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Messages - Etcher Squared Games

#1
ok fair enough
code of importance....

"header" stuff
Code: ags


String _NarateText;
int _NarateTime = 0;

enum StillState 
{
Ã,  unstarted, 
Ã,  start, 
Ã,  fadein, 
Ã,  solid, 
Ã,  fadeout
};

int NUM_OBJS = 2;
struct ObjectMove
{
Ã,  int deltaX;
Ã,  int changeXevery;
Ã,  int deltaY;
Ã,  int changeYevery;
Ã,  int startX;
Ã,  int startY;

Ã,  int solidTime;
Ã,  int deltaIn;
Ã,  int changeInevery;
Ã,  int deltaOut;
Ã,  int changeOutevery;
Ã,  
Ã,  int _trans;
Ã,  int _x;
Ã,  int _y;
Ã,  int _solid;
Ã,  int _in;
Ã,  int _out;
Ã,  
Ã,  Object* o;

Ã,  StillState state;
};Ã,  
ObjectMove stills[2];


#sectionstart room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
Ã,  // script for Room: Player enters room (before fadein)
Ã,  SetSkipSpeech(2);
Ã,  Mouse.Mode = eModeBlank;
Ã,  Mouse.UseModeGraphic(eModeBlank);
Ã,  Mouse.ChangeModeGraphic(eModeWait, 6);

Ã,  stills[0].o = oStill1;
Ã,  stills[1].o = oStill2;
Ã,  Ã,  
Ã,  int loop = NUM_OBJS;
Ã,  while (loop > 0)
Ã,  {
Ã,  Ã,  loop--;
Ã,  Ã,  stills[loop].state = unstarted;
Ã,  Ã,  stills[loop].o.Transparency = 100;
Ã,  }
}
#sectionend room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE




here is after fade in code that triggers the events to happen (but does not actually do them:
Code: ags



#sectionstart room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
Ã,  // script for Room: Player enters room (after fadein)
Ã,  

Ã,  StartCutscene(eSkipESCOnly);


Ã,  
Ã,  _NarateText = "blablabla";
Ã,  _NarateTime = 400;
Ã,  Wait(400);

Ã,  Wait(200);
Ã,  
Ã,  _NarateText = "blablabla";
Ã,  _NarateTime = 400;
Ã,  Wait(400);
Ã,  
Ã,  _NarateText = "blablabla";
Ã,  _NarateTime = 400;
Ã,  Wait(400);



Ã,  // 10 s = 1,000 cycles
Ã,  stills[0].startX = -50;
Ã,  stills[0].deltaX = 1;
Ã,  stills[0].changeXevery = 10;
Ã,  stills[0].deltaY = 0;
Ã,  stills[0].changeYevery = 0;
Ã,  stills[0].startY = 175;
Ã,  stills[0].deltaIn = 1;
Ã,  stills[0].changeInevery = 9;Ã,  Ã, // 900 = inÃ,  cycle
Ã,  stills[0].solidTime = 900;Ã,  Ã,  Ã, // 900 = solid 
Ã,  stills[0].deltaOut = 1;
Ã,  stills[0].changeOutevery = 9;Ã,  // 900 = out cycle 
Ã,  stills[0].state = start;Ã,  Ã,  Ã,  

Ã,  Wait(200); 

Ã,  _NarateText = "blablabla";
Ã,  _NarateTime = 400;
Ã,  Wait(400);

Ã,  _NarateText = "blablabla";
Ã,  _NarateTime = 400;
Ã,  Wait(400);

Ã,  _NarateText = "blablabla";
Ã,  _NarateTime = 400;
Ã,  Wait(400);

Ã,  Wait(200);

Ã,  stills[1].startX = 200;
Ã,  stills[1].deltaX = -1;
Ã,  stills[1].changeXevery = 10;
Ã,  stills[1].deltaY = -1;
Ã,  stills[1].changeYevery = 30;
Ã,  stills[1].startY = 190;
Ã,  stills[1].deltaIn = 1;
Ã,  stills[1].changeInevery = 9;Ã,  Ã, // 900 = inÃ,  cycle
Ã,  stills[1].solidTime = 900;Ã,  Ã,  Ã, // 900 = solid 
Ã,  stills[1].deltaOut = 1;
Ã,  stills[1].changeOutevery = 9;Ã,  // 900 = out cycle 
Ã,  stills[1].state = start;Ã,  Ã,  Ã,  Ã, 

Ã,  Wait(500);
Ã,  
Ã,  _NarateText = "blablabla";
Ã,  _NarateTime = 400;
Ã,  Wait(400);

Ã,  Wait(400);

Ã,  Wait(200);


Ã,  EndCutscene();Ã,  
Ã,  RestartGame();
}
#sectionend room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE




naturally more than blabla is said, but I'm hiding the text for now
secret stuff ya know



now the good stuff....this is where the real work is done
Code: ags


function repeatedly_execute_always() 
{
Ã,  if (_NarateTime > 0)
Ã,  {
Ã,  Ã,  int w = GetTextWidth(_NarateText, 0);Ã,  Ã,  
Ã,  Ã,  TimNarateText.Text = _NarateText;
Ã,  Ã,  int x = (320 - w) / 2;
Ã,  Ã,  TimNarateText.X = x;
Ã,  Ã,  _NarateTime--; 
Ã,  Ã,  gIntronarate.Visible = true;
Ã,  }
Ã,  else
Ã,  {
Ã,  Ã,  gIntronarate.Visible = false;
Ã,  }Ã,  

Ã,  int loop = NUM_OBJS;
Ã,  while (loop > 0)
Ã,  {
Ã,  Ã,  loop--;
Ã,  Ã,  bool move = false;
Ã,  Ã,  if (stills[loop].state == start)
Ã,  Ã,  {
Ã,  Ã,  Ã,  stills[loop]._x = stills[loop].changeXevery;
Ã,  Ã,  Ã,  stills[loop]._y = stills[loop].changeYevery;
Ã,  Ã,  Ã,  stills[loop]._solid = stills[loop].solidTime;
Ã,  Ã,  Ã,  stills[loop]._in = stills[loop].changeInevery;
Ã,  Ã,  Ã,  stills[loop]._out = stills[loop].changeOutevery; 
Ã,  Ã,  Ã,  stills[loop]._trans = 100;
Ã,  
Ã,  Ã,  Ã,  stills[loop].o.X = stills[loop].startX;
Ã,  Ã,  Ã,  stills[loop].o.Y = stills[loop].startY;

Ã,  Ã,  Ã,  stills[loop].o.Transparency = 100;
Ã,  Ã,  Ã,  stills[loop].state = fadein;
Ã,  Ã,  }
Ã,  Ã,  else if (stills[loop].state == fadein)
Ã,  Ã,  {
Ã,  Ã,  Ã,  move = true;
Ã,  Ã,  Ã,  stills[loop]._in -= 1;
Ã,  Ã,  Ã,  if (stills[loop]._in <= 0)
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  stills[loop]._in = stills[loop].changeInevery;
Ã,  Ã,  Ã,  Ã,  stills[loop]._trans -= stills[loop].deltaIn;
Ã,  Ã,  Ã,  Ã,  if (stills[loop]._trans < 0)
Ã,  Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  Ã,  stills[loop]._trans = 0;
Ã,  Ã,  Ã,  Ã,  Ã,  stills[loop].state = solid;
Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã,  stills[loop].o.Transparency = stills[loop]._trans;Ã,  
Ã,  Ã,  Ã,  }
Ã,  Ã,  }
Ã,  Ã,  else if (stills[loop].state == solid)
Ã,  Ã,  {
Ã,  Ã,  Ã,  move = true;
Ã,  Ã,  Ã,  stills[loop]._solid -= 1;
Ã,  Ã,  Ã,  if (stills[loop]._solid <= 0)
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  stills[loop].state = fadeout;
Ã,  Ã,  Ã,  }
Ã,  Ã,  }
Ã,  Ã,  else if (stills[loop].state == fadeout)
Ã,  Ã,  {
Ã,  Ã,  Ã,  move = true;
Ã,  Ã,  Ã,  stills[loop]._out -= 1;
Ã,  Ã,  Ã,  if (stills[loop]._out <= 0)
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  stills[loop]._out = stills[loop].changeOutevery;
Ã,  Ã,  Ã,  Ã,  int t = stills[loop].o.Transparency;
Ã,  Ã,  Ã,  Ã,  t += stills[loop].deltaOut;
Ã,  Ã,  Ã,  Ã,  if (t > 100)
Ã,  Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  Ã,  t = 100;
Ã,  Ã,  Ã,  Ã,  Ã,  stills[loop].state = unstarted;
Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã,  stills[loop].o.Transparency = t;Ã,  Ã,  Ã,  
Ã,  Ã,  Ã,  }
Ã,  Ã,  }
Ã,  
Ã,  Ã,  if (move)
Ã,  Ã,  {
Ã,  Ã,  Ã,  stills[loop]._x -= 1;
Ã,  Ã,  Ã,  stills[loop]._y -= 1;
Ã,  Ã,  Ã, 
Ã,  Ã,  Ã, 
Ã,  Ã,  Ã,  if ((stills[loop]._x <= 0) && (stills[loop].deltaX != 0) && (stills[loop]._y <= 0) && (stills[loop].deltaY != 0))
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  stills[loop]._x = stills[loop].changeXevery;
Ã,  Ã,  Ã,  Ã,  stills[loop]._y = stills[loop].changeYevery;
Ã,  Ã,  Ã,  Ã,  stills[loop].o.X += stills[loop].deltaX;
Ã,  Ã,  Ã,  Ã,  stills[loop].o.Y += stills[loop].deltaY;
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if ((stills[loop]._x <= 0) && (stills[loop].deltaX != 0))
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  stills[loop]._x = stills[loop].changeXevery;
Ã,  Ã,  Ã,  Ã,  stills[loop].o.X += stills[loop].deltaX;
Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  else if ((stills[loop]._y <= 0) && (stills[loop].deltaY != 0))
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  stills[loop]._y = stills[loop].changeYevery;
Ã,  Ã,  Ã,  Ã,  stills[loop].o.Y += stills[loop].deltaY;
Ã,  Ã,  Ã,  }
Ã,  Ã,  }Ã,  
Ã,  }Ã,  
}





#2
stats:
640x400
16bit hi colou?r

sprite sizeÃ,  320x240

It's a cutscene I'm doing where I'm movie objects around, fading them in and out (transparency) and displaying the occasional gui with text.Ã,  The majority of the work is being done in rep_exe_always because there are several things I'm coordinating together and this was the easiest solution I found to do.Ã,  The rep_exe_always function is not really heavy.Ã,  I just keep track of various ints to know when to perform something or not.

For example, the sprite above I am moving 1 pixel to the right every 5 cycles (gamespeed = 100)

The object is moving to the right at the same rate, it fades in, stays solid a bit, then fades out.

Sadly, this sprite flickers very noticably when it moves.Ã,  I've tried various things like changing the game speed.Ã,  I normally directly change the .X property, but I tried using the Move command without success.

Anyway, what can I do to reduce flicker?
#3
AGS Games in Production / Re: Scene 1 Take 1
Tue 02/01/2007 03:35:34
I've got a longer better demo available.
I put the link in the first message of this thread.

The install includes all you need, including the script.
There is a lot that is still half done/messed up/not quite right.



#4
AGS Games in Production / Re: Scene 1 Take 1
Sun 24/12/2006 03:15:47
Still working on the game, but I will sadly not hit a 2006 release.

The script used to be 10 pages and went on and on, and I decided that wuld just be too much for a game like this.  I've shortened the script to 5 pages that get right to the point.

I'm hoping to finish this by Feb 07.

#5
General Discussion / Re: The nintendo Wii
Wed 22/11/2006 12:43:05
I've not kept up too much with this thread, but I wanted to give my input.
I've owned a Wii since Sunday 9:36am.  I waited in line a whole 5 minutes.  I hit that very lucky.

Anyway, I love it.  I only bought zelda which I haven't really started since I'm going to be gone for the next week.  So, mostly I've been playing the built in sports.

Granted the graphics are simplistic, but man I'm really enjoying it.  Especially the baseball.  It is really a lot of fun being able to actually swing at the ball.   I even figured out how to bunt. I don't think that was intended, but I can do it. 

Basicaly, I'm having a blast with the system and I see a LOT of potential so long as they don't make the "new  cool" remote the center of attention. 

I am happy with it......Very happy
#6
Yeah I watched it...I've been a long time Cardinals fan, so I'm a little happy right now.
But there's always next year...
#7
The Rumpus Room / Re: The MSPaint game
Sat 07/10/2006 15:10:46



Next:
What MR. Hanky the christmas poo thinks about all this.....
#8
AGS Games in Production / Re: Scene 1 Take 1
Thu 31/08/2006 19:31:23
This is another one of my "CONCEPT GAMES"!!!!!

the objective is: get through the scene without messing up.

And I won't have this initially, but I'll try to have landmarks that when you get to a certain point, you'll return back there...

also, on the final product....there'll be something really special at the end of the game....trust me on this one  ;D
#10
This game has been put on hold.  The artist and I have grown a little tired of it.  We WILL finish it.  We just want to work on something different.





Etcher Squared Games is ready to announce its 3rd game:

Scene 1 Take 1

DEMO GAME
http://www.etcher2games.com/s1t1/files/Scene1Take1Install.exe

Hollywood, CA.Ã,  The Daniels Family is a TV show about a family of 4 and their dog.

Jimmy: the youngest child.Ã,  He is the primary character of the game.Ã, 
Mary: the older sister. Typical teenage girl
Mom: the overprotective mom who won't let Jimmy grow up.
Dad: The hard working, but hardly home father, who tries to be a good father
Sparky: the dog. Ever loyal to Jimmy.

The Game:
The actors of the Daniels Family are shooting a scene for their show.Ã,  Everything is as normal. But, you control all the action in the game.

With the script that will be providied with the game, you must make the actors say, do, move correctly.

If you say the wrong thing,
if you move to the wrong place,
if you do the wrong action,
if the wrong actor does something
if you do something too soon,
if wait too long...

the director will yell CUT!
This is a continuous scene, so you will have to start over.

I intend there to be various levels of difficulty:
easy:Ã,  no timing constraints
medium: timing constraints, but very relax
hard: timing constraints following the script exactly.

Below are 3 screen shots.Ã,  I have the intro screen, some action just before a mess up, and action just after a mess up.

I can't provide another different screenshot, as this is the only stage this game occurs on.

Anyway, once the demo is available (not yet), you will get the game and a text file of the script, that will be your guide (and pretty much the walkthrough) of the game.Ã,  To NOT have the script and have to guess each step didn't seem fun to me.

Once the scene has been completed, you wrap up and go home. And you complete the game successfully.

I also finally found an artist to do my graphics. His name is Peter Anderson and his personal page is:
http://www.blogger.com/profile/22163025

On a side note, the dog is a character you get to control too. But you are indirectly controlling the dog. When you select the dog, you are really controlling the lady in the front right of the screen with her back to you. This is the dog trainer.Ã,  You give her commands to give commands to Sparky.


Progress 8-30-06
------------------------------
story: 90%
coding: 60%
graphics: 40%


Progress 8-30-06 (supplemental (sp?))
------------------------------
demo made available, see the post for link


Progress 8-30-06
------------------------------
story: 100%
coding: 90%
graphics: 70%
New demo on website












#11
General Discussion / Re: Pluto is no more
Fri 25/08/2006 01:50:33
My
Very
Energetic
Mother
Just
Sent
Us
Nine.....

....nine what?  there's nothing for my mom to send us anymore   :'(
#12
The Rumpus Room / Re: The MSPaint game
Sun 20/08/2006 14:54:50
I want to see this game move along, so here's my attempt at the last request:





Next:
What Pokemon really do and say when no one is looking.
#13
So, I was finally at Gen Con this year. One booth had this neat thing where they would burn onto a side of a die any image you wanted (with some restrictions).

Anyway, as the guy was doing his sales pitch on me, he showed me some dice he has just finished.  This person wanted the letters AGS on their die.  Now most likely, this was just the person's initials.  Or someone who is an American Girl Scout.  But I'm just curious if anyone here did that. 

Oooh, was CJ here in Indy?
#14
General Discussion / Re: Harrison Ford!
Tue 04/07/2006 10:07:00
Well, this is the 2nd time this has happened in a short amount of time.

Just an idea, can this forum utilize those strange pictures of messed up letters and numbers in order to PM?  This might prevent this in the future.
#15
I know this thread is 2 years old, but I just wanted to let CJ know that I'm using v2.71 (build 2.71.631) December 2005 and I getting errors about can't load room due to blocking call (which by the way if I commented out my cBla.SetAsPlayer();, the game would load).

But I needed that function where it was, that and it just worked like 5 minutes prior.  They only thing I had done, was I changed the names of all my characters (since they finally have names).

This had some side affects.
I have 6 characters.  I was using 2-6.  2 was my default player and on load up the default SetAsPlayer was player 2.  After the rename, player 1 was the player calling the SetAsplayer, yet player 2 still had the 'player character' still set. 

I'm sorry as I don't recall the state of the initial room numbers as I was trying to frantically get my game working again.

Somewhere in all this I got a "room-1.crm" error.  Thinking somehow I was thinking I had gotten the naming scheme wrong this whole time, I renamed the room, didn't work, renamed back.

Finally, I fixed the room numbers, went ahead and checked player character for player 1 and now my game is loading just as it did.

I'm sorry this is all the information I have, and I can't seem to reproduce this event happening again.
#16
Take 2
Without so much spam...er...smudge in it



I was also more technical in my 1 point stuff, so the lines should all be right.
I've only got solid colors in there.
I've added a thin wall to the right.
#17
I actually do know all about one and two point perspectives, it's just that I was eyeballing the lines rather than having an actual point.  But it sounds like I need to go back and redo some things anyway.

As for the brown vs black lines.  I was just following this online tutorial.  I was just drawing the basic object first and then basically smudging it with other colors so that everything wasn't just solid colors.  I just am not good at figuring out when and how to smudge and shade and all that.

Thankfully I'm doing this in PSP and I use many many layers, so I can fix one thing without affecting anything else.
#18
Being that I've had a difficult time trying to find someone to do my artwork, I've taken the hard task of learning to draw with my little artistic and creative ability.

When making comments, please realize all this.
I know nothing on color schemes or ...anything.

The idea is...it's a kitchen, there will be a table there, but I haven't drawn that in yet (most likely an object anyway).
The pink area to the right will have something else behind it so don't worry there.

But I want to hear anything you guys can come up with and feel free to download and hack away on it.
The 80 pixels on the bottom is a dead zone for GUI, so I need that space.


take 1



take 2




#19
This thread may be dying soon, but I'll give it one last chance.
I need an artist to do well, basically all the artwork in my game.  I simply can't draw.

This game involves 2 backgrounds needed, and a good number of animation sprites.  There are 6 people of which 4 will need a good number of animations.  But none of these animations require a lot of sprites...maybe 10 at the most...

pm if interested



#20


I was invited to some goth night thing, so I put together this outfit...
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