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Messages - FrogMarch

#41
Thanks for the quick reply khrismuc, I think I can edit that to get what I want.

Cheers  ;D
#42
Thanks strazer, switching off the sound worked.  ;D

I'm a bit clueless as to where I should look for new drivers though, have you any ideas? I guess I might have to find out what sound card I've got. Sorry to be a pain...
#43
I've used AGS to create games before, but this error has got me completely stumped. It occurs whenever I try to test the game, or run it from the comiled .exe file.

The error looks like this:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x004ACC3A ; program pointer is -182, ACI version 2.62.772, gtags (0,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OKÃ,  Ã, 
---------------------------

I haven't done much yet on this game, just imported a few sprites and background pic, etc.

I started with a blank game, rather than the default one. Could this be the root of the problem? The only thing I can think of is that I haven'timported any cursor sprites yet.

EDIT: Adding cursor sprites does not help.

Thanks in advance for any advice you can offer.
#44
Yeah this background is superb. I like the idea of haing a black camera object in the foreground.

I guess the chair is supposed to be leaning against the wall (or maybe not..?) but it does look a little weird, because you wouldn't normally see a chair like that in this kind of environment. It also looks a bit small to me.

Aside from that, great job!
#45
I guess you want your character to be walking as the screen fades in. Why not just put the 'MoveCharacterBlocking(EGO, 197, 161, 1);' bit in the after fade in section?

Also, is it absolutely necessary that the move character code has to be blocking? This is what is causing the problem, I think, in the before fade in section, as it is a wait function. If it can be avoided, try using MoveCharacter(EGO, 197, 161);' instead.
#46
It gets sliced down, but just keeps on going.

#47
Woo, 100 downloads!

Well, It's been a fair few days now since this game was released, and I'd love to know what some more of you thought about it. You know, all the good, bad and ugly parts of it, in your opinions.

If you've played the game, don't hesitate to tell me what you thought about it.

By the way, sorry for digging up an old(ish) post.
#48
You could move your character from the current room to room -1, and then move him back to the current room at dfferent co-ordinates. However, if it is your main character, you'll have to make someone else the playable character while this is happening, to ensure that the player doeesn't get taken to room -1 as well. To do this, just create a character using an 'invisible' sprite (which uses a slot with no visible image), and temporarily make this character the playable one. That should do the trick.
#49
Stuh505,

Yeah I guess that's true, but I didn't have much info to go on. I thought he may have th character in a different room at the time, or something like that.

With a globalint, it can be triggered a any time, but yeah, I guess it could get a bit confusing if you used too many.
#50
You make the loops in the same way as with characters, by linking frames together in the editor.

To assign them to the object you just use:

setobjectview(1,1);
animateobject(1,1,1,1);

This is a rough example. Paste this into your script and hit F1 to get better help.

The help file is your friend  ;)
#51
Yeah, what Stuh505 said, basically, but don't forget that you'll need something to trigger the smoke object coming on.

It would look something like this in the script (put it in repeteadly execute):

if(getglobalint(1)==1){
objecton(1);
setglobalint(1,0);
)

Where globalint 1 is a variable, which starts at 0, and object 1 is the smoke. Basically, when you set globalint 1 to 1, it will make the smoke appear. The globalint is then turned off to stop it from causing the game to skip from this point forward.

Don't forget to set object 1 to start as 'off' in the editor.
#52
Ah, the 1337. Like chavs, but on the internet.

I think we should dub them e-chavs  :)
#53
AGS Games in Production / Re: Hero Theorem
Tue 05/04/2005 20:58:10
Like I said before, this game really does look the dog's watsits.

And you can count me in for beta testing when it's ready, too  ;D

Yes, get this finished, or I'll start a thread with lots of made up nasty things about you in it  ;)
#54
Wow, way to go with the constructive criticism.

Maybe you should change your speaker settings, and adjust your monitor's brightness?

As for the name thing, what the hell kinda name is Iv4n?
#55
AGS Games in Production / Re: Hero Theorem
Tue 05/04/2005 15:32:24
Wow, this game looks really good. I like the look of all the backgrounds, the characters, the story, everything really.

Good luck with it, and make sure it gets released!

By the way, you mentioned that your grip on the English language is not that good, although it seems that you speak it pretty well, from what I just read. The only thing I spotted is that I think policeman is spelled as just one word. It's just a slight thing, I know, but I thought you might like to know about it so that you can change it throughout your game, if you want to.

Anywho, this looks really promising, keep up the great work!
#56
I just finished and released my first game, and I was thinking small all the way. I guess you could use it as an example, although other games like 6DA are better, IMO.

It only used one room, but was still packed with a lot of features. Well, quite a few, anyway.

I think it's important that you only use extra rooms as discussed here if they are absolutely neccessary. Otherwise they'll just come across as fads.

I'm not trying to put people off using their ideas, but I don't think people should be encouraged into using extra .crm files because of what they've read here, either.
#57
Phoenix:

Quote from: AGA on Tue 05/04/2005 15:05:52
One crm file (to do with what you see fit). If you want to use other rooms for effects such as time passing, changes in the style of the room, minigames such as the sniper mode in 6DA etc, that's fine.

I reckon your idea will be fine.
#58
I think we've established that we can use different rooms within the editor, as long as it seems to the player that they only see one actual room/place
#59
Quote from: AGA on Tue 05/04/2005 14:29:29
One room.crm file to serve as your '1 room'. Other room files may be used for such things as complex GUIs, but the game should take place in 1 walkable, interactable room, as in 6 Day Assassin and Little Jonny Evil[i/]. Long, scrolling rooms are of course acceptable.

But AGA, could we not use extra room.crm files, but as one 'room'?

As an example: You're in a room, and accidentally let off a hand grenade.

In the crude example above, it would be much easier to draw a brand new background for the room, as well as creating new hotspots for, say, holes in the walls and fallen debris.

To the player, it would just be one room, but to the engine and designer, it would be two.

Would this be allowed?
#60
Quote from: AnInterestedParty on Tue 05/04/2005 13:55:53

Are we limited to the AGS definition of a room?

I'm pretty sure that they mean just one literal room, but that the game may include other 'rooms' that you can use for cutscenes, sending NPCs and the like. At least, that is what the original post suggests to me.
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