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Messages - Harvester

#181
If there's a character with childish voice and lame Yugoslav accent, then I'm your man  8)
#182
Groovy! Downloading it right now.
#183
Do you need any more testers? Or I'm late again? :'(
#184
General Discussion / Re:AGA is not dead!
Thu 02/10/2003 23:46:02
Not dead? So you're saying that party was a waste of time?
BWAHAHAHHAHAHAHHAHAHHAHAHAHHAHAH!!!!!

Anyway, I haven't noticed you were gone, probably because I was gone, too. I'm kinda busy with an exam and similar stuff.
Yeah, yeah, I hear you saying "WHO CARES???" so I'm gonna sod off now.
#185
Well, thank you people, that's enough beta testers! Next time you read about this game, it's gonna be on completed games forum, so stay tuned!
#186
Well, it's finished (hopefully). Now I need someone to beta test it. The game is very short (less than half an hour of gameplay), so it won't take much of your time. I need only two or three beta testers. If you're interested, send me your full name and e-mail address (for crediting and sending you download link, respectively), either here on on private message or whatever.
#187
I have to push the deadline for another two days :-) I had a scripting problem, AGS ate my functions (I had a room with many doors and when I tried to edit some previously written interactions for them, I got the message "Attempt to edit a nonexisting function" :-)) So I had to do it all over again. Another "small" problem was my lack of attention, which led to stupidities like "to open a door you have to get an object that's behind that very door". However, I've managed to fix most of these problems, but I still have to polish some bugs and add music before the beta testing phase.
Btw, thanks for the support :)
#188
Yippe! It's almost here! I have finished (almost) all the scripting and animating and similar crap. The only thing left to do is some polishing (dialogue, look messages, etc, walk-to points), so I expect it to be ready for beta testing in two or three days.
#189
 How can I make a non-player character repeatedly move all the way to the right and then to the left side of the screen? This should be happening in the background so the main character can interact with that NPC.
When I try to use something like
while (1)
{
MoveCharacterPath(NPC, 0, y);
MoveCharacterPath(NPC, 319, y);
}
the game crashes with an error message saying something like "path too complex, cannot add any more paths".
#190
Thanks, guys!
Notice how I often tend to blame my mistakes on "bugs" in the engine :-)
#191
I have a scripting problem (wow, unbelieveable!), either because of a bug in the engine or because of my stupidity, probably the latter.
Anyway, let's say that my character has two inventory items, numbered 1 and 2. When player uses inventory item 1 on inventory item 2, a message should appear.
I used the following code for inventory item 2 (when inventory item is used on it):

if (character[GetPlayerCharacter()].activeinv == 1)
{
Display("Testing.");
}

Of course, this doesn't work. But when I select the action "conditional - if inventory item was used", use inventory item 1 and add another action - Display("Testing.") - it works. Although the equivalent code is exactly the same as the one above. What's the problem?

Btw, if it's important, I'm using an older version of AGS.
#193
OK, this is only the first chapter, but some day it will be finished. "enjoy!"

http://a-janjic.freewebspace.com/sside.htm
#194
General Discussion / Re:Hello again AGS !
Tue 02/09/2003 22:36:46
Heh, you know if you don't continue working on Inferno, we will have to kill you. That demo was like a hot girl preparing to take off her bra. Not making the game would be like... (insert the appropriate comparison here).

Btw, I think I have one story you haven't read, it's about Mickey Mouse, Goofy, Donald Duck and Minnie Mouse killing each other. Have you read it? If not, I'll send it to you. And I'm working on a game, so check out the demo.

http://www.agsforums.com/yabb/index.php?board=8;action=display;threadid=7485
#195
General Discussion / Re:Hello again AGS !
Mon 01/09/2003 21:52:06
Yippe, Da_Butcher's back and he's still not wearing any pants!!!!
You may remember me as Invisible_Man from #ags, we were talking about "hitting Easter eggs" and similar stuff. Good to see you(r) back, HAHAHAHAHAHAHAHAHHAAHAHAHAHH1!!!!!!!
#196
Larry 6

Narrator: You can't steal that guitar.
Larry: Why not?
Narrator: Because it's not a STEEL guitar.
Narrator: (Drum fill)

And just about the entire Eric The Unready game.
#197
Read my nickname.
#198
Thanks!

Btw, here's the link to my "big" scripting problem:

http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=8204;start=0#lastPost

Also, I am proud to announce that the game will definitely be much weirder than the intro suggests.
Release date: Less than two weeks (unless I have more stupid scripting problems)
#199
Advanced Technical Forum / Moving over hotspot
Sat 30/08/2003 22:19:02
I'm not sure if this belongs here or in the beginner's technical forum, so feel free to move it, I won't kill anyone (though the name of my name is Kill, ha!).

Anyway, here's the deal:

The character appears on the left side of a hallway. He can't go through the hallway before he gets rid of a nasty enemy that stands there. So, I made a hotspot between the player character and the enemy and when the character gets on that part of the floor, he returns and says something like "I'm not gonna get near that thing" or something. It works fine when I try simply to MOVE character to the other side of the room.
But, there is a door on the other side of the room (he shouldn't be able to reach it before he gets rid of the Enemy). However, when I interact with the door, he simply moves there, passes over the hotspot and ignores it. I tried removing walk-to point and putting a simple MoveCharacter(coordinates of the door here), since that should be a non-blocing function, but still the same thing happens. I guess I can simply "avoid" this problem by putting something like
if (character[ENEMY].room == <number of the room>)
{
Display("I can't go there now.");
}
but I'd like to have more elegant solution. Is there a command I can put in the piece of script dealing with interacting with the door that will make the player character do what he's supposed to do when he stands on the hotspot?
#200
Thanks for the tip, I'll check it out.

Also, I ran into a small scripting problem, if it turns out to be a BIG problem I'll have to ask for help on the forums, damn.
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