Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Duckbutcher

#21
Hi, I'm looking to incorporate something similar to the last segment of MI2 in my game, with a character randomly entering the same room as the player character (like LeChuck with the Voodoo Doll).
I haven't a clue how to go about doing this. It would be done over a series of rooms, which makes it even more of a headache for me.

If anyone has any suggestions at all, they would be greatly appreciated. I'm in the dark on this one.
#22
Since joining this lovely little community last year, I've been surprised at the lack of Monkey Island fangames. I'd have thought that there would be hundreds. There are a fair few indiana Jones games, a remake of Maniac Mansion and a sequel to Zak McCracken, so I did think it a bit odd that no one had tackled the Lucasarts biggy. Is it a legal thing? I have turned up one or two little ones but  they weren't that good. There's one in the Development section in the style of CMI that looks good, but the rest is silence.

Any ideas?
#23
I've been trying to have a character wander from one point to another, scribble something on a notepad (idle view) and then wander back and do the same thing.

So far, I've tried:

if (character[GRYSON].walking != 1) {
  MoveCharacter (GRYSON, 228, 117);
  MoveCharacterPath (GRYSON, 139, 114);
  MoveCharacterPath (GRYSON, 228, 117);

Which makes the character move back and forth. However, I'm having trouble a) getting this to run indefinitely (if I put it in 'repeatedly_execute' he just moonwalks on the spot, I put it in 'player enters room' and he stops once the script is done) and b) getting him to stop and go idle between movements. I've tried using:

character[GRYSON].SetIdleView(94, 1);

But the game ignores it. Can anyone help? I admit I might be barking up the wrong tree here, I'm still new to scripting so might be missing something basic.
#24
It's a bit difficult to explain, but basically I've got an inventory item, and I want to be able to display a full screen picture of this item whenever the player 'looks' at it - sort of like the head of the navigator in MI. I was thinking of doing it as a whole new room - the player would then need to be returned to the room he was in originally afterwards.

I can't figure out how to do it though short of doing a whole load of variables to make sure the player went back to the right room after he'd finished looking at the item - because, being an inventory item, the player could look at it wherever he was.  So I'm stumped. Can anyone help?

Is there some kind of 'return' command which would send the player back to the room he was in when he looked at the item? Or is there an easier, alternate way around this problem?

#25
Hi guys, title says it all really. How do I switch an object on or off after a particular dialog option is chosen by the player? Also, how do I set a variable value as a result of a dialog option? Thanks.
#26
Hi there,

Just a quick question - I'm not really up on the scripting side of AGS yet, so how would I go about activating a dialog option in one dialog by choosing an option in another dialog?

For example:

If I go to character 1 and say 'Do you have some jam?', he says 'no, but I believe character 2 does', I want to then be able to go to character 2 and say 'Character 1 says you have some jam'.

The only way I can do it so far is by activating the dialog option after the dialog with character 1. This is obviously no use bedcause it activates the option with character 2, even if I didn't ask character 1 about the jam.

Does that make sense?
#27
Hi there, got a bit of a problem. I'm using the basic Scumm template Lecsumm 1.5 and my problem is I can't get the characters to say anything other than the dialog contained in the 'unhandled event' section of the script which came with the GUI. I've been trying to add in my own actions and dialogues in the Interaction editor, but to no avail - the game ignores it.

Basically, I need to know how to get around this part of the script and leave it for, as I understand it 'unhandled events', or, if it''s easier, get rid of it altogether. Apologies if this is a little vague, I'm really no good with scripting and prefer to do things the easy way! If anyone could help, that would be great. Thanks!
#28


The Doctor and Sarah find themselves thrown into a web of intergalactic intrigue and mystery after the TARDIS makes a forced landing in occupied France. The Nazis are ensnaring Time/Space vessels and amassing a collection of technology advanced enough to change the course of history. But who is the mysterious BENEFACTOR who is aiding the Nazis? What evil foe lurks in the basement? What is the secret of "Excalibur's Glory"? Will the Doctor be able to solve a mystery which will take him from Earth to Pluto to the edge of the Universe and beyond before Time itself is destroyed - forever...?

Find out....





Above are a selection of screens from each of the game's major environments.

Progress report:
Story: 100%
Animation: 70%
Backgrounds: 80%
Dialogue: 70%

Release Date: ETA March 31st, 2008. This release will be the FULL GAME, comprising all four episodes.

Thanks to Chaos4700 for the title "Time Snare" and Cirius for that funky new TARDIS animation.

The Original Demos of parts one and two are still available. Find them on Davidnagel's website here:

www.duckbutcher.damproductions.org

#29
Title of the thread says it all, really. I've got an alternate talking view or two for my main character that I want to drop in every now and then. One is when the character is seated and one is for emphasis. How do I do this? In the command menu it's possible to change the character's walking view until further notice, but I can't figure out how to do the same with the speech view. Any help on this would be greatly appreciated!
#30
Hi, first post so don't annihilate me....

Just scripted my first conversation between my player and an NPC. This conversation has more than one outcome - after one outcome I'd like to give my player an item, but the other outcomes should leave them empty handed. I can't figure this at the moment, the only thing I can do is give the player the item no matter the outcome. can anyone help?

duckbutcher@hotmail.co.uk
SMF spam blocked by CleanTalk