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Messages - Etcher Squared Games

#101
My computer is set for automatic updates, so that may be something.

Otherwise I just recently uninstalled Myst IV.Ã,  And no, the chm file you sent me does NOT work.


[edit]

Ok, I'm guessing in either my mcaffee update or that windows update that "something" up'ed my security and it didn't like the ags.chm file and thought it was threatening and wouldn't display anything useful.

(why is the 2.61 and the NSIS ok then?)

But for those of you who have this problem, just let the system know that this file is "OK", and the stuff will show again.

[edit take 2]
Candle, thanks for you help, I posted this edit apparently just AFTER you posted the message below, but in essense, YES it was just something about my system.  Please see edit #1 for the solution.
#102
still negative

[EDIT]
re-extracting the whole ags 2.62 did NOT help either
#103
ags 2.61: working
ags 2.62: still broken
ags 2.7: still broken
NSIS chm : working
MSN messenger: working



#104
So, anytime I go to work on my game I keep ags.chm open on one of my monitors, but today, I get it open, I see all the links on the left, but everyone of them, when I click on them comes up with

"Action canceled

IE was unable to link to the web page you requested.....
yadayada"

I thought the information was all in the .chm file.Ã,  Does it point somewhere online?Ã,  Is that place down currently?Ã,  Ã, I couldn't find a thread about this.Ã,  Only threads about the online manual, but I want to use my local manual.

Also, I do have ags 2.7, but that's not the version I'm making my game in.Ã,  I started with 2.62 and I'll finished this one with 2.62, but my ags.chm for 2.7 does the same thing...
#105
There is a way to create and write to a text file.  You could take in input like old sierra games and then write it to the text file yourself...
#106
Hey all,

I just wanted to add to this thread something I just discovered...

3 messages up Strazer compares my code to his code saying either would work.Ã, 

Turns out something is a bit wrong with my version, so I would suggest to anyone finding this thread to use Strazer's suggestion.Ã,  I haven't investigated as to why yet, but with my code, if you were to right click on an inventory item (so the end result was just changing the cursor) and then click on one of the GUI buttons, the first click would NOT take....click again, all is good.


My initial guess is this...
Code: ags


#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
Ã,  if (ignore_interface_click == 1)
Ã,  {
Ã,  Ã,  ignore_interface_click = 0;
Ã,  Ã,  return;
Ã,  }

Ã,  //Ã,  .... other stuff here.....

}


I'm guessing this function doesn't get run on right click on inventory.
Thus my ignore_interface_click would not get reset back to 0, and then clicking a GUI button would trigger this, but dump out due to ignore_interface_click being 1 still....

Sound right Strazer?

#107
Ok, as for your hidden text...
Spoiler

For those of you who don't know...Flour + water = glue....
[close]

(edit, ack didn't see all your text in the hidden area...)
Spoiler

The reason you never saw the said items before because I had a "tree" concept going on...Ã,  "what do you mean?"Ã,  good question...Ã,  Ã, Say you had a table in the room, and on the table was a casette tape.Ã,  I forced you to fully discover the table, before you could know about the tape.Ã,  So, you probably didn't notice the knife, because as soon as you discovered the person, you might have thought you were done.Ã,  Same with the shelf, once you found it, you thought perhaps that was all???Ã,  But really, once the shelf was solid, THEN you could see the items on it.Ã,  But now I've thrown that out, and any item at any time can be seen.
[close]

1.Ã,  The puzzles will become more logical (hopefully) once more flavor text, the intro, and the demo become complete.

2.Ã,  Unfortunatly, some of the senses aren't used much, but at least all are used.Ã,  Ã, I'm using this game as sort of "test ground" for the already theorized game "Into the Light II" (coming in November, I don't know what year though).Ã,  But I plan to incorporate the 4 remaining senses MUCH MUCH more in a part II if I do make it.

3.Ã,  Noted, I will do what I can here. I agree.Ã,  As for the testyness of the button, I've noticed it sometimesÃ,  myself, but haven't yet figured out what's going on.Ã,  This is my first time handling inventory clicks so I'm sure I'm messing things up.

4.Ã,  The "flavor text" of the game is simply something I haven't gotten to yet.Ã,  It will be there, trust me.Ã,  I wanted to get the base structure of the game first.Ã,  Now that I do, I can concentrate of the flavor and this will in turn help out your point #1.Ã,  Ã, And speaking of which, with flavor text, this will help you understand what you are doing better instead of, as you said, a bunch of trial and error clicking everything.Ã,  It will be there...eventually.....

5.Ã,  see #4

#108
Greetings all,

I'm back and this project is still coming along.
I just now finally have an update worthy of bumping this thread.

Anyway, since last posting, I've scrapped ALL the code and started over.Ã,  I'm glad I did this as I've coded things WAY better than I was (not that anyone playing will notice).

The big noticable things are mostly the fading in feature of the main room.

Previously, ONLY when the mouse cursor was ON the object did it slowly solidify.Ã,  Once it did, it become colored and then you could interact with it for the rest of the game.

But, I decided to do something a little different and more true to the "blind" factor of the game.

Right now, objects are only interactable if you've hovered over them for a short amount of time, but it's only like 1.5 seconds for it to be fully colored.Ã, 
What happens is, as you move closer to an object, the "outline/wire frame" version becomes more and more solid.Ã,  The cool part is, it only becomes solid at a certain rate, so if you zipped your cursor over the object, it will still take about 1.5 seconds to become solid.Ã,  Now if you zip over to about 10 pixels away from the object, it will slowly get about 50% solid.
Being RIGHT NEXT to the object will put it at 100% opaque wire mode, then moving on it makes it color and interactable....

(This is probably better understood if you just grab the game and play around, link is on first message of this thread).

There is still no intro or demo available.Ã,  I want to finish the game portion.

Again, as a warning, what to do to beat the game isn't 100% clear as it sits now.Ã,  There will be clues as the demo and intro are finished.Ã,  Ã, 

Anyway, I'm still working on it.Ã,  If you have troubles getting through it feel free to post here or PM me personally.

Thank you
#109
Ok, I think I follow you....

So, when the mouse is RELEASED over a GUI element (not just anywhere on the GUI) the interface_click is triggered, regardless of the mouse button.

on_event with (event == GUI_MDOWN) is triggered ANY time you click on a GUI ANYWHERE....

on_mouse_click is triggered with RIGHTINV and LEFTINV anytime you click within an inventory window (or perhaps just when you actually click on an inventory item that's actually there)

on_mouse_click is triggered with RIGHT and LEFT any other mouse click scenario....

Does that sound like how it goes?
#110
Ok, I recently had this same problem, came upon this thread and it fixed my problem...almost.


I wanted people to be able to right click in my inventory window and have it change the cursor, and nothing else.

I ended up with this...

Code: ags


int ignore_interface_click = 0;

function on_event(int event, int data)
{
Ã,  if (event == GUI_MDOWN)
Ã,  {
Ã,  Ã,  if (IsButtonDown(RIGHT))
Ã,  Ã,  {
Ã,  Ã,  Ã,  ignore_interface_click = 1;
Ã,  Ã,  Ã,  SetNextCursorMode();Ã,  Ã,  
Ã,  Ã,  }
Ã,  }
}




#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
Ã,  if (ignore_interface_click == 1)
Ã,  {
Ã,  Ã,  ignore_interface_click = 0;
Ã,  Ã,  return;
Ã,  }

Ã,  //Ã,  .... other stuff here.....

}




What I would like explained to me is why are the mouse clicks I have to capture in on_event are not triggering on_mouse_clicks?

I tried using "IsButtonDown" inside the interface, but it just never took.

So, I'm just a bit confused...Why is on_event needed vs on_mouse_click and stuff in general.

Oh and one more thing...I AM "Handle inventory clicks in script" since I'm doing some custom code that makes the inventory handling simpler.

(strazer, can you simplify this?)
#111
The only reason I can give about Indianapolis is it's a bit centrally located in the country (???)  Yeah I bet St. Louis would be even better...I don't know.

I'm thinking that's why they hold that football event here every year too.  I can't think of what it's called.  That event where potential nfl draftees show their stuff. 

I don't know oh well.

Next up....GEN CON
#112
Yes that is the post, thank you very much
#113
Hey guys,

I've been looking for some good books an doing some animations to improve my artwook.  I've been trying to something that contains stuff like "here's how to do a walk"  "here's someone sitting" "someone standing" etc etc.

I saw a post on here a few days ago where someone scanned in a page of a book that showed something like 8 frames of a 1 strut walk and 8 frames of a 2 strut walk.

Unfortunatly, my IE crashed while looking at that post.

1. I can't remember the forum.
2. I can't remember the poster.
3. I can't remember the topic.
4. I've searched and searched and have had NO luck finding that post

could someone please either point me towards the thread, the poster, or perhaps the book in question.

thank you
#114
Sadly, as both a resident of Indianapolis and a fan of Star Wars, I was out of state during the whole convention.  I was just curious if anyone in the AGS community made it to the convention and especially if anyone saw Lucas speak?

Also, if anyone had pictures, maybe you could post them here for all to see  ;D
I heard of a few horror stories of some "slave Leia's" that should NOT have dressed that way.

But there was one girl who did dress that way and was all  drooooooool

Go to BobandTom.com to see pics of an ex-intern and this hot Leia.
#115
Hey musicians,

I'm looking for a "jingle" to go with my logo screen.  I have an idea of what I want it to sound like, but I don't know how well I can describe it.

It's just one note, from a bass guitar with an echo-ish sound to it and it fades away as it goes..
so imagine hitting the note and then just letting it go to slow fade.  I'm thinking the note last about 5 or 6 seconds.

The closest thing I can think of as to what it sounds like....if you have played Mortal Kombat I, it's sorta of the note you hear when you do a successful Fatality, but I don't want as scary of a note.

My current avatar to the left is my logo, and this is where the music will be played.  It will come into view, then the note is played.

I have no music background so I have no idea what "key" what "note" what minor/major it needs to be in....I just know once I get the right note or whatever.....

PM me if you think you can provide something
credits will be given in every game if you so desire.

thank you

#116
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18717.0

This thread should help you.
Please try to find things in the manual and search the forums first.
#117
So, a friend of mine I introduced AGS to was curious about this....

"How would I do a special walk animation for an R2D2 character, where anytime you move it first runs a single loop (of r2's 3rd leg popping out) while standing still, THEN moving to where you clicked?"

break down:
Click walk at some part of room
character (r2d2) stays STILL and runs 1 loop of a animation....
Once that loop is done once, then do normal walking animation.

Checking the boards I didn't see too much to do what he wants, but I may have been searching with bad keywords.

I kinda had a solution for him, but wanted to make sure there wasn't something easier....


My initial idea was to have a custom walk icon (as to not to use the default actions of the normal walk icon)...

Then he would need code in repeat exe to determine say, that the custom walk was clicked
then if you aren't already moving, run the special loop
then execute repeatedly the normal walking view
once you hit the desired spot, kill the walking loop...

Is there a simpler way to accomplish this?


#118
Either way the

Code: ags
 
#define rate_trans 4 


worked for me.Ã,  Ã, So, thanks all.

#119
I tried making #define rate_trans = 2
but then this line 124:
aobj_trans[loop] = aobj_trans[loop] + rate_trans;

gives me:
There was an error compiling your script.  the problem was:
in: 'room script'
Error (line 124): Parse error: invalid use of operator '+'

#120
<disclaimer>
...couldn't find anything on this....
</disclaimer>


By room variables I mean variables you declare at the top of a room script.Ã,  Not in the global.

So, I had this at the top:

int rate_trans = 2;Ã,  Ã,  Ã,  Ã,  Ã, // static
int rate_opaque = 2;Ã,  Ã,  Ã,  Ã,  // static

These were effectivly constants for my room.Ã,  the top one represents how many notches to make stuff more transparent per cycle, the 2nd one is the rate to make things less transparent. (ok they are the same at the moment).

I NEVER set these variables except for their initial values as seen above.Ã,  I had some strange things occur.Ã,  After much hair pulling and debuging I found that rate_trans was = to 100 during run time ?!?!?!?!?!?

One question I have about room variables is when and how often do the variables getting initialized?
Is it possible for some reason that rate_trans never got the = 2 and somehow ended up with a default of 100?

Anyway, this variable was used in room_repeat_exe every 5 cycles.
I have fixed it in the mean time by putting these variable declarations in the function called by room_repeat_exe.Ã,  For some reason then, the 2 value stuck.

thanks


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