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Messages - HillBilly

#221
Quote from: Dave Gilbert on Tue 20/06/2006 12:54:10
I've seen lots of gamer forums that include a seperate "Jobs offered/Jobs wanted" area, where people can post threads about their project or offer their services.  A forum section dedicated to it would work much better than a single thread, and more people would read it.

I vote this, even if it could encourage eager beginners to start posting team-requests the minute they join.
#222
Well if we're gonna have pirates, why not knights or austronauts? Here I agree with the potato. Maybe we should just lower it down to "Historical" and "Sci-Fi". Also, do we have any children's or educational games?
#223
This new design is prettier to look at, but not matching 800x600 could be a problem. Since everything else seems to be all-resolution friendly, it would be silly to suddenly change it on the games page.

Other than that, I like it.
#224
General Discussion / Re: AGS Search plugins
Thu 08/06/2006 18:45:34
Very sexy. Installed.
#225
General Discussion / Re: Dreamfall & Paradise.
Thu 08/06/2006 16:44:15
I've played and finished Dreamfall.

The fighting is out of place and awful, and should've never been in the game. To begin with I found it boring. Because, you know, I don't give a crap about the main character's personal problems. Atleast not in that detail it was presented.

The fact that you can die adds more suspense in the game, so I don't see that as a bad thing. But when the game pretty much consists of sneaking past enemies all the time, it gets dull. During the last few chapters of the game, I felt like I was just running from point A to point B, without too much "adventuring".

Luckily, there was just one "turn-the-statues" puzzle in the whole game, which suprised me a bit. Unluckily, a troll will crush your bones to oatmeal if he sees you while you try to solve it.

Still, it's a good game, and I recommend giving it a try. Once you've gotten a few chapters into the game, it gets interesting. "What will happen next" is actually what kept me playing. But you could say I was rather disappointed when I found out that
Spoiler
the ending was totally open, and alot of things were left unexplained. The game had built up the tension for this marvelous ending, so it was kind of a let-down. So a sequel will probably follow up.
[close]

I'm also glad to see that a norwegian gaming company could make a game this popular.
#226
That's pretty awful. I'm sorry.
#227
Quote from: Helm on Wed 07/06/2006 20:38:06I'd gladly play an adventure game where I have to negotiate different obstacles in different ways, without a single oldschool puzzle in the way.

Could you give an example of this, and how it would be used in a full-length game without getting repetive along the way?
#228
General Discussion / Re: 06/06/06
Tue 06/06/2006 19:57:31
Quote from: Petteri on Tue 06/06/2006 19:02:47
Quote from: largopredator on Tue 06/06/2006 17:43:08
NUMBER MAIL NO.1
NUMBER MAIL NO.2

Hey we should form a club.

Quotefrom: me
to: me
subject: 557
message: 969
#229
Hey,

Sorry for not responding. I've been trying to work out a solution myself, among other things.

The saving works now, but not the overwriting. It's basically doomed to save in a new slot for every save. When I turn the GUI on, the top game is always marked. I guess it shouldn't, and only be marked when it's supposed to be saved over? Is this possible without re-organizing too much of the code?

Code: ags
if (interface==7) {
// if save interface

if (button==0) {
// if enter is pressed 

UnPauseGame();
//Pauses the game

index=ListBoxGetNumItems(7,3);
// Count saved games 

if (index<6) {
// if less than 20

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close interface

SaveGameSlot(index+1,text); }
// Save game (text as description)

else {
// if saved games are 20

index=ListBoxGetSelected(7,3);
// Get the selected save game

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close the interface

SaveGameSlot(savegameindex[index],text); }
// Overwrite the selected game

UnPauseGame();
//Pauses the game

}
}

if (button==4) {
// if "save" is pressed 

UnPauseGame();
//unPauses the game

index=ListBoxGetNumItems(7,3);
// Count saved games 

if (index<6) {
// if less than 20

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close interface

SaveGameSlot(index+1,text); }
// Save game (text as description)

else {
// if saved games are 20

index=ListBoxGetSelected(7,3);
// Get the selected save game
if (index == -1) Display("Please select a slot to overwrite"); // No selection
else { // Overwrite the selected game
  GetTextBoxText(7,0,text); // Get the typed text
  InterfaceOff(7); // Close the interface
  SaveGameSlot(savegameindex[index],text);
} 

}
}

if (button==2) InterfaceOff(7);
// if cancel is pressed close interface
UnPauseGame();
//Pauses the game

#230
Quote from: SergioCornaga on Sun 28/05/2006 09:22:50Why? Not that I'm complaining...

You don't want to get used to the new name?  :(

Quote from: Polecat on Sun 28/05/2006 08:14:04Woo! Is it too late to try to jump on the beta tester bandwagon?   ;D

Right now I have enough, but if somebody backs out, I'll keep you in mind. Anyhow, isn't it much more fun to play the finished, bug-free result?
#231
So in other news, I changed the title. Now,

EVERYONE GET USED TO IT.[/i]

This will be hard, but I'm sure you'll work out a solution. Do it for me, guys, for me.

I've received more voices from Earl, and it's still in sync! The music is soon finished, and it sounds awesome, believe me! I still draw like crap, but it's almost all the crap I need for a full game!

I love how this project is not going down the toilet. It's a great feeling.
#232
Quote from: Helm on Sat 27/05/2006 10:34:17Opinions?

I agree, but keep in mind alot of us just makes default adventure games for the fun of it, not to create something new and revolutionary. And hey, call me easily entertained, but I still find them good. Adventure games is the best way to tell a story from A to B, the way I see it. That FPS "pick-up-the-laptops-to-get-some-info" F.E.A.R. style is bullshit in my opinion.

Adventure games is like an interactive storybook. And, instead of finding a whole new way to play a game, people run with what they know work. I'm sure some creative minds here could create something new and exciting if they got the funds for it. But with pretty much themselves and AGS on their hands, I wouldn't expect too much right away.

But hey, I don't think 2% is bad at all. Again, most of us does this as a time-pass, not to turn the gaming world upsidedown.
#233
Holy cow this is looking so, so good. Do you know how much money you need to get Doug Lee?

Is F7 some kind of hidden nazi button, or is it of practical use?

Take all the time you need on this, as long as it's finished some day. I'll be waiting.
#234
Quote from: Helm on Thu 25/05/2006 18:58:15If you don't know what you want to do, you can't do anything. You can't pointlessly click everywhere.

I like everything you and Colossal have suggested this far, but how would something like this be excecuted? Same with the crowbar example: Should the crowbar icon have two hotspots, one for each end? Or is there another way to do this?

If anyone has played the CSI games, I think that would be a nice direction for adventure games. Atleast for the whole exploring part. A more close up look on inventory items and objects, and a way to manipulate them. Of course, this needs to be done in a way that does not drive the user insane. E.g. no pixel hunting.
#235
Quote from: Saberteeth on Tue 09/05/2006 12:27:16
You are an egocentric comment hungry internet bastard!  := Now doesn't that make you feel better.

Clever.

Thank you all for your complimenting compliments. Your words made me strong enough to suffer through the AGS 2.6 programming style, and keep on rocking. I am now pleased to announce that I'm pretty much done with the scripting. Just a few minor tweaks here and there, and it's fully playable. Keep in mind this is just the gameplay, and there's still alot to be done before we're there.

In other news, I'm thinking of changing the name to either "Fugitive: The Adventures of Earl Mansin"(Followed by fugitive 2 and 3 in the sequels) or "Earl Mansin: The Escape"(Followed by other clever names behind the semi-colon in the sequels). I'd like some opinions on this. Also, if someone has any other suggestions, they are very welcome to share it.

Last, I'd like to mention I have not forgotten my BETA testers, and you will get your claws on the game soon. Sorry for being so late.
#236
You deserved this. Congratulations.
#237
Quote from: Radiant on Fri 19/05/2006 17:22:18A reasonable definition of 'expert' in this context would be "anyone who voted on 50+ games"

If there's something I've learned from the internet, it's "quantity does not match quality". This could result in your average bored teenager vote blindly, or roughly, on a bunch of games during a Saturday. If we were to have an "expert" system, I think reviewers should be rated by other users(Did you like this review etc). Of course, this would result in alot of rating, and is probably overkill.

I like your other ideas though.
#238
Quote from: Ashen on Fri 19/05/2006 13:26:03Yes, adding another button is the easiest way. You can use the 'more than 20 save games' code from the normal save condition.

Thanks for the quick answer! Here's what I've come up with this far:

Code: ags
#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  if (interface==6) {
// if Restore interface

if (button==1) {
// if cancel is pressed

UnPauseGame();
//Pauses the game

InterfaceOff(6);
// Close interface
}
else { index=ListBoxGetSelected(6,0);
// else get the selected game

RestoreGameSlot(savegameindex[index]);}
// restore the game

}


if (interface==7) {
// if save interface

if (button==0) {
// if enter is pressed 

UnPauseGame();
//Pauses the game

index=ListBoxGetNumItems(7,3);
// Count saved games 

if (index<20) {
// if less than 20

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close interface

SaveGameSlot(index+1,text); }
// Save game (text as description)

else {
// if saved games are 20

index=ListBoxGetSelected(7,3);
// Get the selected save game

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close the interface

SaveGameSlot(savegameindex[index],text); }
// Overwrite the selected game

UnPauseGame();
//Pauses the game

}
}

if (button==4) {
// if "save" is pressed 

UnPauseGame();
//unPauses the game

index=ListBoxGetNumItems(7,3);
// Count saved games 

if (index<20) {
// if less than 20

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close interface

SaveGameSlot(index+1,text); }
// Save game (text as description)

else {
// if saved games are 20

index=ListBoxGetSelected(7,3);
// Get the selected save game
if (index == -1) Display("Please select a slot to overwrite"); // No selection
else { // Overwrite the selected game
  GetTextBoxText(7,0,text); // Get the typed text
  InterfaceOff(7); // Close the interface
  SaveGameSlot(savegameindex[index],text);
} 

}
}

if (button==2) InterfaceOff(7);
// if cancel is pressed close interface
UnPauseGame();
//Pauses the game


Button 4 is the new button. Here's the result I've got from this:

When I open the save GUI, I type in a name in the text field and press enter. The GUI closes, but don't save the game. Same result with pressing the new button. I've obviously done something wrong here.

Also, you mentioned something about making a condition for the list box, and making it overwrite a game by double clicking? Do you think you could give me a little step by step on how to do that? Or would it be easier to just fix the system I'm trying now?

Your solution for the quit code, pluss a little bracket, worked perfect. Thanks alot.
#239
Thanks, GG. I managed to code it in without much of a problem.

However, I still got three issues I need help with:

1. I can't overwrite save games. I've fiddled around, but I can't figure it out. I'm guessing I need another button? Here's the code(GUI 6 is LOAD, while GUI 7 is SAVE):

Code: ags
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE

  string text;

int index;
function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
  // ** DEFAULT INVENTORY WINDOW
  InventoryScreen();
/*  
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY);  
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
*/
}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
  if (keycode==363) {
// Press F5

SetMouseCursor (6);
// Sets cursormode 6

PauseGame();
//Pauses the game

SetTextBoxText(7,0,"");
// Clear Text box

ListBoxSaveGameList(7,3);
// Fill List Box with saved games

index=ListBoxGetNumItems(7,3);
// Count how many saved games there are           

if (index>19){
// If saved games 20 (maximum)

Display("You must overwrite a previous saved game");
// Display warning

}

InterfaceOn(7);
// Bring Save interface on             

}



if (keycode==365) {
// Press F7

SetMouseCursor (6);
// Sets cursormode 6

PauseGame();
//Pauses the game

ListBoxSaveGameList(6,0);
// Fill List box with saved games 

InterfaceOn(6);
// Bring restore Interface on

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


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) {
    ProcessClick(mouse.x, mouse.y, GetCursorMode() );
  }
  else {   // right-click, so cycle cursor
    SetNextCursorMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  if (interface==6) {
// if Restore interface

if (button==1) {
// if cancel is pressed

UnPauseGame();
//Pauses the game

InterfaceOff(6);
// Close interface
}
else { index=ListBoxGetSelected(6,0);
// else get the selected game

RestoreGameSlot(savegameindex[index]);}
// restore the game

}


if (interface==7) {
// if save interface

if (button==0) {
// if enter is pressed 

UnPauseGame();
//Pauses the game

index=ListBoxGetNumItems(7,3);
// Count saved games 

if (index<20) {
// if less than 20

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close interface

SaveGameSlot(index+1,text); }
// Save game (text as description)

else {
// if saved games are 20

index=ListBoxGetSelected(7,3);
// Get the selected save game

GetTextBoxText(7,0,text);
// Get the typed text

InterfaceOff(7);
// Close the interface

SaveGameSlot(savegameindex[index],text); }
// Overwrite the selected game

UnPauseGame();
//Pauses the game

}
}

if (button==2) InterfaceOff(7);
// if cancel is pressed close interface
UnPauseGame();
//Pauses the game


2. I want the cursor to change to cursor 6 when SAVE/LOAD opens. I've managed to get it to change right after the window opens, but if you move the mouse over and away from e.g. the typing field, it changes back to walk-mode, look-mode or whatever it was before SAVE/LOAD was opened.

3. When I open save/load from the iconbar, the "quit" GUI opens behind it. I've tried playing with brackets and else's and if's, but I'm just not logical that way. This is just one of those annoying obvious bugs I couldn't solve to save my grandma. This is the code that follows right after the above one:

Code: ags
 if (interface == ICONBAR) {
    if (button == 4) {  // show inventory
      show_inventory_window();
    }
    else if (button == 5) {   // use selected inventory
      if (character[ GetPlayerCharacter() ].activeinv >= 0)
        SetCursorMode(4);
    } 
    else if (button == 0)    // save game
      GUIOn(7);
    else if (button == 1)   // load game
      GUIOn(6);
    else if (button == 2)   // quit
      SetCursorMode(6);
      PauseGame ();
      GUIOn(5);
  }  // end if interface ICONBAR

  if (interface == INVENTORY) {
    // They clicked a button on the Inventory GUI

    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (MODE_USE);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }
    
    if (button == 2) {
      // They pressed LOOK, so switch to that mode
      SetActiveInventory(-1);
      SetCursorMode(MODE_LOOK);  
    }
    if (button == 3) {
      // They pressed the OK button, close the GUI
      GUIOff (INVENTORY);
      SetDefaultCursor();
    }

    if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
    }
    if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
}
}
    
   if (interface == 4) {
    if (button == 0) {  // show inventory
    SetCursorMode (MODE_USE);
    SetMouseCursor (6);
      GUIOn(2);
} 
}

if (interface == EXIT) {
    if (button == 1) {  // Close Window
      SetCursorMode(0);
      UnPauseGame();
      GUIOff (EXIT);
    }  
    else if (button == 0)    // quit game
    QuitGame(0);
}   
}


This post was alot longer and pathetic than I hoped for. It'll be fun to see what problems I encounter when I change to AGS v2.7.
#240
It's been ages since I've tried making my own save/load GUI, and I didn't really get it back then either. I've searched the forums alot today, looking for different solutions. I never managed to even get to the whole "testing" part, since it was always some error I did in the global script. I also found the link to Greek AGS Community's old save/load toturial, but it seems to be out of order.

I'm using AGS v. 2.62.509.0, by the way. Before the whole "code change" deal. I could really use a simple step-by-step toturial right now, or an importable gui I could snatch the code from. I really don't want anything fancy, I just want to change the graphics.

I feel bad about posting this, since I don't got anything to show for myself, but I don't know where else to turn. If anyone could help me out on a simple 3-5 slot save/load system, I'd be very grateful.
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