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Messages - Ethan D

#101
This should work
Code: ags

function on_key_press(eKeyCode keycode) 
{
if (keycode == eKeyPlus)
  {
  cEgo.SetWalkSpeed(cEgo.WalkSpeedX + 1, cEgo.WalkSpeedY + 1); 
  }
  if (keycode == eKeyHyphen)
  {
  cEgo.SetWalkSpeed(cEgo.WalkSpeedX - 1,  cEgo.WalkSpeedY -1);
  }
}
#102
There's a very helpful set of video tutorials by Densming on Youtube:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35579.0

Also there is a tutorial and demo game that comes with the editor that you will probably want to take a look at.

Theres also a whole bunch of useful stuff here: http://www.americangirlscouts.org/agswiki/Main_Page

And finally if you are having trouble getting a particular section of scripting to work then you can post questions on the Beginners Technical questions section of the forum.

For future reference this post would probably should have been posted in the Adventure related section of the forums but I'm not a mod so I wouldn't know!  :P

Anyway, take a look at those and figure out which one works for you.

Welcome to the forums!


EDIT: If you were asking if you could download the actual script of the games that are already made, then you would have to contact the actual authors of the games themselves and see if they have them and if they are willing to share them with you.
#103
Yes!! Just finished it on "Death becomes me."  Fun  game.
#104
Wow, looks like a lot of work has gone into this.

I remember when I was just starting learning to use AGS I saw several of your videos and they were great help I haven't looked at the book really in detail at all yet but it looks like it will be useful to a great number of people.

It's great to see something like this!
#105
How many times exactly do you have to kill the giant grasshopper thing at the end?
#106
I really like the atmosphere in this game.  I have yet to complete it though mainly because I for some reason always choose to do the hardest difficulty in any game that I play and I'm stuck.....

#107
Code: ags
Try it like this:
[ code ]
function cCharacter_UseInv()
{
 if (player.ActiveInventory == iduster)

  if (((cCharacter.x - cChar1.x <= 10) && (cCharacter.x >= cChar1.x)) || ((cCharacter.x - cChar1.x < 10) && (cCharacter.x > cChar1.x)))
  Display("You hit him with the knuckle duster!");

  }

Edit: Accidentally used character instead of bartender etc,.


BTW: what are the tags for posting code.

Edit again:  Thanks for the info. discordance.
#108
I didn't notice it at first but I see what you mean about the shaking.  It's probably caused because the character is moving to the left or right as they are getting smaller so it appears they are shaking when they are really just shrinking gradually.  I don't think there is any way to fix it and to be honest it doesn't seem that bad to me.  

Edit: To explain what I mean better:  The shrinking would cause the character to take up less space left to right while at the same time moving left or right so everytime the character's size changes it causes a tiny change in the amount of space they take up, but then the character moves right or left which is why it is even noticeable.
#109
I haven't run it in the editor but this should work just fine to check distance between the characters.

If ((cMan.x - cEgo.x <= 10) && (cMan.x >= cEgo.x)) || ((cEgo.x - cMan.x < 10) && (cEgo.x > cMan.x))


In this case the editor would check whether the man is within 10 pixels of cEgo whether he is on the right or the left.  There may be a simpler way of doing this but this should work just fine.
#110
There are two types of vaules for volume

The Master volume which is in between 0 and 100 with a default value of 100

And then there is the room value which is between -3 and 3 with 3 being the loudest.
When the room is changed this is reset to 0 so the music would continue playing

If you want the music to stay completely off in all rooms have an if statement checking where the slider is at and if it is at 0 then in the before fadein on each room have the room value set to 0.  If that all makes sense.

EDIT:  I mean set the music value to -3.
#111
I can't stand playing adventure games by myself. (Mainly because I get stuck on puzzles when I'm alone.)  I don't know how I would have managed to sit through the awful puzzles of And Then There Were None on the Wii by myself.  Although thinking of it I'm not sure how I suffered through it with a group of 4 people....

I agree with what most people are saying. Ultimately there is a lot of information in adventure games that has to be taken in and people miss things easily so it's good to have other people to help you out.  (Sharing a laugh or making fun of things in the game is also good.)

Quote from: Snake on Sat 06/02/2010 22:03:12
What if the games weren't necessarily multiplayer, but were able to be played over a network where players were able to swap turns at will and give advice/ideas within a messenger window/box?

That sounds fun, of course if you have a friend who likes to hog the controller it would get upsetting pretty fast. (Since you can't punch someone over the internet.... yet.)

On a related note: Is AGS even capable of creating a game like that?
#112
So are you wanting the sprite that the mouse is using to change size while the mouse is moving? (If you move the mouse up then the image gets smaller)

Sorry for my lack of understanding  ;)

EDIT: Best I can tell right now I don't think scaling can affect things other than objects and character but I'll keep looking.

EDIT AGAIN:  Guess I was wrong!   :'(
#113
I'm a little confused by what your asking.  But if you just want to set the mouse sprite to what a certain object's sprite is then this should work:

mouse.ChangeModeGraphic(eModeInteract, object.Graphic);

Just use whatever name you have for the object and whatever mode you want to change. 

I could be way off on what your asking though...  :-\
#114
Here is how:

First declare a global variable (in my case Volume) set it to 100 which is the default for music master volume.

Then in the room's script:

function room_RepExec()

{
 if (Volume > 0)
 {
   Volume -= 1;
   SetMusicMasterVolume(Volume);
 }
 if (Volume == 0)
 {
   StopMusic();
   SetMusicMasterVolume(100);
 }
}

======================
This will make it fade out in 100 game loops or 2.5 seconds to make it fade out even slower put this in.
======================

function room_RepExec()
{
 if (Volume > 0)
 {
   SetTimer(1, 1);
   //Remember that whatever you put in for the timer will be run 100 times so the
   //Number should be small-ish
   Volume -= 1;
 }
 if (IsTimerExpired(1) == true)
 {
   SetMusicMasterVolume(Volume);
 }
 if (Volume == 0)
 {
   StopMusic();
   SetMusicMasterVolume(100);
 }
}

Hope that works!
#115
Well, it feels a bit weird to nominate my own game but

For your consideration:

A Night to Remember




I'd like to nominate A Night to Remember for:

Best Player Character:  Nathan Carter, come on he's a con-artist. You've got to like him.

and

Best original story.



Also, if there was a category for worst designed main giant foyer room I'd nominate it for that but oh well...   ::)
#116
Thanks for posting this!

It looks like it should be very helpful, especially considering how disorganized I am half the time...  :P


Edit:  Just finished reading how to use the entire thing, and it looks great. 
#117
Just add brackets at the beginning and end of the function hMousehole_Interact().  Like this

// room script file
int Mousecounter = 0;
function hMousehole_Look()
{
Display("It's where our house mouse, Bitey lives.");
}

function hMousehole_Interact()
{  
if (Mousecounter == 0)
{
Display("Let's see if Bitey wants to join us for an adventure!");
Display("Ow! No. Bitey does not want to join us at this time.");
}
if (Mousecounter == 1)
{
 Display("I think I have put my hand in there enough for one day.");
}
if (Mousecounter < 1)
{
 Mousecounter += 1;
}
}

Edit:  Also, for changing the variable you could just put Mousecounter = 1;  in this section like this

if (Mousecounter == 0)
{
Display("Let's see if Bitey wants to join us for an adventure!");
Display("Ow! No. Bitey does not want to join us at this time.");
Mousecounter = 1;
}

And this part is unnecesarry
if (Mousecounter < 1)
{
 Mousecounter += 1;
}


#118
I remember a few people expressing concern about the color of the font, which I now regret not listening to.  What colors in particular are hard to read? I'm guessing Jacques'?
#119
Beginners' Technical Questions / Re: Mouse bug
Sat 21/11/2009 06:21:50
since the repetedly execute section executes every frame it will do it 40 times in a seconds so when you change the cursor mode it will remain until the function checks to see if the game is paused then changes back, which is why it just flickers.

It would be better to disable the other mouse modes during this scene

Use mouse.DisableMode for this, then just enable it after you leave the title screen
#120
In my experience the best way to get vocab down completely is to write sentences with the word itelf in it, so if you want to help people memorize vocab, grammar should probably be done at the same time.

On a different note: This looks interesting, I kind of wish I had a program to help learn Japanese the four years I took it in High School.   Oh well! :P
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