pages in english.


PHP is easy. If you are good at scripting in AGS, there will be almost no problem to learn PHP.
#148
Critics' Lounge / Re:God Walk - MODIFIED
Mon 07/07/2003 10:52:04
This one is better.
But I think the lines should be smoother, and not black.
I tried to modify this one, so that it matches the background style:


#149
WOW  :o
Excellent use of colours ! This one is my favourite.  :)
#150
1 - CJ added the possibility to import sprites with exact palette in v2.55.
Just uncheck the box named "Remap Colours to game palette" when importing sprites.
Of course, your sprite's palette and your game one have to coincide.

2 - A little tip :
In your game palette, change the slot corresponding to the black color (not #16, it's locked. Another one), to a pink color (63,0,63).
In your paint program, replace also the black color of your sprite with pink (255,0,255).
Import your sprites in AGS.
Now, just change the pink color of your game palette back to black, and voilà !
#151
Critics' Lounge / Re:God Walk
Sun 06/07/2003 19:28:19
Hey, you know, the only thing that annoyed me in the first god version, was the fact that he haden't personality. I mean, he looked like if he was a statue, or something like that.

You tried to make a friendlier/funnier god, and I think that's good. But the problem is that he looks now like Bacchus, you know, the god of vine with crazy eyes and a red nose. Why not use this version for another character ? It's a good character, well animated and all.

Anyway, I think you should modify a bit the first god version : just open his eyes  ;D

Edit :
Oh, I forgot : I have bad news.
I will go to the army from 14 july to 24 october. I will be back only on week-ends, but I think I will be motivated to work on it every saturday, after a week of pain.
#152
I had a similar idea, and scripted some php stuff with a membership system :
http://membres.lycos.fr/digitalmindstudio/script.php

There are some useful tutorials I think. ::)

Oh and it support two different languages.
#153
General Discussion / Re:I'm back baby!!
Wed 02/07/2003 19:54:26
You can recover your lost files when you have a good software for that...
Just three days ago, i got my harddisk formated by MS-DOS 6.22 installation, but with Restorer2000 pro, I were able to recover all my files  ;D
#154
mine to proskrito's one
#155
If you used the RawDrawImage function :

RawClearScreen (int colour)
#156
If you filled your room with one walkable color, there shouldn't be any problems... mmh and I don't think the edge lines could be responsible.
What is your game resolution, and your room size (in pixel, width, height) ?
#157
Ok, I see. Next time, could you post also the error messages ?

Let me explain some important things  ;):

1.  function SetGUIView ( int ID, int Start, int End, int Speed, int Repeat, int Sound )

int ID is the GUI View ID, but it is NOT the view in the AGS Editor.


2. At the begining of the script, as you can see in my tutorial, I have defined some variables :

Quoteint MaxAnim=20;

GUIVIEW    guiview [20] ;
GUIANIM   guianim [20] ; //Same as MaxAnim

You can see that GUIVIEW is an array with a size of 20.
SO, you can only have 20 views. Of course, you can modifiy this if you need more views.


3. With all that in mind, you can know understand why
SetGUIView(89,977,979,5,1,-1); can't work.
You have defined a VIEW ID as 89, but there is only 20 views max !

The correct line would be :
SetGUIView(0 to 20,977,979,5,1,-1);
...
...
StartGUIAnimation(16,2,1, 0 to 20);



4. Now the position in the script.
Everything must be at the begining of your global script, before game_start() and repeatedly_execute().


5. You said you needed the GUI Animation for a Death dialog.
I would suggest you creating a function called "DeathDialog()" in the global script :

Quotefunction DeathDialog(int death_view){
   StartGUIAnimation(16,2,1, death_view);
   GUIOn(16);
}

Then go in the Header Script, and paste this code :

Quoteimport function DeathDialog(int death_view);

Ok. Now, when the character die, just call, in any room script, the function DeathDialog with the appropriate death view.

BTW, I don't think the animation repeat must be set on 1, because the death animation would repeat again and again, and that wasn't the case in the sierra games I think...



If there is still problems with sound, just cut thoses lines :
Quoteif ((guianim.frame==0)||(guiview[TView].sound!=-1))
       PlaySoundEx(guiview[TView].sound, 3);

As I made this tutorial somewhat "quick", the functions weren't well explained enough. I'll see what I can do.

Hope it helps  ;D
#158
That's a part of a code inside the interface_click function, right ?
Remember that interface_click is called only when an interface or a button is clicked.

So if you want the animation to start at the moment the GUI is loaded, you must put the StartGUIAnimation just before the command GUIOn

StartGUIAnimation(16, 2, 1, 89);
GUIOn(16);


BTW, about the sound, I made a very little mistake (again):

if ((guianim.frame==0)&&(guiview[TView].sound!=-1))

And if you don't want a sound to be played, sound value must be -1 in SetGUIView().
#159
Anywhere.

It must be set like this :


function blah(){

   StartCutscene (1)
   ...
   ...<--- Your animation, intro code here
   ...
   EndCutscene();

   NewRoom(9);
}
#160
You know what ? You don't need to script all this stuff.

Kasaaam :

StartCutscene and EndCutscene functions are the solution

From the manual : StartCutscene (int skip_with)

Marks the start of a cutscene. Once your script passes this point, the player can choose to skip a portion by pressing a key or the mouse button. This is useful for things like introduction sequences, where you want the player to be able to skip over an intro that they've seen before.
SKIP_WITH determines how they can skip the cutscene:

1  by pressing ESC only
2  by pressing any key
3  by clicking a mouse button
4  by pressing any key or clicking a mouse button
5  by pressing ESC or clicking the right mouse button

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