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Messages - Freydall

#1
I thought it would be nice to have a puzzle game with some good old fashioned sword-fighting but I further thought that it would be boring if you went through the game with one weapon. I also thought about armour and shields and helmets. It seems I'd have to create a new character for every combination of weapons, armour, shields and helmets and I'd also have to do talking animations, walking animations etc. Is there any way at all, maybe using conditionals on what armour you have in your inventory or what weapon you have, that can automatically change your appearance without having to create thousands of walking animations? Maybe using objects that follow the character around.

I think I should try and keep it simple but if there's a way then there's no point in scratching a good idea.

Some people would say I should use a different engine alltogether but I find AGS's versatility so delectable, an adaptability that you rarely find in other game-making programmes.
#2
Cheers!
#3
Quick and easy problem... I know how to set the timer and to set what ever you want to happen when the timer expires but I don't know how to stop the timer.
#4
Is there a way of pausing the command processor but without disabling anything the player character does? I'm probably doing the wrong thing, I want there to be a limited time to click on a hotspot.
#5
Completed Game Announcements / Re: AEscplega
Sun 05/03/2006 23:17:21
Well, that's boring. Oh well, guess everyone has to wait 15 hours before the game is officially released.
#6
Completed Game Announcements / AEscplega
Sun 05/03/2006 22:58:03
The beginning of a tale set in Anglo-saxon England, you must get yourself a sword to venture into the forest and kill the creature that stole from your hut whilst you slept. AEscplega: Chapter I... game comes with a glossary of old english terms and five devilish riddles in both old and modern english.

http://www.geocities.com/aescplega/
#7
I've now put... :

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

InvItemAnimation.Start(iMGLVE, 7, 0, 10, eRepeat);

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

...but it still comes up with the unexpected error.


Oops, that was clumsy. Yep, just noticed that I put it outside the {}. Cheers! Thanks for the help...
#8
I put " InvItemAnimation.Start(iMGLVE, 7, 0, 10, eRepeat); " in the global script under repeatedly execute, and it says "unexpexted: InvItemAnimation"... What else do I need to put?
#9
A short simple question... it's easy to animate cursors but what if you want an animated item cursor, like a creature that blinks or an electronic device with flashing lights? Quite sure there's nothing about this in the manual, and if there is then my apologies.
#10
Have you checked the "Wait for Move to Finish: True/False" on Character - Move character?
#11
Ah, cheers Barbarian. I didn't notice because I already had a folder called Music before I updated my version of AGS.
#12
I used to edit my game in version 2.62... the music worked fine.
I upgraded it to version 2.71 and now the music won't play. The music is saved as the right file type and it has the right name. I know that music 0 will play automatically in the first room... but I can't hear a thing. It's not a problem with my speakers because the sound effects work in the game and the music is at the right volume because I played the music files with Windows Media Player. It worked absolutely perfect when I used 2.62. How do I sort it all out?
#13
Thanks everyone... this is now SOLVED.
#14
Okay, thanks for getting me this far but now it gets confused when I put cLig as the script o-name instead of "Character", even though it says that that is the script o-name on the characters page.


// main global script file
bool IdleSet;

// repeatedly_execute
function repeatedly_execute () {
if (player.View == player.IdleView) IdleSet = true;
else { // i.e. Not Idle view
  if (IdleSet == true) {
    int rand = Random(2);
    if (rand == 0) cLig.SetIdleView(25, 15);
    else if (rand == 1) cLig.SetIdleView(26, 15);
    else if (rand == 2) cLig.IdleView(27, 15);
    IdleSet = false;
    }
  }
}

It says:

Error (line 12): PE04: parse error at 'cLig'
#15
On line 5.

01|  // main global script file
02|  bool IdleSet;
03|
04|  // repeatedly_execute
05|  if (player.View == player.IdleView) IdleSet = true;
06|  else { // i.e. Not Idle view
07|    if (IdleSet == true) {
08|      int rand = Random(2);
09|      if (rand == 0) cLig.SetIdleView(25, 15);
10|      else if (rand == 1) cLig.SetIdleView(26, 15);
11|      else if (rand == 2) cLig.IdleView(27, 15);
12|      IdleSet = false;
13|    }
14|  }
#16
I just upgraded to version 2.7 and unfortunately there are still more problems. This time the bool works but now it says (Parse error: unexpected 'if')
#17
I put it right at the top of the Global script and I'm using version 2.62.
#18
It comes up with an error message on the first line. It doesn't understand the term bool. (Parse error: unexpected 'bool')
#19
I don't want the idle animation to be 'changed' because I don't want there to be a specific animation that it is changed from. I want to add a bit of colour to the game by having three different idle animations so you won't see the same old boring one every 15 or 20 seconds. I want the computer to choose one out of the three animations and play it when the idle animation is due. It would just make the game more interesting. So where would I put the script?
#20
I've checked the manual and it doesn't say anything about using more than one idle animation. How and where does one put the script for three different idle animations chosen at random by the computer?
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