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Messages - Haggis

#381
QuoteTake a step backwards
And change what may be considered a pest
Into these.

Could it be...
Spoiler
Pets
[close]
#382
Apologies, that's a bit of code contamination. It's part of Ali's smooth scroll module (http://www.adventuregamestudio.co.uk/forums/index.php?topic=33142.0) which I would highly recommend but could be tricky to integrate into a game in mid development.

I think all you need to do is replace this:
Code: AGS
       else if (GetLocationType(mousex+(offsetstartx-GetViewportX()), mousey+(offsetstarty-GetViewportY())) != eLocationNothing) ProcessClick(mousex,mousey, eModeUseinv); //inventory interact         
       else ProcessClick(mousex,mousey, eModeWalkto);  //move to that spot


with this:
Code: AGS
          else{			
            ProcessClick(mousex,mousey, eModeUseinv); //inventory interact
          }
#383
Ah - so you want hotspots that support both long click (verb coin) and short click (interact).

I guess you could add a new property to hotspots to specify if they support the short and long click.

Then in the verbcoin module code - add a new check --if shortclick = true and the hotspot supports short click interaction-- then run the hotspot's interaction function - I think you'd put it in here:

Code: AGS
        if (Mouse.IsButtonDown(eMouseLeft) == 0){ //this executes if the button is released
            /*SHORT CLICK*/ 
              if (mouse.Mode != eModeUseinv){	//not holding an item
                if (gui[inv_id].Visible==true){ //if inventory open
                  if (item != null){ //If cursor over item then set player holding item
                    player.ActiveInventory = item;
                    action_name = player.ActiveInventory.Name;
                  }          
                }
                else if(/*IF OVER HOTSPOT && HOTSPOT SUPPORTS SHORT CLICK INTERACTION*/){
                  //RUN THE HOTSPOT INTERACTION
                }
                else{ //RUN WALK TO
                  if (process == false){
                    ProcessClick(mousex,mousey, eModeWalkto);  //move to that spot 
                  }
                }
              }
              else if (GetLocationType(mousex+(offsetstartx-GetViewportX()), mousey+(offsetstarty-GetViewportY())) != eLocationNothing) ProcessClick(mousex,mousey, eModeUseinv); //inventory interact		
              else ProcessClick(mousex,mousey, eModeWalkto);  //move to that spot 
            clicked=0; 	//click done
            timer=0;		//timer reset
          }
        }



I'm no coder though so I'm not going to claim this is the best way to do it but that's where I would start.

EDIT - I assume you're using Electroshokker's verb coin module
#384
If you view the hotspot's properties does it have one called 'act'? Should be boolean - true / false.

Setting that to true should result in a single click hotspot (at least that's how I've implemented it in my verbcoin game).

Update - this may help further: http://www.adventuregamestudio.co.uk/forums/index.php?topic=35550.msg466207#msg466207
#385
QuoteWhich part of a clock is used?
Spoiler
The second hand!
[close]

Renodox - that is genius.
#386
QuoteWhat grinds down mountains and kills everything?

Hmm might take some 'time' to answer that one...

Have we had this one...

"What's more powerful than god, more evil than the devil, the poor have it, the rich want it, and if you eat it you die?"

only one I can think of.
#387
I'm probably not really a newbie, been lurking and sporadically contributing on here for around 5 years, but guess I should officially introduce myself. I am Haggis. I stumbled upon AGS way back when I decided I wanted to create my own Monkey Island style game. Been working on my game for a few years now, hoping to complete it this year... although I said that last year too.
#388
I voted for Senor Banana but he didn't make it :(

Must have slipped up somewhere *badum tsch*
#389
3 = Smoke. In a home the fireplace / chimney would conceal it... unless it's raging out of control.
#390
Completed Game Announcements / Re: Plan M
Thu 29/11/2012 00:15:12
Great game, especially considering it was made in 3 days! Impressive range of puzzles, great characters, awesome ending and the humour is outstanding.

Really got me looking forward to the crazy space train game now (not just because it has a train in it... I love trains wooo wooo!)
#391
What about Ducks / Geese - they fly long distances but never sit in trees (of their own accord)
#392
Slasher - enjoyed playing this game through, a good selection of puzzles to keep players on their toes. Good atmosphere to the game and some great music to back it up. And let's not forget some of the colourful characters Elfie meets along the way. Look forward to his next adventure!
#393
This is very impressive - it reminds me of that full 3D Dog Adventure Game Engine (DAGE) that was around for a bit but now seems to have disappeared. Ali made that showgirl game using it. Looking forward to seeing the end product!
#394
Interesting post, I think you'll find a few people here who feel the same way about the world in general. Through personal experience I've gotten very cynical over the years with my perception of life in general and the world we live in. I feel like I work hard in a full time job which ultimately makes no real difference to the world if I do it or not. A friend of mine recently became a Special Constable (voluntary police) in his spare time. He was fed up with just his job which, while well paid, also made no difference to the world. He's now thinking of quitting his better paid job to became a policeman full time such is his sense of satisfaction that he's actually making a difference. So maybe a new career path or voluntary work? Something where you actually feel like you're making a difference and gives you a sense of fulfilment.

The things that I look forward to and enjoy... playing football, jamming with my band (playing guitar/drums alone is not the same as when you're playing in a group). Both of these are social experiences where I'm part of a greater effort and my input makes a difference. I guess the same is true of policing, and therefore another reason my friend enjoys doing it is that he is part of a larger team who all depend on each other. He's made a lot of new friends through it. So in line with some of the other responses above it sounds like throwing yourself into more social experiences could help.

I'm a geographer by degree - my interest is in discovery (which is why I like games in the sandbox open world genre) - but the problem with the world is that, unless you are in a privileged position, there is very little left to explore. The depth of the oceans... maybe, space... yes for astronomers, but essentially everything is mapped (badly in Apples case), everything is discovered. Feel free to challenge me on that though, I may not be thinking outside the box.

Anyway, didn't structure any of that particularly well. Ultimately it sounds like you might want to challenge yourself more, to get out there and do something that makes a difference to people. To engage in things where you're interacting with other people. I mean, you've always got the AGS community, look at the global response you've initiated, you're not alone in your view of the world! And as someone else mentioned... if you're single... get out there and meet some new people! Nothing better than having that special like-minded someone ;) Internet dating means there are no excuses on this front!

Hope at least some of my rambling above is useful.
#395
Project:
The Man With No Name - A Western title with an original name. My first foray into AGS which has turned into a bit of a behemoth.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=41089.msg543611#msg543611

Details:
Stranger rolls into town with no memory of his identity. As he sets about following the clues to rediscover himself he is drawn into one State's fight to rid itself of a no good outlaw.

Positions Available:
Looking for a couple of individuals who are happy to trial run the current version of 'The Man With No Name'. The game is NOT finished yet but its 3/5ths done in terms of story. Before I continue with it I'm interested in getting some thoughts from testers about the puzzle designs, the pace of the game, the flow of dialogue sections etc. Of course, identifying any bugs in the current playable sections of the game would be a bonus. While it's unlikely I'll start from scratch if I can make it less boring / funnier in places then I will try my best!

Deadline:
I set myself a deadline of Christmas this year but that might be pushing it with other commitments.

Comments:
Interested parties can reply to this thread or contact me via PM.
#396
The Rumpus Room / Re: The lie thread
Wed 27/06/2012 10:27:38
Eaten by his brain
#397
Same here - can test on my Galaxy S2 if needed (also upgraded to ICS).

I PM'd you some extra details but may as well post here too:
I read earlier in this thread that when you enable the longleftclick functionality the phone will vibrate. Mine did not vibrate (the long click functionality was turned off by default).
#398
This is superb, great feeling seeing your own game running on your phone!

Just a question regarding verbcoin interfaces -
My game uses the verbcoin template created a while back by Electroshokker. I've enabled the long leftclick option so it should consider a long tap as a held left mouse button however the verb coin interface does not display. Anyone else have this issue and any known ways to resolve it. Everything else is working incredibly well.

Should add - I've played through Monkey Island 3 on this phone which implements the double tap and hold verb coin interface. Phone is a Samsung Galaxy S2.

Appreciate any help and looking forward to seeing this app develop!
#399
I agree with Snarky, I put a fair bit of time into pulling together the story / design for the game i'm working on but found during the development process that I'd be inspired by a character / dialog / background etc and start tweaking the original story / puzzles to fit new ideas. Whole portions of the game are now completely different to how I had originally designed them. For example I originally had a fairly sensible 'historian' character, but as I developed the game he became a 'crazed locked up grave robber' to fit in with the feel of the background art and the puzzles. Also not sure about others but don't waste time scripting dialog - like me, you'll find dialog will change often as you work on the game. I usually have to rewrite the same piece of dialog multiple times before I settle on the version I'm happy with.

I would recommend getting your main high level story in place and a list of all the puzzles / set pieces / locations you want (the foundation work does help). After that get developing and let that creative process guide the detail of the characters / dialog / art etc. Of course what works for me may not work for you - i'm working on all aspects of my game on my lonesome, a team environment with shared creative input may be different.

This:
QuoteDon't postpone the things you're most scared of/bored by, because that just means you risk putting in a lot of work and then giving up once you have to deal with those things.
is great advice. So is the point about game length - I once read on here that people are far too ambitious with their first game (creating their magnum opus). I am guilty of this. Either start with a short game or produce a game that can be released episodically. I can only assume but I expect you will feel you've achieved more if you can release your first game fairly quickly and it will also give you the opportunity to refine things for the next episode.

Ramble over - hope it was useful.
#400
Not sure if a solution to this has been found yet but I too am experiencing this issue.

I have a music volume slider in my 'settings' GUI - if I adjust this to 0 then the music is essentially muted.
When I enter a cutscene the music volume remains muted throughout, however when the cutscene ends the music volume is suddenly set back to (I assume) the System volume. The Music volume slider will still be set to 0 and if I adjust the slider afterwards the music volume will resolve back to the slider setting. This only affects music audio types and only when the volume is set to 0 (muted).

At present I get round the issue by running the following immediately after an endCutscene event (sMusic being the music volume slider value) - which in effect sets the volume back to the slider value:
Code: AGS
Game.SetAudioTypeVolume(eAudioTypeMusic, sMusic.Value*10, eVolExistingAndFuture);


I did have this in the global 'repeat all the time' but it meant that track cross fades stopped working as the fade effect was overruled.
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