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Messages - Edwin Xie

#281
First of all I can't see any of your images. Second, the links you gave me leads nowhere. And third, rename those images to txt files, just like snake said. I'll link it to you when I edit this. EDIT: So, here is the link: http://www.agsforums.com/yabb/index.php?topic=6297.msg76680#msg76680
#282
General Discussion / Re: This is truly strange
Sun 12/09/2004 00:26:24
Actually, the computer got it right on the first try but later it gets stupider and stupider.
#283
Quote from: Pumaman on Sat 11/09/2004 23:25:14
I have a question of my own, regarding the subject of this thread... how much longer does it really take to type "with" rather than "w/"?
Uh, I don't know, they both seem to have the same lengths of time typing them, at least for me.
#284
Hey, uh, Radiant, you can make your own Dialog GUI, just make one and then click "Dialog options on gui" checkmark
#285
Yeah, I soon see that I agree on doing something like that but, uh, let me change the plot. Second of all, what makes you think I am 'team leader"? I have been requesting for help, not boss people around!
#286
I think he meant transitions and not looping rooms or something of that kind.
#287
To start one, you have to win a sprite jam competition and then you will get authorization to start a sprite jam, then this one will be locked.
#288
General Discussion / Re: This is truly strange
Sat 11/09/2004 19:58:39
OMG! How did it know I thought of the hourglass? EDIT:Heh, that thing is not foolproof.
#289
I see what the problem is, some script (probably hard-coded somehow makes the cursors stay that way in GUIs and it would not let it allow it to change. And in that case, I think you should read the Global Script to find any problems. Sorry if there is too much script in this topic.

Code: ags

// main global script file

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
// LEC Statusline

    string bunky;
    string texty;
    int cursy;

    StrCopy (texty, "");
    cursy=GetCursorMode();

    if (cursy==0) StrCat(texty,"Walk to ");
    else if (cursy==1) StrCat (texty,"Look at ");
    else if (cursy==2) StrCat(texty,"Use ");
    else if (cursy==3) StrCat(texty,"Talk to ");
    else if (cursy==4) {
        StrCat(texty,"Use ");
        GetInvName (player.activeinv, bunky);
        StrCat(texty,bunky);
        StrCat(texty," with ");
    }
    else if (cursy==5) StrCat(texty, "Pick up ");
    else if (cursy==8) StrCat(texty, "Open ");

    GetLocationName(mouse.x,mouse.y,bunky);
    StrCat(texty,bunky);
    SetLabelText (0,0,texty);

    if (IsGUIOn(1) || IsGUIOn(3) || IsGUIOn(4) || IsGUIOn(INVENTORY)) {
        SetMouseCursor(6);
        SetLabelText(0,0, " ");
    }
    else SetDefaultCursor();
} 
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
/*  
// ** DEFAULT INVENTORY WINDOW
  InventoryScreen();
*/  
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY);  
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  GUIOn(4);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) {
    ProcessClick(mouse.x, mouse.y, GetCursorMode() );
  }
  else {   // right-click, so cycle cursor
    SetNextCursorMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {

    if (interface == ICONBAR) 
    {
        if (button == 4)    // show inventory
        {
            show_inventory_window();
        }
        else if (button == 5)    // game controls
        {
            InterfaceOff(1);
            SetCursorMode(6);
            InterfaceOn(3);
        }
        else if (button == 6)    // save game
            SaveGameDialog();
        else if (button == 7)   // load game
            RestoreGameDialog();
        else if (button == 8)   // quit
        {
            SetCursorMode(6);
            SetMouseCursor(6);
            DisableCursorMode(0);
            DisableCursorMode(1);
            DisableCursorMode(2);
            DisableCursorMode(3);
            DisableCursorMode(5);
            GUIOn(4);
        }
        else if (button == 9)    // about
            Display("The Adventures of Bob I [[Made with Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2004 Chris Jones");
    }  // end if interface ICONBAR



    if (interface == INVENTORY) // They clicked a button on the Inventory GUI
    {
        if (button == 1) 
        {
            Display("We've just clicked on an arrow button!");
            // They pressed SELECT, so switch to the Get cursor
            SetCursorMode (MODE_USE);
            Display("Changed cursor mode to MODE_USE!");
            // But, override the appearance to look like the arrow
            SetMouseCursor (6);
            Display("Changed cursor appearance to mode 6");
        }


        if (button == 2) 
        {
            // They pressed LOOK, so switch to that mode
            SetActiveInventory(-1);
            SetCursorMode(MODE_LOOK);  
        }

        if (button == 3) 
        {
            // They pressed the OK button, close the GUI
            GUIOff (INVENTORY);
            SetDefaultCursor();
        }

        if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) 
        {
            // scroll down
            game.top_inv_item = game.top_inv_item + game.items_per_line;
        }

        if ((button == 5) && (game.top_inv_item > 0))
        {
            // scroll up
            game.top_inv_item = game.top_inv_item - game.items_per_line;
        }
    }



    CentreGUI(3);

    if (interface == 3)
    {
        if (button ==  8) SetGameSpeed(GetSliderValue(3,8));
        if (button ==  9) SetMusicMasterVolume(GetSliderValue(3,9));
        if (button == 10) game.text_speed = GetSliderValue(3,10);
        if (button ==  0) SaveGameDialog();
        if (button ==  1) RestoreGameDialog();
        if (button ==  2) GUIOn(4);
        if (button ==  3)
        {
            SetCursorMode(6);
            RestartGame();
        }
        if (button == 4) 
            Display("The Adventures of Bob I [[Made with Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2004 Chris Jones");

        if (button == 11)
        {
            InterfaceOff (3);
            InterfaceOn (ICONBAR);
            SetCursorMode (1);
        }
    }



    if (interface == 4) 
    {
       if (button == 0)  QuitGame(0);
       if (button == 1) {
           GUIOff(4);
           EnableCursorMode(0);
           EnableCursorMode(1);
           EnableCursorMode(2);
           EnableCursorMode(3);
           EnableCursorMode(5);
           SetCursorMode(0);
       }

    }

}

#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE

#290
Hmm, I don't really know and the Beta-Testing position was left there because at some point I am going to need it soon. And what color do you want for the status bar? Pick something you like and I'll try to fix it.

EDIT: Picking career for Bob: Well, what career do you want Bob to have? FBI? Paranormal Investigator? Name one.
#291
Same here;
Quote from: Cpt_Jigglypuff on Sat 11/09/2004 06:00:56
Quote from: LostTraveler on Sat 11/09/2004 04:12:39
Look it up in the manual, its very simple to get it to show the item.


where?
#292
I hope I didn't do anything to anger people but here we go to explain the game. ;D

There is person who just started his investigation career called Bob. He has a friend called CosmoÃ,  is is crazy about aliens and is a paranormal investigator. Bob does not believe that there are aliens in the vast universe and once discovers green things on a planet. Cosmo is about to hurt Bob in some way if he won't help him with crazy alien investigations so he joined the paranormal investigators too. Just one morning Bob discovers he has been abducted by aliens but this time, he stays in there for dissecting. He attempts to get back home but he is locked up in a cell protected by a powerful force field. Bob has a magnet, a walkie talkie (unfortunately he cannot contact earth and only Cosmo believes that there are aliens out in space) and a spy cameraÃ,  (to remember. He is currently on the planet Kethoptunotes (the short way they say it in the game is "planet Keth.") which is 10 light years away. Help Bob get home as soon as possible and before the aliens find and dissect Bob.

Screenshot(s):


This is not for C&C but, you know, how is the game?

Anyway, the positions I think I need for helping the production of the game are:
Background Artist (EXTREMELY NEEDED)
Beta Testing (Position Unavailable)
Character Artist (You know, aliens)
Help with scripting (Just helping me with the scripting, not doing the scripting)
Music Artist (Yeah, I need that)

(NOTE: I am not going to boss you around, I just need help making these things.)

More positions will be open as time goes. If you sign up for any of the positions and I accept you to do that position your name will be listed in the credits. Interested? PM me or contact me by Yahoo Messenger (edwinxie2003@yahoo.com) or MSN Messenger (edwinxie03@hotmail.com). And please DO NOT E-MAIL ME unless I allow you to, which you will be notified by messenger.

EDIT (Oct 19, 2004): This is the progress of the game:

Graphics (backgrounds and sprites): 5%
Scripting: 10%
GUIs: 98%
Music (or sounds): 5%

Average progress: 29.5%

As you can see, I've only accomplished a little. With a sprite or background artist, the progress for graphics and scripting will increase, thus making the production of this game faster.
#293
I'm very confused.......How is that going to help? I don't even get
character[CHARID].activeinv, character[CHARID].inv
  • , game.inv_activated or any of that related fragments of script.
#294
hmm, mario game.....seems ok.... And that thing does not work for me. At least when I modify the button sprite.
#295
Hmm, I think I posted the repeatedly_execute function but I'll post it again:
Code: ags

function repeatedly_execute() {
// LEC Statusline
string bunky;
string texty;
int cursy;

StrCopy (texty, "");
cursy=GetCursorMode();

if (cursy==0) StrCat(texty,"Walk to ");
else if (cursy==1) StrCat (texty,"Look at ");
else if (cursy==2) StrCat(texty,"Use ");
else if (cursy==3) StrCat(texty,"Talk to ");
else if (cursy==4) {
StrCat(texty,"Use ");
GetInvName (player.activeinv, bunky);
StrCat(texty,bunky);
StrCat(texty," with ");
}
else if (cursy==5) StrCat(texty, "Pick up ");
else if (cursy==8) StrCat(texty, "Open ");

GetLocationName(mouse.x,mouse.y,bunky);
StrCat(texty,bunky);
SetLabelText (0,0,texty);

if (IsGUIOn(1) || IsGUIOn(3) || IsGUIOn(4)) {
    SetMouseCursor(6);
    SetLabelText(0,0, " ");
}
else SetDefaultCursor();
}
#296
Well, global variables are VERY useful, at least it is something like this (I don't know if you scripted it better):

if varname == 1
//do something

if varname == 2
//do something else
#297
Uh, just be careful with your semicolons.

EDIT: Ok, I figured out the problem, (thanks scorpiorus for doing the display things) now I know what happens (with the help of scorpiorus). First it switches to MODE_USE, then it changes to cursor 6 but in 1 millisecond (with the messages I found out what was fishy) it changes BACK to MODE_USE. Can you explain that?
#298
It would be very useful if the floating GUI window was placed where I previously moved it.
#299
Nice, but aren't you going to need help with the game???
#300
Hints & Tips / Re: 5 oclock lock
Tue 07/09/2004 05:58:54
Uh, I finished this game before so I think I can help.
Spoiler
What can scare a bird away?
[close]
Spoiler
What can make a microwave explode?
[close]
Spoiler
Try to use the grappling hook with the roof.
[close]
Spoiler
Try to break a piece of metal on the bar and then throw it down to attract the crowd.
[close]
Spoiler
Go back down by interacting with grappling hook that is on the rail
[close]
Spoiler
Go back to the office and you should see a big man that smashed the door open.
[close]
Spoiler
You should still have a piece of paper even though you put it on the window. Use it on the big man and then walk out
[close]

But, if you are not clear on that just simply go to http://www.agagames.com/agswalkthroughs/soldb.php?cmd=showGame&id=103
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