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Topics - Glenjamin

#41
I'm currently working on a game where the player takes 3 hits to kill him and end the game.

So logically, I set up a variable for health called "health" and se it's starting value to 3.

Then I set up the code to play the death animations when the player is killed.  This is currently in the Room_load funtion

Code: ags

if (health == 0)
  {
      player.ChangeView(1);
        player.Animate(2, 5, eRepeat, eNoBlock);
        Wait(50);
     aScream.Play(eAudioPriorityHigh, eOnce);
     player.Animate(1, 5, eRepeat, eBlock);
    }


Then, there's three events controlling when the player gets damaged.

This is when a bowling ball lands on his head.
Code: ags


if (player.IsCollidingWithObject(oObject1))
{
player.StopMoving(); 
aRambling_ball.Stop();
oObject1.Visible = false;
 player.ChangeView(8);
 player.Animate(0, 5, eOnce, eBlock);
 health -= 1;
 oinactiveball.Visible = true;
 Wait(100);
   player.ChangeView(4);
  
    ctalk.Walk(2241, 143, eNoBlock, eAnywhere);
 }


This is when he gets a door slammed on him.

Code: ags


if ((atshop == true) && (running == true))
{
  aAccounting2.Stop();
  player.ChangeView(8);
  player.Animate(1, 5, eOnce, eBlock, eForwards);
  player.ChangeView(7);
  player.Animate(3, 5, eOnce, eBlock);
   Wait(100);
   player.ChangeView(4);
   health -= 1;
    ctalk.Walk(3290, 143, eNoBlock, eAnywhere);
  }


And finally, when he gets hit in the head with a flower pot.

Code: ags


if (player.IsCollidingWithObject(oactivepot))
{
player.StopMoving(); 
aAccounting2.Stop();
oactivepot.Visible = false;
 player.ChangeView(8);
 player.Animate(0, 5, eOnce, eBlock);

 obrokepot.Visible = true;
 Wait(100);
   player.ChangeView(4);
   health -= 1;
    ctalk.Walk(3290, 143, eNoBlock, eAnywhere);
 }



Despite executing all 3 of these events perfectly in the game, The death animation doesn't happen. Thanks for all the help you guys! :smiley:
#42
I'm working on a game where the player constantly moves to the right, and objects need to be interacted with on the go.
It's crucial the player keeps moving to the right. As a result, I turned blocking off. However, whenever the player clicks the floor or any of the objects, the player stops short. How can I fix this?
#43
I'm planning on selling my AGS game. I've read the entries on the AGS website and in the AGS manual, But are there any other precautions or procedures I should do before selling my game?
#44
I'm currently working on a game, but i want to know if the concept is even feasible in AGS. Basically, The game would be a large open world where Enemies and bosses move around in real time. In other words, The player could stumble across them any time, and they could interact with each other too despite being in different rooms than the player. Can AGS handle this? Would making GIANT rooms as sections of the world map be a more logical thing to do? Thanks!
#45
In my game, I'm making a character walk (It's just an object with the move function) in the background whilst the player stands in the foreground. The only issue is, he moves way to fast.

This is my code.
Code: ags


cshadow.Move(-100, 64, 1, eNoBlock, eAnywhere);


Now a logical thing to do would be put something like 0.5 in for the speed, but obviously that doesn't work. How can I make the object move slower than 1?
#46
In the game i'm making, the player character keeps doing it's idle animation during inappropriate times like cutscenes. How can I change/remove the animations?
#47
When a room is over a specific length or width, the camera centers on the player and follows them around. Is there any way to move the camera independently of the player, like in cut-scenes?
#48
I'm trying to disable a hotspot when the player gives a character an item. Since the character scripting is in the global script, I can't disable the hotspot from there. How can I do this?
#49
I'm trying to fix the animations in my game so the character doesn't jump around due to the varying sprite sizes. I know I can do this with the .move function, but how can I set the X and Y to be relative to the character?
#50

I'm currently working on a slider puzzle for my adventure game. Each puzzle piece is 28x26. The background for the puzzle is 83x76. There's going to be an empty space in it that will be filled in once the puzzle is completed. I just don't know what to do or where to start. Thanks!
#51
How can I make different symbols in the (character.say event)

Normally this event would be used like this:

Code: ags

cego.say("Sample text");


The issue is, I want to make quotations to appear in what the player says. So instead of SAMPLE TEXT, The character would say "SAMPLE TEXT". Putting more quotations in the code breaks it. How should I proceed?
#52
Is there any format other than .exe that I can render my game in? Is there any way I can run my game in browser?

Thanks!
#53
I'm currently making a game and want to replace the default fonts. How do I make a font and then replace the AGS fonts with it? Do I need any program besides an image editor like photoshop? Thanks in advance!
#54
Hello everyone! I'm woeking on a game where you get chased by a monster. When the monster touches you, you'll be teleported to a game over room.

I've been using this

Code: ags

 if (cmonster.IsCollidingWithChar(cEgo) == 1)
{cEgo.ChangeRoom(17,181, 105); }


However, it just doesn't work the way I need it to. I want the action to be dont instantly, but whenever the monster gets close to the player their sprites overlap and nothing happens. The code does work, because i've seen the player get teleported. It just doesn't work the way I want it to, if at all. Please help! Thank you!
#55
I'm trying to make a game where if you use the "move" verb on the player, he'll sidestep to the right or left. I cant use "player.walk" because it uses coordinates of the room, not coordinates relative to the character. How can I do this?
#56
I'm currently working with the 9 verb template in AGS. I want to replace some of the verbs with new ones. For example, I'd replace the "Push" verb with "Attack". How do I do this?
#57
I'm currently working on GUIs for my game. All I've done so far is change the action button sprites. When the game loads in, the gui buttons have their new sprites for a second but then change back to the defaults. How do I fix this?
#58
How can I make it so character say events and dialogues only progress when the mouse is clicked?

Thanks in advance everyone. :grin:
#59
Hello there everyone! I'm here to tell you about my in development game, Project Lost! (To be named later in development)

Project lost takes place on a deserted island where the player, a lone sailor, washes ashore. As the player begins to explore and survive on the island, they soon realize it is inhabited by terrifying and grotesque otherworldly creatures that only have malicious intentions for them. The player must explore, survive, and find out what's going on.

Stay alive

The player must find food and water in order to stay alive. Resources will be scarce and finite, not only giving them an incentive to explore, but also giving a clear and justified time limit. ( you lose when all resources run out)
Mechanics may consist of:
Chopping wood for a fire
Picking fruits for food
Finding weapons and light sources
Making a stable shelter


The choice is yours
This game will be completely open to the player from the start. The player can move to whatever area they please. As a result, the story is directly impacted and can play out in a variety of ways. Because of this, I've kept the story very open with no clear motive.

They're always watching you

The main focus of project lost will be the monsters and how they interact with the player. Each monster will be drastically different from the others, have an impact on the story,and have a strange and outlandish design. The game progresses when the player chooses to kill, ignore, or appease a monster. These actions will directly impact the story. Each monster is designed to pinpoint specific phobias and symbolize something through their actions. What they symbolize  is up to you! One of the main assets that will fuel the game's popularity is fan speculation. None of details or implications will be too heavy handed so theres plenty of room to keep guessing.


Some anticipated monster designs are:
A monster that is completely invisible to the player and must be avoided using the sounds it makes.
A monster that controls the players mind and misdirects button inputs.
A monster that entices the player with valuable resources like food and water.
An undefeatable monster that triggers when the player has killed too many monsters.
A monster that is gigantic and can attack the player at random.
A monster that cannot hurt the player but the player must kill to progress. (Designed to make the player feel guilt)
A monster that constantly stalks the player in the background. (Designed to invoke paranoia)
A monster that subtly appears whenever negative events occur. (Designed to fuel fan speculation.


Screenshots of the current in-development demo:







I've Told all there is to tell at this point. The demo will be released very soon and I'm extremely excited! :grin:
Thanks everybody!
#60
I'm trying to make it so the player is being persued by a monster between rooms.
I already have this command in place:
Code: ags

cmonster.FollowCharacter(cEgo, 0, 20);


This works, but it cant follow the player between rooms. How can I do this?
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