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Messages - DrewCCU

#141
ok ... i can't for the life of me figure this puzzle out
Spoiler

in the swamp ... the tree branch that pops out of the ... swamp stuff. i grab it ... i let it go ... i grab it ... i let it go ... ive pixel hunted the shiznit out of this room and i find nothing but a tree branch i can grab ... and let go .... ... guess i didn't grab and let go enough times. figured it out. lol
[close]

edit: figured it out
#142
I would be more than happy to help you in the music department of this game if you're interested.  I noticed you mentioned it in your post.  I've always wanted to do music for an Indiana Jones game.  PM me if you're interested.
#143
well i dont fully understand baselines mainly ... and the helpfile didnt really help my understanding ... could u give me a simpler definition/explanation of how they work?
#144
Okay - so I have a bunch of identical objects with minor changes made to each object (so they arent exactly identical but they are all the same size - put it that way).  I've stacked them directly on top of each other in my room.  For the sake of argument, just go with me on this next part:

Based on what the player does, a new object will appear.  So if there were only 2 objects it may work something like this:

Player does Thing1
  Object1.visible=true
  Object2.visible=false
(this will make it so when player does thing1 object 1 will appear and in case object2 was visible - it is set to disappear ... just in case it was there)

also works vice versa
Player does Thing2
  Object2.visible=true
  Object1.visible=false


This would be just fine if i ONLY had 2 or 3 or even 4 objects.  But i'm using A LOT of objects. So to reduce the size of the code i was hoping i could do something where all the objects could stay visible on the screen (instead of turning the uneeded ones off) ... and since all the objects are the same size when player does thing1 object1 would be "brought to the top/front" and all of the objects below it would no longer be seen.  I tired playing with the baseline function but i couldnt get it to work just right.  I know there has to be a way to do this with objects ... right?
#145
this does not belong in this thread.
#146
Quote from: dkh on Sun 09/05/2010 19:34:30
Haha, I never said I haven't gotten coding headaches, actually I've had PLENTY. Just sharing my experience on how to avoid them as best as possible!

lol ah - okay - no harm done then ;)
#147
Quote from: dkh on Sun 09/05/2010 13:43:02
If coding gives you a headache, you're doing something wrong. I would interpret it as a sign of bad design (uh, look at the rhyme monster).

Remember, you can't code something you haven't fully thought out before hand. If you want to make a platformer game in AGS, don't "just" start coding it, sit down and think about what exactly you want. Build a prototype (in this example, maybe using a simple rectangle as a bounding box instead of an animated sprite) and work on the basics first.



If you are going to sit their and act like you're so perfect that you've never been frustrated by a coding issue then i will call you a liar and tell you to TELL US YOUR CODING HEADACHE LIKE EVERYONE ELSE IN THIS THREAD HAS DONE!

lol. no offense of course.
#148
While a C&D is possible (especially getting the publicity we're getting on many well known Star Trek fan sites) we don't see it happening.  There are many many star trek fan games and even "tv" series and "movies" out there.  CBS/Paramount usually leave fans alone if they aren't making a profit.  To shut us down would mean they'd have to shut all the others down and thats a large undertaking even for those guys.  I don't think it's worth it for them.  If anything else we are opening the eyes to non-startrek fans and possibly "recruiting" some new fans ... all who will want to buy the official seasons on dvd and movies and official games and blah blah blah. 

Like i said, we don't see a C&D happening ... but if it does ... it was fun while it lasted.
#149
Quote from: Tramponline on Sat 08/05/2010 17:07:05
Hey DrewCCU really enjoyed 'the feel' of your demo. Good atmosphere so far - takes me back to my childhood (was never aloud to watch the darn 'violent' series - which didn't prevent me though - hehehe)

However as CaptainD pointed out - I perfectly understand the need to create a situation of tension and urgency in your narration -

Spoiler
though the frequent and perpetual possibility of random death is quite irritating and frustrating after a while (maybe it's because I chose the 'hard'-mode?) - especially if the protagonist is dragging along at  a 'comfortable' walking pace.

My point is: it's Star Trek and they have all these electronic gadgets anyway:

...why not indicate visually or give an acoustic cue (or both) about where 'you are not supposed to stand' in order for a bomb NOT to hit you? (give the player a chance)

This in correlation with the possibility to run or perhaps even do the 'famous' captain-kirk-like dodge 'n role would be like a well integrated minigame in itself for avoiding those bombs?
[close]

If I missed out on something - which could have prevented me from dying a thousand deaths, I apologize in advance and consider this point redundant ;)

I am definitely looking forward to see more of your project (...and I am not even a Trekkie by far! hehe) All the best!    

thanks for your comments

Spoiler

The explosions are one of the things we still aren't completely happy with but we decided to let it go out that way for the demo and see what fans thought of it.  The idea you mentioned (as well as other ideas) are being tossed around and we will do our best to make that part of the game "more fun" for the final release. Thanks for your input.
[close]
#150
could you give us a little more info on the story?
#151
Quote from: Mark Borg on Sat 08/05/2010 05:07:50
haha, yes of course...and if I create the loop it's crying for it just says theres no frames in the next loop...etc.


Ohhh .,.. i don't know if this is the problem but check to see if you have "Run the next loop after this to make a long animation" box checked in the view window. If it is checked, uncheck it.
#152
i'm sure you've tried this but in case not , i have to ask.

Are there frames in View 34's Loop 0?
#154
Let it be known that i've been working on this one particular piece of my game for just about all day.

And i have realized that coding an NPC to have artificial intelligence (while very possible) is harder than I thought. LoL. I needed a break fro the world of If's, else's, integers, operators, and bools so I thought I would just vent a little bit here on the forums.

I'm trying to create a realistic AI and it's coming along nicely but slowly.  However, I'm almost done and I can't wait to finally be through with this!!!!!

So, with that being said, I'd like to ask all of you a question:

Is there one section of coding in your current (or a previous) game that you imagined would be much easier than it actually was?  If so, what were you coding that gave you the biggest headache and took longer than expected?
#155
Quote from: Xenogia on Fri 07/05/2010 04:34:15
http://www.joystiq.com/2010/05/06/demo-available-for-unofficial-star-trek-adventure-game/

Just thought you would be interested DrewCCU

Yes. We are aware of that.  OUr game has made it to many different websites (including TrekCore, HailingFrequency, and others) ... we have a list of them on our website:
http://www.startrekadventures.com/yearone/index.php?option=com_content&view=article&id=82&Itemid=97
#156
Quote from: Gilbet V7000a on Fri 07/05/2010 01:49:41
Dual, that won't work. The while loop just contributes nothing to the game's elapsed time. It's still in that single frame of display.

1. The overlay pointer has to be declared outside of any function, otherwise it would be destroyed once the function finished executing.
Code: ags

Overlay* myOverlay;


2. At where you want stuff to happen:
Code: ags

if (something) {
  MyOverlay = Overlay.CreateTextual(50,80,120, Game.SpeechFont, 15,"This is a text overlay");
  SetTimer (1, 40);
}


3. Then in repeatedly_execute[_always]():
Code: ags

  if (IsTimerExpired(1)) myOverlay.Remove();



ah thanks. you guys rock.
#157
Quote from: Dualnames on Fri 07/05/2010 01:42:18
Quote from: DrewCCU on Fri 07/05/2010 01:38:00
Hey guys, i'm back (sorry so quickly lol)

Maybe my brain is just tired but this seems like it should be a hell of a lot easier than it is turning out to be ... anyway - the issue:

If (something) {
    text overlay displays
}

however, i only want that overlay to display for one second then go away.  Keep in mind, please, that I do not want to use the wait command because I do not want other scripting to halt. Also, keep in mind that this will not (and can not) go in the RepExec section of the script. (it is currently in a hotspot interaction part of the script)

Again, I know this is probably simple ... but my brain gave me the finger so i'm turning to you guys for your help. Thanks.

I'm guessing it's a text overlay.

Code: ags

if (something) {
Overlay* myOverlay = Overlay.CreateTextual(50,80,120, Game.SpeechFont, 15,"This is a text overlay");
Wait(40);
myOverlay.Remove();
}


http://www.adventuregamestudio.co.uk/manual/Overlay.CreateTextual.htm
http://www.adventuregamestudio.co.uk/manual/Overlay.CreateGraphical.htm

I don't want to use the Wait command because i do not want scripting to halt while this text is displayed. Yes. it is a text overlay.
#158
Hey guys, i'm back (sorry so quickly lol)

Maybe my brain is just tired but this seems like it should be a hell of a lot easier than it is turning out to be ... anyway - the issue:

If (something) {
   text overlay displays
}

however, i only want that overlay to display for one second then go away.  Keep in mind, please, that I do not want to use the wait command because I do not want other scripting to halt. Also, keep in mind that this will not (and can not) go in the RepExec section of the script. (it is currently in a hotspot interaction part of the script)

Again, I know this is probably simple ... but my brain gave me the finger so i'm turning to you guys for your help. Thanks.
#159
WOw, that worked.  I thought i had tried that already ... i must have done it a little differently.

But i tried what you suggested and it worked ... thanks.
#160
Okay, this one is a little tricky to explain in simplest terms, but allow me to try:

I have defined an integer at the top of my room code:
Code: ags

int Thing=120;


and in my repexec script i have this:
Code: ags

if (Thing<=120) {
  Event1 happens;
}
if (Thing<=0) {
  Event2 happens;
}


Now I know the problem and I know why the problem is happening ... i just don't know how to fix it.

The deal is I want Event1 to happen if Thing (a variable that is constantly changing through the course of this room) <= 120 but as soon as Thing <= 0 I want Event2 to happen.  What's happening is that even though Thing becomes <= 0 Event2 isn't happening - it's staying on Event1.  I realize this is happening because 0 is <= 120 so it still fits the conditions set by  if (Thing<=120) {

But how do i set it up so that Event1 occurs only until Thing reaches <=0?

I've tried modifying the code and rearranging things but nothing seems to work.  I thought this would surely work:
Code: ags

if (Thing<=120) {
  Event1;
}
else if (Thing<=0 && !Thing>=0) {
  Event2;
}


but that didn't work either. little helpplease.
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