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Messages - Etcher Squared Games

#141
what exactly are you wanting to accomplish?

There is a StopObjectMoving, but that appears to stop MOVING an object not ANIMATING an object.  If that's what you mean you could try it.
#142
Quote from: Ishmael on Sat 29/01/2005 21:31:38
But that would make the background advance a frame per game loop... I can't right now think of a way to to delay this though.

something simple like this would work


int nCycle;
int nEvery = 10;

function repeat_execute()
{
  nCycle = nCycle + 1;
  if (nCycle >= nEvery)
  {
      nCycle = 0;
      DoNextDesiredFrame();
  }
}


and you could change nEvery depending on the game speed so that your frame still change on the same time basis.

So, like if you wanted 10 changes a second

nEvery =  GetGameSpeed / 10;


I couldn't find an event to trigger when the gamespeed changes.
You could probably either do this on a GUI where you change speed or just calculate it every cycle
#143
Quote from: cpage on Fri 28/01/2005 05:37:09
call me nuts but you could just get them from lucasarts on CD

it says Curse and Escape are available, but the 2 "secret" ones are no longer


(from curse)
  PC Windows    $14.95           Quantity       

Genre: Adventure

In this hilarious third installment in our award winning series, Guybrush Threepwood once again takes up dull blade and rapier wit against the nefarious demon pirate LeChuck. Single player.
The first two Monkey Island games, The Secret of Monkey Island and Monkey Island 2: LeChuck's Revenge, are no longer available.
#144
Wow, these games on ebay are either more than I was wanting to pay, or on 5.25" which I can't use  :'(

I'll keep checking, perhaps more will come on later.
#145
To reiterate Scummbuddy, you can add score whenever you like.

But I'll offer observations as to how Sierra did it as I remember (I played more Sierra than I did LA).

The times you got points were:
1.  Getting an item
2.  Using an item the correct way in some manner
3.  Talking to a person to get info or to move story along
   3a.  As I said, something to get information you need
   3b.  perhaps incouraging someone to do something
4.  Doing something non-required, but funny
   "Your name wouldn't happen to be DICK would it?"


It comes down to:  give points when they do anything to move closer to the end of the game in a positive way.

The way I did it in my game was I counted exactly how many minimum actions are required to finish the game.  And I made that my max score.  Anytime you did something ONLY THAT BROUGHT YOU CLOSER TO FINISH did I give points.

Ok, ok, enough rambling, I'll answer your question simply...

Quote from: Candle on Thu 27/01/2005 21:28:45Is it better to give it when they get and Inventory or when they use a Inventory on a hotspot or other Inventory ?

IMHO, if it brings them closer to the end of the game, yes to all.

#146
Quote from: BerserkerTails on Thu 27/01/2005 02:27:25
The Secret of Monkey Island
The Secret of Monkey Island 2: LeChuck's Revenge
The Curse of Monkey Island
Escape from Monkey Island

Hope you enjoy them! They're all great games, the first three classics in my opinion.

something wrong with the 4th one?  ;D
#147
I've heard a lot of people say good things about the Monkey Island Series and I want to play them, but I find like 3 different ones and I wonder, what's the proper order?

I've actually not had good luck trying to find this out on the internet.

So, I basically would like to know the proper order to play them.

thanks
#148
unhandled_event (int what, int type)
{

Ã,  if (type == 3)Ã,  // all type 3's are inventory
Ã,  {
Ã,  Ã,  Ã,  if (character[CHARID].activeinv == ITEM_FLOWER)
Ã,  Ã,  Ã,  {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  DisplaySpeech (CHARID, "That doesn't need any decoration");
Ã,  Ã,  Ã,  }
Ã,  }
}


Now, if you have a character, object, hotspot, etc that supports inventory click then what you may need to do is a common function on the final else of each inventory click...


On_SOMECHARACTER/ITEM/HOTSPOT/ETC_Inventory_CLICK
{
  if (using the correct item)
  {
      // do the right thing
  }
  else
  {
       DoInvalidItem();
  }
}


function DoInvalidItem()
{

      if (character[CHARID].activeinv == ITEM_FLOWER)
      {
            DisplaySpeech (CHARID, "That doesn't need any decoration");
      }
      else if (character[CHARID].activeinv == ITEM_BOWLINGBALL)
      {
            DisplaySpeech (CHARID, "I can't bowl here.");
      }
}



if there is a better way, "I" would appreciate knowing
#149
check out

unhandled_event

in the manual
#150
As a child I wasn't able to speak all too well.Ã,  My motor mouth skills (said it that way on purpose) weren't very well developed.

So, some things came out weird, very weird.

"Air conditioner"Ã,  I dunno why. I had trouble saying that.Ã,  It came out "etcher etcher"Ã,  (pronounced eh-cher eh-cher)

So, my bigger brother naturally made fun of me about this....

Forward many years later.

My brother and I are discussing making games and such.Ã,  He made me promise, remembering my speech problems of many years ago, to call my "company" Etcher Etcher.

Well, now that I discovered AGS I figured I'd keep to my promise, but I decided to add a twist.Ã,  Instead of Etcher Etcher, I figured I'd make it sound "cool" by added a 2X or something like that and finally decided on squared and came up with
"Etcher Squared Games"

and that's my silly story

<edit>
Worm III nickname

there are 3 of us brothers
oldest (Kevin) got a scar on his chest, our mom said "It looks like a worm"
it stuck
Kevin became Worm
Craig became Worm Jr.
I (Bryan) became Worm III
</edit>
#151
So, most of you that have multiple people working on a game.  Is it mostly friends you have living close to you or friends you have on here?

I've not yet begun to search around here, but I'm finding friends and family just aren't willing to put in the time to  help me make a game like I want to.
#152
Sadly I still only have 1 game under my belt.
But I've got some ideas in my head, but it got me wondering.

How long does it take a lot of you to make a game?
How many people do you usually have on your team to make a game?
(Please, DO NOT include any games used for competitions, just games you've casually made).

My first game, which can be completed in 30 seconds, took me about 4 total weeks from idea to script to compiled EXE.Ã,  Man hours...I'd say about 20-30 spread out among those 4 weeks.Ã,  And I've only got myself.Ã,  I don't have anyone to do music or drawing for me.
And I'd say drawing took a lot of the time since it was hard for me to coordinate any kind of animations.

So, what's the workload like for everyone?
#153
Why not just hook into repeatedly_execute()?

Have some kind of state to get your random # only at certain times when you need.

But remember that gets executed every game CYCLE, so you'll need to know what the game speed is (default 40).  So you'd want to get a random # every 40 cycles.
#154
The previous post is correct.

I did exactly what you did, with the global function at the end of the global script.

I then in game_start tried to use the function.  After compile I get your error.

After moving the function to the beginning and tried again and it worked.

My question to all is this:
After defining the function in the header script, why does using the function BEFORE defining it break the compiler?  I would think that the header file would make it available at any point?
#155
So, a game I'm going to be making has the potential of being very repeatedly_execute() code intensive.  Maybe not, but I thought of a concern I possibly need the answer to...

As I said, a lot of code is going to be in my repeatedly_execute(), and I saw nothing in the manual or in these forums about the load repeatedly_execute()  can take? 

Being that this executes by default 40 times/second it just seems some code intensive functions could bog this down?

I otherwise don't know how to word my question expect for:
"Is this really a concern I should be having?"

#156
Maybe someone has posted this, I don't know. 
I'm breaking one of the early rules mentioned here, but that makes it all the funnier...

http://www.albinoblacksheep.com/flash/posting.php
#157
YES!!!

that did it!

thank you.

Quote from: strazer on Mon 27/12/2004 07:03:21
You can try turning the object on, then setting it to 100% transparent with
Ã,  SetObjectTransparency(0, 100);
and back to non-transparent if the mouse is over the object.

I know that characters can still be clicked when they're turned off this way, don't know about objects. I also don't know if the GetObjectAt code works on transparent stuff or not.
Let us know how it turned out.
#158
I have found a way around this in the meantime, but i REALLY don't like this solution....

I've drawn the object in the right shape, but drawn like the background.  This object is visible, but of course looks invisible.

So,once the cursor moves over it, I can switch it to the new frame.

But this is a pain if I ever want to move the object around in design mode
#159
this doesn't seem to do anything with the object being invisible
mostly cursor stuff...

I'm ok with cursors, just the object itself

Quote from: Candle on Mon 27/12/2004 02:39:15
Would something like this work ? or maybe change to make it work ?
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18228.0
#160
here's the code I have:


#sectionstart repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute()
{
Ã,  // put anything you want to happen every game cycle here
Ã,  RefreshMouse();
Ã,  if (GetObjectAt(mouse.x, mouse.y) == 0)
Ã,  {
Ã,  Ã,  ObjectOn(0);
Ã,  }
Ã,  else
Ã,  {
Ã,  Ã,  ObjectOff(0);
Ã,  }
}
#sectionend repeatedly_executeÃ, 

I have object 0 initially invisible...
this code is not working as expected because I'm guessing getobjectat only works if the object is already visible

what I want to do is have the object show up when the user cursors over it and disappear once it moves away...


If i'm unable to do this, this will really hinder my new game idea...
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