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Topics - Dr Fred Rubacant Edison

#21
Can i use some Maniac Mansion Mania Backgrounds and char sprites for the game intro im making. For my game.


I downloaded them off the web site under resoures.


#22
Critics' Lounge / New Sprites For game
Sun 23/09/2007 05:20:44
Dirty Sped




Stinky Grampa Ded





Nerdy Ned





Tell me what you think of them

#23
Sorry abouts this. Im not going to post stuff lke this on AGS  anymore.

#25
This is crazy  LOL


Part 1
<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/EXIPzZyIXyk"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/EXIPzZyIXyk" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>


Part 2

<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/9z2OPGCzQRw"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/9z2OPGCzQRw" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>


Part 3

<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/YjyuujmjP7M"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/YjyuujmjP7M" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>


Part 4


<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/GvEgVVZ9sKw"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/GvEgVVZ9sKw" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

Part 5

<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/_KHF6pYa8Lo"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/_KHF6pYa8Lo" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

Part 6

<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/cp3ZKgvteSE"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/cp3ZKgvteSE" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>

Part 7


<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/mBe7XdrnNM8"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/mBe7XdrnNM8" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>


Part 8

<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/Isa5_KKczaQ"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/Isa5_KKczaQ" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>


Part 9


<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/2FRzdv-BYsg"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/2FRzdv-BYsg" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>


Part 10


<object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/y-wry8H4b-Y"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/y-wry8H4b-Y" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>



#26
This is one of the old Backgrouds i made.





In game it dosent look to bad




 
#27
Im looking for  Scripters for a fan game im making.  Need someone who knows about the Maniac Mansion Starter pack
#28
Any one know anything about  the Hunter and the Timer functions in Global Script.

I found them in the Mad House Starter Pack.

Can some one start me out how they work and how to use them.
#29
Its just a test I'm doing. But I'm trying to make it so you can Talk to NPC by typeing useing the Text parser It works real good But
only if one NPC is in the room at a time if not they both talk   GRRR

I been working on this for a few hours

When 2 NPC are in the same room   both say someing and i only Want  one of them to talk to me The NPC thats in Dialog Mode:

here some code


   #sectionstart dialog_request  // DO NOT EDIT OR REMOVE THIS LINE


function dialog_request (int param){ 



if(cSyd.room)  // If your in the room  And what Char you are
{
  if (Parser.Said("whats going on")) { // you Type
 
  cSyd.Say("Whats going on");  // What you say
 
 
  if(cBernhard)  // NPC just a test // i want this NPC only to talk if I'm in Dailog with him
  {
   cBernhard.Say("Nothing Much");  // what they say   
  }
 
  if(cDrfreddytest) // NPC the same // i want this NPC only to talk if I'm in Dailog with him
  {
     cDrfreddytest.Say("Takeing over the WORLD");  // and so on
     }
}

  }   





I need to state that the one I'm talking to will only talk back

Im useing 

// script for Character 106 (Dr Freddy Test): Talk to character



if(player.Room == cDrfreddytest.Room)  // All Chars
{
dDrFreddy.Start();

player.FaceCharacter(cDrfreddytest);

cDrfreddytest.FaceCharacter(player);

}






// script for Character 4 (Bernard): Talk to character



if(player.Room == cBernhard.Room)  // All Chars
{
dTalktest1.Start();

player.FaceCharacter(cBernhard);

cBernhard.FaceCharacter(player);





//Cant get the [ code ] tags when posting code to work when posting


#30
I just cant get it to work right  the Action is in the game gui but it dont work right

I  resize a few of the words on the Gui just to test it




The game script will still compile

The game will crash when i use this code that makes it crash: 

SetActionButtons (A_LOOKIN,  "a_button_lookin 9 29 30 Zz");  // what should this be set to

and it will  crash this this to SetAlternativeAction (location, 'j', A_LOOKIN);


Crash Warning:
Quote
Error: Run_text_script1: error -6 running  game start
Error: Array index out of bounds index 10.9)

Code: ags

// SCRIPT HEADER


// --- action ---
#define A_SWITCH_TO -2
#define A_DEFAULT   -1
#define A_WALK_TO    0
#define A_LOOK_AT    1
#define A_TALK_TO    2
#define A_GIVE_TO    3
#define A_PICK_UP    4
#define A_USE        5
#define A_OPEN       6
#define A_CLOSE      7
#define A_PUSH       8
#define A_PULL       9
#define A_COUNT_    10
#define A_LOOKIN    11  // NEW
#define A_USE_INV   -3
#define A_HELP      -4



// GLOBAL SCRIPT




//Action Functions  

function TranslateAction (string result, int action, string objects, 
string item){
  // get translated action template
  if (action == A_WALK_TO)   StrCopy (result, "Walk to %s");
  else if (action == A_LOOK_AT)   StrCopy (result, "Look at %s");
  

  else if (action == A_LOOKIN)   StrCopy (result, "Look in %s");  // NEW
  

  else if (action == A_TALK_TO)   StrCopy (result, "Talk To %s");
  else if (action == A_GIVE_TO)
  {
    if (StrLen (item) > 0)        StrCopy (result, "Give !s to  %s");
    else                          StrCopy (result, "Give To %s");
  }
  else if (action == A_PICK_UP)   StrCopy (result, "Pick Up %s");
  else if (action == A_USE)
  {
    if (StrLen (item) > 0)        StrCopy (result, "Use !s with %s");
    else                          StrCopy (result, "Use %s");
  }
  else if (action == A_OPEN)      StrCopy (result, "Open %s");
  else if (action == A_CLOSE)     StrCopy (result, "Close %s");
  else if (action == A_PUSH)      StrCopy (result, "Push %s");
  else if (action == A_PULL)      StrCopy (result, "Pull %s");
  else if (action == A_SWITCH_TO) StrCopy (result, "Switch To %s");
  // fill object and item into action template
  StrCopy (result, GetTranslation (result));
  int ip = StrContains (result, "!s");
  if (ip >= 0)
  {
    int op = StrContains (result, "%s");
    StrSetCharAt (result, ip, '%');
    if (ip < op) StrFormat (result, result, item, objects);
    else         StrFormat (result, result, objects, item);
  }
  else           StrFormat (result, result, objects);
}

function isAction (int test_action){
  return global_action == test_action;
}

function UsedAction (int test_action){
  return ((used_action == test_action) && (GSagsusedmode != 
MODE_USEINV)) || ((test_action == A_USE_INV) && (used_action == A_USE) 
&& (GSagsusedmode == MODE_USEINV));
}

function SetAction (int new_action){
  // set default action
  if (new_action == A_DEFAULT)      new_action = default_action;
  // set corresponding cursormode
  if (new_action == A_WALK_TO)       SetCursorMode (9);
  else if (new_action == A_LOOK_AT)  SetCursorMode (1);
  
  
  
  else if (new_action == A_TALK_TO)  SetCursorMode (3);
  else if (new_action == A_GIVE_TO)  SetCursorMode (2);
  else if (new_action == A_PICK_UP)  SetCursorMode (5);
  else if (new_action == A_USE)      SetCursorMode (2);
  else if (new_action == A_OPEN)     SetCursorMode (8);
  else if (new_action == A_CLOSE)    SetCursorMode (8);
  else if (new_action == A_PUSH)     SetCursorMode (8);
  else if (new_action == A_PULL)     SetCursorMode (8);
  else if (new_action == A_LOOKIN)   SetCursorMode (1);  // NEW

// save action
  global_action = new_action;
}

function SetDefaultAction (int def_action){
  default_action = def_action;
  SetAction (A_DEFAULT);
}




// ============================= GlobalCondition ===========================================

   // Dont know what to put here if i need to

function GlobalCondition (int parameter){
  // here are some conditions that are used many times in the script
  int cond;
  if (parameter == 1)
  {
    // if the mouse is in the inventory and modes Walk or pickup are selected
    cond = ((GetInvAt (mouse.x, mouse.y) >= 0)    &&     (isAction 
(A_WALK_TO) || isAction (A_PICK_UP)));
  }
  else if (parameter == 2)
  {
    // if the mode is useinv and the mouse is over the active inv (like "use knife on knife")
    cond = ((character [GetPlayerCharacter ()].activeinv == GetInvAt 
(mouse.x, mouse.y)) && (GetCursorMode () == 4));
  }
  else if (parameter == 3)
  {
    // if the mode is talk, or "Give", and the mouse isnt over a character
    cond = ((isAction (A_TALK_TO) || (isAction (A_GIVE_TO) && 
(GetCursorMode () == 4))) && (GetLocationType (mouse.x, mouse.y) != 2));
  }
  else if (parameter == 4)
  {
    // if its  GIVE and the mouse isnt over a inv.item
    cond = ((GetCursorMode () == 2) && isAction (A_GIVE_TO) && (GetInvAt 
(mouse.x, mouse.y) < 0));
  }
  if (parameter == 5)
  {
    // if its over the "other characters" buttons in the inventory.
    cond = ((GetGUIAt (mouse.x, mouse.y) == MAINGUI) && ((GetGUIObjectAt 
(mouse.x, mouse.y) == 12) || (GetGUIObjectAt (mouse.x, mouse.y) == 13)));
  }
  return cond;
}



// This is under  Action


RemoveExtension (location);
    AddExtension ('l', location); // set default action "look at"
  }
  SetAlternativeAction (location, 'n', A_DEFAULT);
  SetAlternativeAction (location, 'g', A_GIVE_TO);
  SetAlternativeAction (location, 'p', A_PICK_UP);
  SetAlternativeAction (location, 'u', A_USE);
  SetAlternativeAction (location, 'o', A_OPEN);
  SetAlternativeAction (location, 'l', A_LOOK_AT);
  
  

  SetAlternativeAction (location, 's', A_PUSH);
  SetAlternativeAction (location, 'c', A_CLOSE);
  SetAlternativeAction (location, 't', A_TALK_TO);
  SetAlternativeAction (location, 'y', A_PULL);
  
//SetAlternativeAction (location, 'j', A_LOOKIN);  // Game will crash if used

RemoveExtension (location);
  StrCopy (SHOWNlocation, location);
}


//  Translation  // This makes GUI botton work   doing the  // on any other one's turns them off in the game  

 // --- translate GUI action buttons ---
  SetActionButtons (A_GIVE_TO, "a_button_give 0 1 2 Dd");
  SetActionButtons (A_PICK_UP, "a_button_pick_up 1 7 8 Ee");
  SetActionButtons (A_USE,     "a_button_use 2 13 14 Ww");
  
  SetActionButtons (A_OPEN,    "a_button_open 3 3 4 Aa");
  SetActionButtons (A_LOOK_AT, "a_button_look_at 4 9 10 Qq");
  SetActionButtons (A_PUSH,    "a_button_push 5 15 28 Xx");
  SetActionButtons (A_CLOSE,   "a_button_close 6 5 6 Ss");
  SetActionButtons (A_TALK_TO, "a_button_talk_to 7 11 12 Cc");
  SetActionButtons (A_PULL,    "a_button_pull 8 29 30 Zz");
  
 // SetActionButtons (A_LOOKIN,  "a_button_lookin 9 29 30 Zz");  // Game will crash if used Dont know //what to set it at



// Unhandled Event


if (UsedAction (A_CLOSE))
    {
      DisplaySpeech (GetPlayerCharacter (), "Did not work.");
    }
    else if (UsedAction (A_USE) && type >= 5)
    {
      //if inv on inv:
      DisplaySpeech (GetPlayerCharacter (), "Didnt work.");
    }
    else if (UsedAction (A_LOOK_AT))
    {
      if (GetGlobalInt(12)==0) { Display("Cool."); SetGlobalInt(12,1); }
      else if ( GetGlobalInt(12)==1) { DisplaySpeech 
(GetPlayerCharacter(), "ok."); 
SetGlobalInt(12,2); }
      else if ( GetGlobalInt(12)==2) { DisplaySpeech 
(GetPlayerCharacter(), "Dude."); SetGlobalInt(12,3); }
      else if ( GetGlobalInt(12)==3) { DisplaySpeech 
(GetPlayerCharacter(), "Its Cool."); 
SetGlobalInt(12,0); }
    }
    else if ((UsedAction (A_PUSH)) || (UsedAction (A_PULL)))
    {
      DisplaySpeech (GetPlayerCharacter(), "Take that.");
    }
   
     else if (UsedAction (A_PICK_UP))
    {
      DisplaySpeech (GetPlayerCharacter(), "Cant pick that up.");
    }
    
    else if (UsedAction (A_LOOKIN))  // NEW
    {
      DisplaySpeech (GetPlayerCharacter(), "Nothing inside it.");  // NEW
    }



    else if (UsedAction (A_OPEN))
    {
      DisplaySpeech (GetPlayerCharacter(), "Cant open it.");
    }
    else if (UsedAction (A_TALK_TO))
    {
      if (type == 2)
      {
        DisplaySpeech (GetPlayerCharacter (), "Ich habe nichts zu sagen.");
      }
      else DisplaySpeech (GetPlayerCharacter (), "Das klappt so nicht.");
    }
    else if (type == 4)
    {
      DisplaySpeech (GetPlayerCharacter (), "Das klappt so nicht.");
    }
    else if (UsedAction (A_USE) || UsedAction (A_USE_INV))
    {
      //  else if (UsedAction(A_USE)) {
      DisplaySpeech (GetPlayerCharacter (), "Didnt work.");
    }
    ////////////////////////////////////////////////////
  }
}
#31
My first Maniac Mansion game will be called

Maniacs Mansion  Terror of the Tablet


Im planing to make other games depending on where the plot go and how the game ends

Like  Maniacs Mansion  Attack of the Mike and Ikes  and  Maniacs Mansion  Hell Bound

All so i Like to make some spin offs like  Maniac Trailer Park  dealing with other crazy Edsions.


I need some help with names 

I was going to use    Weird Terry : Eds brother ,   Grampa Stinky: Dr Freds dad,   Uncle Meat: Ednas Brother 

I dont know what i want to do its kinda silly using  Ged,  Red,  Bed,  Ded,  Sped,  Med, I dont know ???


For terry i would use  Weird Sped Edsion


;D 





 
#32

want to move a object to one point in the room and back to the same place it was when you click on it



// script for Object 1 (Poster): Look at object  // just experment
int pos1;
int pos2;


if (pos1==0) {
object[1].SetPosition(438, 111);
pos1=1;
}

 
if (pos1==1) {
object[1].SetPosition(379, 118);
pos1=0;
}

#33
In the MMM starter pack whats  all the invtory, chars, globles messges named dummy do


what dose this do  why is there stuff named dummy
#34
I need to upgrade the MMM starter pack  from 2.7 to 2.72


this 2.7 version has door fixs and selecting chars


How hard is this to do


I need 2.72 so i can use new plugins and mods
#35
SetDoorStrings ("That's a door.", "The door is locked.", "I cannot open the door with that item"); 

if (any_click_on_door_special (27, 0, 152, 80, DIR_UP, 28, 172, 118, DIR_DOWN, 72, 44, 1, 2) == 0)
Unhandled ();


I can open the door one time then i close it then it will be locked

in the code what dose the 27 and the 0 do.   

72, 44 are sounds. 1 is the item use to unlock it  2) == 0)  should this be 2 I'm not sure i want to make it you can only open it with a key
#36
How do i make the edsions take the player to the dungen or to other locations???


I have no idea how to script this please help
#37
if ( ( GetGlobalInt(54) == 0) && ( GetGlobalInt(58) == 1) ) {
  if (UsedAction(A_LOOK_AT)) {
    if(MovePlayer(270, 96)) {
      FaceDirection(GetPlayerCharacter(), DIR_UP);
      Display("Light Switch.");
    }
    else Unhandled();
}
else if (UsedAction(A_USE)) {
    if(MovePlayer(270, 96)) {
      FaceDirection(GetPlayerCharacter(), DIR_UP);
      PlaySound(66);
     // ObjectOff(1);
      SetFlashlightDarkness (GetFlashlightMaxLightLevel ()); 
     SetFlashlightBrightness (GetFlashlightDarkness ());     
      //LoseInventory(2);
      //AddInventory(1);
     

SetGlobalInt(54, 1);
      SetGlobalInt(58, 0);
   



    }
    else Unhandled(); 
   }
   else Unhandled();   


do i really need the GetGlobalInt
#38
Critics' Lounge / New backgrounds
Sat 25/11/2006 20:33:14
What do you think of this one




Here is a start
#39
How do i record a AGS game movie demo

I tryed useing fraps but that dosnt work.
#40
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