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Messages - Hobbes

#181
Uhm.. I don't, really.

You mean having each raindrop be an individual object?

Or have it randomly appear on the map at certain times?
#182
Hey all,

I've been connecting a few rooms together in Buc2 which play at night in the countryside... and, it's raining.

This all looks rather good thanks to the awesome RainSnow plugin. However, on the mapscreen it's suddenly not raining anymore.

I'm looking for a way to make it rain there too. Now, I can use the animated background thingy and have 1x1 pixelated raindrops appear at random on several points of the map, since the rain will fall down flat like this:



Now it would be neat if I could randomize it a bit more than the animated background stuff. Plus, it would take up a whole lot of unneeded space just to have a few pixels change.

Can anyone think of an easier way to achieve this effect?
#183
Glad to have helped!

One more info on the valeriaan thingy... Its latin name is valeriana officinalis. It's also a homeopathic herb used in pills to calm/relax/sleep.

About this catnip stuff... what exactly is it? Over here I need to buy those homeopathic sleeping pills, grind them to a powder and sprinkle it around. But Catnip seems to be something ready-to-use for a cat instantly? Sounds neat. :)
#184
And here I was thinking we were going to post pictures of cats scratching themselves... ;)

Make sure the pole is long enough for your cat to scratch it when she's fully stretched out. So, buy a tall one, so she can grow into it as well.

I've sprinkled mine with powdered valeriaan. At least, that's what the substance is called in Dutch. Cats in general love the smell of this herb and mine are no exception to this rule.

Also, you can smear menthol near the furniture. On the floor or other surface. Cats hate this smell, so they'll steer away from it. It worked for me in my Crusade Against Peeing. Pepper is also a good one.

I also lost one piece of furniture to this behaviour... pity, but well. :)

See what works best for your cat... one thing that's so cool about them is that each cat is different. It's also a bit of a problem when you try to condition them...

As for the treats, I just have small pieces of cat candy from Whiskas (again, may be an unknown brand in your country) which they both like very well. So well they start fighting over it sometimes, damaging my furniture in the process...
#185


Just a quick edit on the panels. It's a bit more suitable font I think than Comic Sans MS.

If you're interested, I put it online for you to use at: http://www.unosar.com/digitalstrip/

Don't know who created the font, though.

Good luck Squinks! It looks good :)
#186
I can't download the game?

I click on the several links spread around the thread, but each time IE comes up with a 404 error.... is there something wrong with my browser? (Despite the fact it's IE)
#187
Just finished case 4 tonight. I haven't played case 1-3 (shame on me!), but I must say Grundislav, you did a fantastic job!

The plot is fun, yet serious enough to make it believable within its own context. Elsewhere in this thread someone made a comment on just walking around hoping to trigger stuff. I sometimes felt like that as well. For me this approach to gaming worked very well. It makes it very "real" in a sense of the word to play that way, for me.

Kudos on a fun saga of paranormal activity!

Am currently solving case 3. :)
#188
Adventure Related Talk & Chat / Maggies
Fri 08/04/2005 23:04:24
Since I'm not really starting a competition or start a vote, I figured it should go into this forum instead of the competitions one.

I only just discovered the Maggies award and was very enthusiastic about it. :) I read in the 2004 thread that Foz has won this year, but also last year. Now, after scouring Klaus' site, I found the 2004 maggies zip file, but couldn't find the 2003 one.

Could someone please point me to the proper link for this? The 2004 one was very fun to view!
#189
General Discussion / Re: Scottish history
Wed 06/04/2005 20:33:52
Somehow the word occupied got put in my head by Mel Gibson a.k.a. Braveheart.

The thing is that my character would resent English control over his country.

But as I can read about this James VI character, he was quite popular in Scotland and NOT in England.

So he's the opposite ruler that I want him to be. Blast. :)
#190
General Discussion / Scottish history
Wed 06/04/2005 20:07:16
Hi all,

I've been browsing the web a bit and couldn't easily locate the information on Google. However, I remembered we have a few scots among us.

During the early 17th century, that is 1604-1614 to be precise, was Scotland occupied by the English?

I'm doing some background work on Richard McRoch and it would fit really well with his character if this were so. :)
#191
Puppet porn? The possibilities!

What if the Muppets decided to change their names to fit into their new images?

Kermit alone offers a lot of potential!

It's a wonder the Henson company never thought of this...
#192
Actually, I am! :) If you're willing to help me out, please pm me about the details. :)
#193
Hey all,



It's been a long time again. Again. :)

However, I've been busy with Buccaneer 2. So, it's time to update this thread a little.

First, I've begun to publish a small blog at unosar.com with the latest screenshots and information. So instead of repeating myself, just surf over to www.unosar.com and read up there.

As can be seen, I've redrawn Sophia's Fate of Atlantis sprite to fit into Buccaneer 2. This finally makes it possible for Margareth to move around and about this time. :) I already have a new dialog on the first day ready between her and Richard...

Just wanted to let you all know that Buccaneer 2 is very much alive!
#194
Critics' Lounge / Re: Medieval Gate
Thu 31/03/2005 16:16:14


Reply: Edited it to reflect "cobbles" problem. How does it look now?

Also, to clarify the T-shirt issue:



I was aiming for something like that... with a nice golden Dutch lion on a red shirt.
#195
I can't get this plugin to work.

In the past I was able to use this without a problem, but now my AGS does some very weird things...

The raindrops fall, but leave behind a transparant trail which does not disappear.

So, within thirty seconds my entire screen is one big whiteness.

Did this happen to anybody else?
#196
Critics' Lounge / Medieval Gate
Sun 27/03/2005 19:27:22
Hello all,

I've been drawing a new room for Buccaneer 2 today... It's something I'm quite pleased with, although there are still some perspective issues in it... what do you think?

Note: I've double-sized it for easier viewing.



Edit: Added Strazer's modification.
#197
Thanks guys, getting it from Strazers site now! :)
#198
Hey all,

I've recently begun toying with Buccaneer I again. For some mysterious reasons I'm not really talking about. :)

However, it uses Proskrito's old SCUMM interface which is incompatible with later AGS versions. Since I've happily been upgrading my AGS, I don't have an old version lying around anymore...

Buccaneer was last compiled succesfully in version 2.56.623. Does anyone know where I might obtain a copy?
#199
Hey all,

Perhaps someone with knowledge of Dorcan's stuff can help me out anyway. My last question was more of a general-forum question... since this is the technical one, I've decided to post some code. :)

What you see below is the first area of my global script. It's copied-and-pasted from Dorcan's stuff.

Code: ags
//===================CONVERSATION=====================

int QstNbr=2;		//NUMBER OF BASIC QUESTIONS.

int Player;
int PNView;
int TNView;

int PrevRoom;
int Px;int Py;
int Tx;int Ty;

int TalkTo=0;

int Change_Dialog=-1;
int Exit_Dialog=0;

int Replies[200];

function SetReply(int Char, int Reply, int Topic){ 
  Replies[((QstNbr*Char)-QstNbr)+Reply]=Topic;
}



function InitReplies(){		//Set here wich topic must start when asking a basic question.
  SetReply(KEV, 1, 1);
  SetReply(KEV, 2, 2);

}


function StartDialog(int talkto){
  GUIOn(3);
  TalkTo=talkto;
  Player=GetPlayerCharacter();
  PrevRoom=character[Player].room;
  
  Px=character[Player].x;character[Player].x=50;
  Py=character[Player].y;character[Player].y=100;
  PNView=character[Player].view+1;
  ChangeCharacterView(Player,character[Player].talkview+1);
  
  Tx=character[talkto].x;character[talkto].x=250;
  Ty=character[talkto].y;character[talkto].y=170;
  TNView=character[talkto].view+1;
  ChangeCharacterView(talkto,character[talkto].talkview+1);
  
  
  character[talkto].room=100; 
  NewRoom(100);
}

function Exit_Room_Dialog(){
  GUIOff(3);
  character[TalkTo].room=PrevRoom;
  character[Player].room=PrevRoom;
   
  ChangeCharacterView(Player,PNView);
  character[Player].x=Px;
  character[Player].y=Py;
    
  ChangeCharacterView(TalkTo,TNView);
  character[TalkTo].x=Tx;
  character[TalkTo].y=Ty;   
}

#sectionstart dialog_request  // DO NOT EDIT OR REMOVE THIS LINE
function dialog_request (int xvalue) {
    // your code here
  if (xvalue==1) {
    Exit_Dialog=1;
    StopDialog();
  } else
  if (xvalue==100){
    SetDialogOption(0,GetGlobalInt(100),1);
  } else
  if (xvalue<QstNbr+2) {
    Change_Dialog=Replies[ ((QstNbr*TalkTo)-QstNbr)+(xvalue-1)];
    StopDialog();
  } else
  if (xvalue==20) {
    
  }
  
  
}
#sectionend dialog_request  // DO NOT EDIT OR REMOVE THIS LINE


//===================EVENTS============================

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  game.speech_text_align=ALIGN_LEFT;
  SetNormalFont(1);
  SetSpeechFont(1);
  GUIOff(3);
  // called when the game starts, before the first room is loaded
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  
    if (Change_Dialog>-1) {
    RunDialog(Change_Dialog);
    Change_Dialog=-1;
  } else
  if (Exit_Dialog==1){
    Exit_Dialog=0;
    NewRoom(PrevRoom);  
  }
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


Now, it supposedly works like this:

I have a simple dialog now. With topics 0 to 2 filled. 0 is the opening topic when EGO talks to KEV.

Topic 0 has 3 options: Question 1, Question 2 and End Dialog. The last one has a run-script 1 to it. This triggers the Exit-Dialog stuff. And works perfectly. I've placed some custom change-view stuff in the room where KEV is, so my character doesn't remain one big talking head.

However, when I ask question 1 or question 2, it won't go on. Clicking either question immediately returns me to the topic-0 dialog. It should be this way that after question 1, topic 1 runs. Then if I ask question 2, topic 2 should run.

My dialog code for topic 0 is like this:

Code: ags

// dialog script file
@S  // dialog startup entry point
return
@1  // option 1
EGO: "How're you doing?"
run-script 2
return
@2  // option 2
EGO: "What can you tell me about the Orchid murders?"
run-script 3
return
@3  // option 3
EGO: "Bye."
KEV: "See you."
run-script 1
stop


Topic 1 is like this (same structure as Topic 2):

Code: ags

// dialog script file
@S  // dialog startup entry point
KEV: Sure... I'm doing shit.
goto-dialog 0;
@1  // option 1


---------

Now, I'm somewhat stumped with this. I've compared it with Dorcan's template quite a few times, but can't seem to figure out what I'm doing wrong.

Perhaps someone can? Or perhaps someone has used Dorcan's template as well, with perfect results? In that case, I'd gladly hear about it! :-)
#200
Quote from: strazer on Thu 24/03/2005 14:48:09
1.) Does the file on this page contain the manual?

2.) Try
Ã,  DisplaySpeech(EGO,"\"Hm. That doesn't seem to work.\"");

Thanks again :)

The site you mentioned has the template (got it from there) but the file doesn't contain the manual. DragonRose's GK template has a very short description, but refers to Dorcan's site as well. :(

The DisplaySpeech works perfectly now. Thanks!
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