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Messages - Grim

#861
Didn't manage to meet the Valentine's Day deadline.... I'm really sorry... but the games is not far from being completed, so be afraid:)
#862
Another horror game?- very nice! There isn't enough ags horror games and I back your project up a 100%. Good luck!
#863
Thanks guys!
After a couple of tests I found that leaving "" empty inside does the job.
SOLVED
#864
Should I just remove this line completely:

GetLocationName(mouse.x,mouse.y,location_name);
if (location_name == "") {
  StrCopy(location_name,"Label4 Obj0");
  }

?
Or should I replace with something else?
#865
This is code from global script:

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
 

 
if ((IsGUIOn(1) == 0) || (character[GetPlayerCharacter()].room !=0))  {
    SetNormalFont(4);
    }

 
 
  if (IsTimerExpired(1) == 1) {
  timeexp ++;
   string strmin; 
    StrFormat(strmin,"Playing Time %d minutes",timeexp);
  //  SetLabelText(6,0,strmin);
  //Display("%d minutes of game play",timeexp);
 
  SetGlobalInt(143,timeexp);

  SetTimer(1,2400);
  }

 

 
GetLocationName(mouse.x,mouse.y,location_name);
if (location_name == "") {
  StrCopy(location_name,"Label4 Obj0");
  }
 
get_gui = GetGUIAt(mouse.x,mouse.y);
got_inv = character[GetPlayerCharacter()].activeinv;

// PART 1 - determina cursor quando em cima de GUI

if (get_gui != -1) { // se estiver no GUI

  if (got_inv != -1) { // se cursor for invmode
     SetCursorMode(4);
     }
     else {
     SetCursorMode(MODE_USE);
     SetMouseCursor(2);
     } 
}
else if ((GetLocationType(mouse.x,mouse.y) > 0) && (got_inv == -1)) { // se nao estiver no GUI nem tiver cursor como objecto
    SetMouseCursor(2);
    }
    else if (got_inv != -1) {
      SetCursorMode(4);
      }
      else { // neste caso, estara em nada, e será "Walk"
     SetMouseCursor(0);
           }
       
         
// fim de PART 1

// PART 2 GUI 4 é um pequeno gui usado apenas como label (0) para texto respectivo ao objecto


if (mouse.y < 223) {
  // if(mouse.y > 20 {
  SetGUIPosition(4,mouse.x,mouse.y+7);
  //SetGUIPosition(4,mouse.x,mouse.y-14);
  //SetGUIPosition(4,270,10);
}

else {
   SetGUIPosition(4,mouse.x,mouse.y-14);
   //SetGUIPosition(4,270,10);
   }

  SetLabelText(4,0,location_name);
// fim de PART 2

}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE

..........................................

I'm using Broken Sword GUI.
#866
Hello again

I've upgraded my version ags to 2.72 from 2.61 and the game I'm working on upgraded itself( I didn't know I could do that!). Anyway, the problem is that wherever I point cursor this text is displayed next to it : label4obj0. When cursor is over objects or hotspots it displays the name of  that hotspot or object, but everywhere else I get that silly message. Is it something to do with GUI or cursor settings? Please, help!:)
#867
Dualnames provided me with this script, but unfortunatelly it's not compatible with my version of ags. As I already said I'm using ags 2.61. Can someone "translate" this into code from the previous version please? When I test it in ags 2.7 it works fine but it's too late to upgrade my game to this version as the game is almost finished!:)

Rep_execute:

loop++;
if (loop>=600) {
oSohp.SetView(10);
oSohp.Animate(0, 5, eOnce, eBlock, eForwards);
oSohp.SetView(4,2,0);
if (hits==5) {
cEgo.LockView(11);
cEgo.Animate(1,5,eOnce,eBlock,eForwards);
cEgo.UnlockView();
}
if (hits<5) {
cEgo.LockView(11);
cEgo.Animate(0,5,eOnce,eBlock,eForwards);
cEgo.UnlockView();
}
object[2].Visible=true;
loop=0;
hits++;
return;
}
 
Use inv on object:

if (player.ActiveInventory==ishot) {
cEgo.LockView(9);
cEgo.Animate(0, 5, eOnce, eBlock, eForwards);
cEgo.UnlockView();
oBlodd.SetPosition(mouse.x,mouse.y);
oBlodd.SetView(8);
oBlodd.Visible=true;
oBlodd.Animate(0, 5, eOnce, eBlock, eForwards);
oBlodd.Visible=false; 
#868
I thought the release date would be 14th January- Valentine's Day, but it seems a bit unrealistic now... So it might be a bit after the deadline.

As to music and sounds, like I've already said, my brother is providing me with music. 8 tracks is already made, 2 more in production. It suits the atmosphere quite well.
#869
Guys, I apreciate all help!

I know what I'll do. I'll make just one separate room to test this sequence and send it to you. Hopefully one room zipped will be small enough to email it... Then we'll see what works and what doesn't, 'cos as I said I'm a fool with scripting:) I shall start doing it on Moanday. I'll let you both know then.
#870
New screen:



I won't show more screens 'till game's finished. That should be soon. Enjoy!
#871
Thanks Dualnames! That was quick:)
I'll start making this scene next week and if I have further questions I will pm you( propably I will 'cos I'm not too good with scripting and mess it up:)

By the way, I really apreciate your enthusiasm and support on my game. I hope that "Downfall" won't let you down:)
#872
Yet again I need your help, people:)
I'm using AGS 2.61 with Left/right click template.

My game is nearly finished. I thought it would be interesting to end it with this massive fight with huge monster. Player has shotgun in the inv that will be used as a weapon. Now- I need help with scripting the whole thing and I'd apreciate all suggestions here.

1. First of all I want to create this monster as a couple of objects stuck together. 3 smaller objects player should shoot to kill it(certain vulnerable parts of the enemy) but when enemy shot elsewhere I want a short animation of blood splashing displayed in that exact spot.

2. I want monster to once every 15 seconds hit player and make him drop shotgun( so he has to run and pick it up again)When hit 5 times player dies.

3. Obviously shooting will be done by using inv item on enemy

4. Object 0- shotgun(when dropped)
    Object 1- body of the monster, undestructable
    Object 2, 3, 4 - parts that need to be hit and destroyed in order to kill enemy
    Object 5- monster's arm that every 15 secs hits the player

Ok. I know this is not ordinary question for this thread, I hope this is still fine with the rules. I just thought that some pro's like you will come up with the best way to script it. And if you do, can you please indicate where to put the script(rep-execute, etc)?

Thanks!
#873
I'm not exactly the biggest fan of wizard of oz....but I must admit this looks amazing and really professional. 2 thumbs up for you and your project!
#874
Thanks Rd27 and MYKAYEL!:)I'm doing my best here:)
I think I will set release date on st Valentine's Day as the game is about death and a lot about love too:)
#875
More horror games...That's what I like. Can't wait to see this.
#876
I sacrificed 3 years of my life for this game... Sometimes I spend few hours to make ane sequence of animation and I'm very proud of it. This is my best shot. I hope it'll work. My aim is to show things that other games would just hide... There is a scene in which character cuts an NPC with a chainsaw..and I want it to be seen in all its gory details. My goal is to make this game an ultimate horror experience. Only the graphics are a bit retro, but that's the whole point- in the age of 3d shooters to make game with more depth and story then blockbuster titles...

As to character not fitting the backgrounds... Just wait for the final version. I can't make pencil-drawn chars- this is just too complicated. Instead I want to make sure that sprites animate well and are believable. I doesn't look that bad..or maybe I just don't see it anymore? Anyway, 2 more months and Downfall should be finished and I promise this will be game like nothing before:) I might be a bit full of myself, fair enough, but I really think it's gonna be a decent piece of a game.
Time will tell.
Happy new year everyone!:)
#877
Looking good. ...But why does a guy in green t-shirt have breasts?:)
#878
It's not far from completion now...
Thanks for all the positive comments...and negative ones as well but I think everyone's been so polite so far that I haven't noticed any:)
Anyway- it should be finished in first quarter of 2008. Now my brother joined me on this project to produce some music for the game. If anybody remembers Elvira games this is the kind of stuff but in much more modern version and better instruments. I'm also planning to add some guitar tracks of my own production.

Trying not to reveal too much...but here's another screenshot.

#879
Cheers Ashen!:)
It works fine now!! I'm happy again:)Yoo hoo!!

#880
I have to apologize for misinforming you at first- this template turns out to be a Broken Sword template, not LR Click...I got really confused 'cos I used to try LR Click first and...Oh nevermind. The point is:
-It's definetely a Broken Sword template
-Inventory bar came with it and I didn't alter it

I just found topic in Beginners Technical Questions relating to the same problem I experienced and it was solved then, but unfortunatelly behind closed door... Look at the link  http://www.adventuregamestudio.co.uk/yabb/index.php?topic=28592.0   
There it is described exactly like what I see when trying to use inventory. What should I do next? Contact those people and ask for solution? Or maybe it'll make you know what is wrong?
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