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Topics - Icey

#21
So I'm looking for a module or plug-in that would let me have certain character preform a task. Like let's say that in a game: The main character had to go through a locked door and the only way to open it was from another location, like on a platform above the door. The A.I character would go to that area and begin rotating a lever which opened the door. The door would stay open as long as the A.I. held the Lever so the main character needed to find a blockage that would hold the door open for good.

In a sense that's a bad example cause I just thought about another way to do this without a Module but instead having the player control the A.I character. I'm sure there's other better examples but I'm hoping that anyone would get the gist of what I'm asking for.
#22
Everything seems to work fine but I just can't get my custom functions to work with objects in rooms. I've never tried so many work around before when it came to one thing before I just tried something else or asked for help. I've tried so many thing and changed many things but still I get nothing. However when when I take the chunk of code and place within another function it works just how I need it but it's not ment to be there so I can't leave it plus I can't ignore the other problem.

Basically I have a action command that is called in battle, if you have the Magic commands set under the battler it should get called. Everything works fine except for where object
  • is. Everything that is labeled under object doesn't get called at all for some reason.

    Code: AGS
    function JoltCast1(String text, int W, int Z){
        battler2.Walk(battler2.x-7, battler2.y, eBlock, eAnywhere);
     // battler2.ChangeView(9);
     // battler2.Animate(1, 5, eOnce, eBlock);
      DisplayAtY(5, String.Format("%s",text));
      Wait(10);
      
      
      //------------------run action
         if(JoltCOM1 == COM_fire){
          battler2.ChangeView(9);
      battler2.Animate(1, 5, eOnce, eBlock);
        object[1].SetPosition(W, Z);
      object[1].SetView(10);
        object[1].Visible = true;
      object[1].Animate(1, 5, eOnce, eBlock);
      object[1].Visible = false;
      
            }
         else if(JoltCOM1 == COM_shock){
            battler2.ChangeView(9);
      battler2.Animate(1, 5, eOnce, eBlock);
       object[1].SetPosition(W, Z);
      object[1].SetView(10);
      object[1].Visible = true;
      object[1].Animate(0, 5, eOnce, eBlock);
      object[1].Visible = false;
         }
      
      
      
      
      
      //------------------End action
       battler2.ChangeView(5);
      battler2.Walk(battler2.x+7, battler2.y, eBlock, eAnywhere); 
    }


    I can't fix this on my own cause I
    m really all out of ideas and I can't spend really to many days on this one part. This is a major part to games to have the spells and other effects show up and work right in
    battle.

    Here is the source if this is easier.
#23
I know I'm gonna get flagged for this hard body but I gotta fight my fear and ask the question. I've put some thought into this from awhile and I really don't know how to engage. Now I have searched around the forums for help with what I need but everything so scattered and hard to understand cause it focuses more on what they need like bees and zombies and stuff. Now all I would like is if someone could break it down to me as simple as possible. It's something I really wanna know could cause what I learn from this could help me with a lot of other things.

Now I already have a system in mind, it's just going about coding it that's the difficult part. 

[Before I start let me say that a bit of the system idea came from the game Parasite Eve cause it motivated me to try make a similar battle system cause it was so simple and when playing the game I felt I could pull something like it off in AGS.]

1. Player taking damage
I know how to make the player lose HP and stuff it's just I would like to know how do I have enemies walk to X,Y then have them try to attack the player. Enemies have a charge bar so when it re fills they will repeat and try to move to X,Y and attack again.

2. The blast zone
[In parasite eve, when the player would go for an attack the battle would pause and a grid dome would come up, Any target within the Dome can be attacked.]
In the game you have a small shooting range zone that I called "Blast Zone" that is following under the player character(like a mat). If an enemy on of the rings in the zone they can be attacked. The closer the more damage they take but if you get hit the more damage you take.

I'm having trouble figuring out how to make AGS read where the target is, like I have the ring colors separated into individual Objects. I have a (X,Y)check gui. It should tell me if the target is on Ring 1(outer ring) or ring 2(middle ring). The coordinates shouldn't matter so long as the enemy walks over the ring which should just be it's (X,Y). But it doesn't work. Maybe cause I have tried to have the enemy walk over it rather instead I just had the player walk near the enemy thinking it would work the same way. Which I hope it does and I'm just doing something else wrong.


[Here's a test shot example from the in game]



1. Row 1
Normal attack/damage taken.

2. Row 2
Dish out +damage but also take greater damage.

3. Target/enemy
The target can not be selected unless it is over the X,Y of one of the 2 rows.

4. Battle box
A simple action box pops up once selecting the near by target. It displays the HP of the target at the bottom (Tar. 100) and at the top, you can choose how many times you shoot. Depending on the Gun. The pistol is the main gun, you have 16 bullets in the chamber. You can shoot 3, 2, or 1 bullet(s) in your turn.


Please don't flag me down for this, I just really wanna know how to do this so I could get a better understanding at what I'm working with in the future. I'm sure there's a simple way to break this down.
#24
Pub Master Quest -The Adventure of 2-



Download now!

It's 2012 in the world of Senpah, people are still fighting in foolish wars as their world crumbles beneath them. Dave, child of courage has risen up to save the world from the evil Troll Lord. Can he save the world in time before everything is consumed into Oblivion?

*Note this game has absolutely nothing to do with the other PMQ games I make/made. This game sorta follows the events of the real world in 2012.*
#25
I've encountered a serious error. It's not so serious but I need to solve it fast so if you figure it out then post it here or email me @ isiahsweeting@gmail.com

So this sorta just came out of no where and 4am and I can't really see the problem cause I tired but I don't think I really did it. It could just be AGS, butI really hope it's fixable.

So when I press a GUI button the menu is supposed to fade out and the battle sequence plays. problem is, after the troll attacks the game just stops reading the script. Now if the player has lost all HP from the attack then the death sequence will play but it will stop fine.

I need the function to follow through all the way to the bottom and not just finish reading at line 2208

Code: AGS
function Button16_OnClick(GUIControl *control, MouseButton button)
{
  Troll.Baseline = 5;
  mouse.Visible = false;
//gGui3.TweenTransparency(0.5, 100, eLinearTween, eBlockTween);
Davex = Dave.x;
DaveY = Dave.y;
Dave.SetWalkSpeed(10, 10);
Dave.Walk(102, 164, eBlock, eAnywhere);
Dave.ChangeView(35);
Dave.Animate(1, 5, eOnce, eBlock);
Dave.x = Davex;
Dave.y = DaveY;
damage.Text = String.Format("%d",DaveATK);



   gGui4.Visible = false;
   gGui4.Transparency = 100;
   gGui4.SetPosition(61, 106);
   gGui4.Visible = true;
   gGui4.TweenTransparency(0.5, 0, eLinearTween, eNoBlockTween);
   gGui4.TweenPosition(0.8, 61, 81, eEaseOutTween, eBlockTween);
      gGui4.Visible = false;


trolllordHP -= DaveATK;
Dave.ChangeView(40);
/// DAWN

DisplayAt(115, 10, 200, "Pyraga");

Dawn.ChangeView(8);
Dawn.Animate(1, 5, eOnce, eBlock);
object[9].TweenTransparency(0.4, 50, eLinearTween, eBlockTween);

object[14].Visible = true; 
object[14].SetView(41);
object[14].Animate(0, 4, eOnce, eBlock);
object[14].Visible = false;
Dawn.ChangeView(7);


DawnMGK += fire;

damage.Text = String.Format("%d",DawnMGK);


   gGui4.Visible = false;
   gGui4.Transparency = 100;
   gGui4.SetPosition(61, 106);
   gGui4.Visible = true;
   gGui4.TweenTransparency(0.5, 0, eLinearTween, eNoBlockTween);
   gGui4.TweenPosition(0.8, 61, 81, eEaseOutTween, eBlockTween);
      gGui4.Visible = false;


trolllordHP -= DawnMGK;
DawnMGK -= fire;
object[9].TweenTransparency(0.4, 100, eLinearTween, eNoBlockTween);
PlayerMP -= 18;


//
if(trolllordHP <= 0){
  Troll.SayAt(8, 167, 320,"No, this can not be!");
  Troll.SayAt(8, 167, 320,"I've come so far! I've done so much!");
  Troll.SayAt(8, 167, 320,"I can't fail my master now...");
  Troll.SayAt(8, 167, 320,"Fools! take this.");
  Troll.ChangeView(42);
Troll.Animate(2, 5, eOnce, eBlock);

object[15].Visible = true;
object[15].TweenTransparency(0.3, 100, eLinearTween, eBlockTween);
object[9].TweenTransparency(0.4, 50, eLinearTween, eBlockTween);
object[6].Visible = true;  
object[6].Transparency = 0;
object[6].SetView(5);
object[6].Animate(0, 5, eOnce, eBlock);
Dawn.ChangeView(44);
Dave.ChangeView(13);
object[6].Visible = false;
Troll.ChangeView(42);
  object[9].TweenTransparency(0.4, 100, eLinearTween, eNoBlockTween);
  Dawn.SayAt(8, 167, 320,"He's...getting stronger, at this rate we-");
  Dave.SayAt(8, 167, 320,"No! don't say it, remember what you said.");
  Dave.SayAt(8, 167, 320,"We gott keep thinking positive, we believe there's a chance.");
  Dave.SayAt(8, 167, 320,"We take what he gives us and we send it back 1000 times stronger!");
  
  Troll.SayAt(8, 167, 320,"You fools...now your time here is over!");
  Troll.SayAt(8, 167, 320,"I call to the, comet of the dying star!");
  
  Dave.ChangeView(43);
  
  Dawn.SayAt(8, 167, 320,"Dave what are you doing! you must flee at once!");
  Dave.SayAt(8, 167, 320,"Like hell I am! we're in this together!");
  Dave.SayAt(8, 167, 320,"My quest is to save the world, and that means protecting you.");
  Dawn.SayAt(8, 167, 320,"But why Dave, why put yourself in harms way?");
  Dave.SayAt(8, 167, 320,"Cause your my friend!");
  Troll.Animate(2, 5, eOnce, eBlock);

object[15].Visible = true;
object[15].TweenTransparency(0.3, 100, eLinearTween, eBlockTween);
object[9].TweenTransparency(0.4, 50, eLinearTween, eBlockTween);
object[11].Visible = true;  
  object[11].TweenPosition(1.10, 172, 137, eEaseInTween, eBlockTween);
  
  
  FadeOut(1);
  Dave.ChangeRoom(20, 0, 0);
}

else if(trolllordHP >= 1){
if(Game.DoOnceOnly("first strike")){
  Troll.SayAt(8, 167, 320,"A splendid combo!");
  Troll.SayAt(8, 167, 320,"But alas, your still no match.");
  Troll.SayAt(8, 167, 320,"Now, stagger with PAIN!");
  
}
if(ATK2trol >= 5){
  DisplayAt(115, 10, 200, "Graviga");
  
  if(Game.DoOnceOnly("666")){
  Troll.SayAt(8, 167, 320,"I control your fate!");
  Troll.SayAt(8, 167, 320,"Now DIE");
}
  ATK2trol -= 5;
Troll.ChangeView(42);
Troll.Animate(2, 5, eOnce, eBlock);

object[15].Visible = true;
object[15].TweenTransparency(0.3, 100, eLinearTween, eBlockTween);
object[9].TweenTransparency(0.4, 50, eLinearTween, eBlockTween);
object[6].Visible = true;  
object[6].Transparency = 0;
object[6].SetView(5);
object[6].Animate(0, 5, eOnce, eBlock);
object[6].Visible = false;
Troll.ChangeView(42);

damage.Text = String.Format("%d",Gravity);


   gGui4.Visible = false;
   gGui4.Transparency = 100;
   gGui4.SetPosition(254, 116);
   gGui4.Visible = true;
   gGui4.TweenTransparency(0.5, 0, eLinearTween, eNoBlockTween);
   gGui4.TweenPosition(0.8, 254, 86, eEaseOutTween, eBlockTween);
      gGui4.Visible = false;


PlayerHP -= Gravity;

object[9].TweenTransparency(0.4, 100, eLinearTween, eNoBlockTween);
  
  return;
}
else if(ATK2trol <= 4){
    DisplayAt(115, 10, 200, "Darkra");
 ATK2trol += 1;
Troll.ChangeView(42);
Troll.Animate(2, 5, eOnce, eBlock);

object[15].Visible = true;
object[15].TweenTransparency(0.3, 100, eLinearTween, eBlockTween);
object[9].TweenTransparency(0.4, 50, eLinearTween, eBlockTween);
object[16].SetPosition(-40, 1);
object[16].TweenPosition(1.9, 318, 284, eEaseOutTween, eBlockTween);
Troll.ChangeView(42);

damage.Text = String.Format("%d",Darkra);


   gGui4.Visible = false;
   gGui4.Transparency = 100;
   gGui4.SetPosition(254, 116);
   gGui4.Visible = true;
   gGui4.TweenTransparency(0.5, 0, eLinearTween, eNoBlockTween);
   gGui4.TweenPosition(0.8, 254, 86, eEaseOutTween, eBlockTween);
      gGui4.Visible = false;


PlayerHP -= Darkra;

object[9].TweenTransparency(0.4, 100, eLinearTween, eNoBlockTween);
 return;

}



} 

if(PlayerHP <= 0){
  Dawn.ChangeView(44);
Dave.ChangeView(13);
  
  Dave.SayAt(8, 167, 320,"Could this, really be it?");
  BBlack.Transparency = 100;
  BBlack.Visible = true;
  BBlack.TweenTransparency(0.9, 0, eLinearTween, eBlockTween);
  SetFadeColor(0, 0, 0);
  RestartGame();
  
  
}
//it keeps stoping here

if(Button15.Width == 1){
  Button15.Width = 5;
  return;
}
else if(Button15.Width == 5){
  Button15.Width = 10;
 return;
}
else if(Button15.Width == 10){
  Button15.Width = 15;
  return;
}
else if(Button15.Width == 15){
  Button15.Width = 20;
  return;
}
else if(Button15.Width == 20){
  Button15.Width = 25;
  return;
}
else if(Button15.Width == 25){
  Button15.Width = 30;
  return;
}
else if(Button15.Width == 30){
  Button15.Width = 35;
  return;
}
else if(Button15.Width == 35){
  Button15.Width = 40;
  return;
}
else if(Button15.Width == 40){
  Button15.Width = 45;
  return;
}
else if(Button15.Width == 45){
  Button15.Width = 50;
  return;
}
else if(Button15.Width == 50){
  Button15.Width = 55;
  return;
}
else if(Button15.Width == 55){
  Button15.Width = 60;
  return;
}
else if(Button15.Width == 60){
  Button15.Width = 65;
  return;
}
else if(Button15.Width == 65){
  Button15.Width = 70;
  return;
}
else if(Button15.Width == 70){
  Button15.Width = 75;
  return;
}
else if(Button15.Width == 75){
  Button15.Width = 78;
    if(Game.DoOnceOnly("Assault")){
  Dawn.SayAt(8, 167, 320,"Dave, now is our chance!");
  Dave.SayAt(8, 167, 320,"Let's show him what light can really do!");
}
Button17.Visible = true;
  return;
}










gGui3.Visible = true;
gGui3.TweenTransparency(0.5, 0, eLinearTween, eBlockTween);
mouse.Visible = true;


}
#26
Recruitment / Voice actors needed
Mon 24/12/2012 21:43:46
I planning on releasing my MAGS game next week on new years. The game isn't really that long but I was hoping maybe someone might be interested in give it a try and to see if they spot any bugs.

Also I know a few people to ask about proof reading but I would like to check ask in advance to everyone cause those few people might be busy this time around.

If your interested then just drop me a PM and I'll send the game over to you ASAP.

Update: Jan 1st 2013:
Hello everybody, So I finished my MAGS game but not entirely. Therese a few more extras missing. Like voice acting, so I'f you think you have the time then just PM me or reply here.

Voices:
Little girl
Little Chubby boy
young lady
old lady
small evil troll
small wizard troll
Goddes
Devil/demon
new york man
new york chubby man
new york lady

Moderator Note: Please don't double-post/bump. Thanks.
#27
So I've been searching up how I would do this process but today I came upon a site that showed how to do it but it was more of a coding a process done by scripting wind movement.



This picture is from this Site.

What I basically want to do is just draw up a more square sprite then a rectangular one in PhotoShop with grass so I can place the grass in multiple areas easier.
#28
It's a lot so I think it's better to show it like this cause it's a lot and I'm bad at explaining things separately. 

-.- .....come one not even one person can take a peek? No khris or Monkey :(

#29
Do recently I've been working add a City to V5.0 of PMQ Legends. It's been working out really good but I just can't seem to grasp a more mall like look for this room. Now the green is just there as a place holder color for PS. I've been planning on adding some trees with lights on them to make it all stand out.



Also I was wondering if someone could explain to me how I could make a people emitter? Like so I can span objects with a walking view and have it walk across rooms. I could have sworn I seen it in the second face but the idea came from The World Ends With You.

[embed=425,349]<iframe width="560" height="315" src="http://www.youtube.com/embed/nY62V81FZ1o" frameborder="0" allowfullscreen></iframe>[/embed]
#30
Well I had opened up the AGS source today so I could increase the number of objects and backgrounds in a room. However it told me I had to update the AGS.Native.DLL which I don't really know what to do in there or if it's really necessary to edit. I think when I opened it though it was talking about a missing source control.

Basically I just need to know what it is that I need to do to get this stuff together and how to compile it all.
#31
So I have noticed when I try to edit some if not all of my games info pages I can't really sae what I have changed. I noticed these small things that really want to fix or update and I can't do it. For example, I tried to download my pub master quest legends 4.0 beta and I couldn't do it cause there it was removed on mediafire. So I fix the problem on mediafire but I could update the link to the games download page.
#32
I don't know exactly were it came from in the game so I don't know how to fix it. :\

---------------------------
Adventure Game Studio
---------------------------
An internal error has occurred. Please note down the following information.
If the problem persists, post the details on the AGS Technical Forum.
(ACI version 3.21.1115)

Error: prepare_script: error -18 (no such function in script) trying to run 'room_Load'   (Room 1)

---------------------------
OK   
---------------------------
#33
So I a while back I was wondering here and there if it would be possible if AGS can run 2 games at the same time and have them interact with each other on the same computer. While working on one of my online based games the thought grew more and more and with it as usual an ambition to try the idea out. I knew I was already working on Mile's Adventure and a hell of a lot of other things. So, I said the only way I could try this was if I made something simple and not to too complex to make using 2 games at the same time. So when I started I came up with "blue print" in MS paint. It was with this that allowed me to grasp and I idea of what type of game I wanted to make. my first thought was to make a short PMQ tech demo that used a small puzzle part of one of my other games but made it where it would work using two screens. However the idea was scraped and I eventually changed the game to a Shard Hunters tech demo.



Shard Hunters was organically supposed to be a MAGS game but was never finished. It was a simple game but I was already busy with something else so I dropped it cause I thought I wasn't gonna finish it on time.



Cross Window Play System, is the name of the the "new way to play!". Both games runs like any other AGS games but it's the way the play that's different. The way both games interact with each other is the .tmp files made and deleted by 1 or the games. Whether you got a new item or are low on HP, the games will always be interacting. It not that hard to script the everything, it just takes a clear head and a lot of planing. Once you learn how script in AGS and use it's file function stuff then the rest it is just logic.



Something like this would be used by 1 game if a Quit Game button was clicked.

Code: AGS
if (!File.Exists("CrossExit.tmp"))
{
  File *output = File.Open("CrossExit.tmp", eFileWrite);
  output.WriteString("You will die!");
  output.Close();
}


Then this would be used by both games under repeatably_execute.

Code: AGS
File *output = File.Open("CrossExit.tmp",eFileRead);
{
	if (output == null)
  btnAbout.Text = "1";
else {
//  output.WriteString("test string");
  //output.Close();
	File.Delete("CrossExit.tmp");
  QuitGame(0);
}


This would close both games at the same time and delete the CrossExit.tmp file so that it does not mess with the games on their next launch, like closing them as soon as they load up.


Though game was made to test something, would you use this type of play style for 1 of your games? I don't think it's really that much to script but the then again that mostly depends on the type of game your trying to make.
#34
So I was working on this sprite and I wanted to animate it but I'm having a bit of trouble cause I don't know how to successfully draw frame by frame or just at all a good walking view for people or things smaller than my normal sized characters. I really need help and I don't just want to brush the character off. :(

[imgzoom]http://www.pictureshoster.com/files/fv9my3cyu1pvkqoehrmp.png[/imgzoom]

It's not the big one but obviously, rather the small one. I just have so much trouble animating a waling view.
Even if one could make a skeleton for me to draw over that'll be nice cause then I could reuse it again and again.
#35
Well the subject pretty much says it all. So what exactly would you like to see?
#36


So my RPG in order for the AI to attack or use commands during a battle they must be presetted before hand. The AI starts out with 1 command or action that they can use during battles. However as they gain levels, they get these things called ability obrs. These unlock a new command available for use in battles. You can get up to 3 ability orbs. And then if I click, all the way back to cure to start the rotation all over.

The only thing is I having a problem with is getting the AT customization set up. I'm trying to figure out a way to have it where when you click cure(the first action under summon) it should change to Cura but only if abilityorb_1 is visible. And the same thing should apply if you click it again but only it should change to Curaga if you have two orbs than Eurus if you have 3.

I can't figure out how I should script that cause I really don't want to have a bunch of If and else that don't work right. I just need some type of example that will allow me to change the normal graphic to another sprite like 5 or 72.

I'm sorry if the question is not to clear. I'm in a rush for work and I really need this answered badly. :\
#37
So tried to run the game when I get an saying expected ;. I looked and seen there is already one.
Code: AGS
Features.Text = "ATK+: %d  DEF+: %d",_DawnStorm, _DawnStormDEF;
#38
Do I have this set up right to be called in AGS?

Code: ags


import void gainExperience(int amount)
{
    playerXP += amount;
    if (playerXP >= BaseEXP)
    {
        levelUp();
    }
}

function levelUp()
{
	DisplayAt(115, 10, 200, "Dave Leveled up!");
    BaseEXP += 100;
    playerHP += 10;
		playerMP += 8;
		PlayerBaseHp = playerHP;
		PlayerBaseMp = playerHP;
		if(PlayerBaseHp >= FinalHP){//DAVE [HP]: 10000. DAVE [HP]: 9999//
    PlayerBaseHp = FinalHP;
  }
  if(PlayerBaseMp >= FinalMP){
    PlayerBaseMp = FinalMP;
  }
		
		
}


Well what I really want to know is should I use the import void thingies? I never really used them so I don't know much about them. This is all placed in a different script btw.
#39
I installed windows  on one of my other laptops and for some reason it gives me and error when trying to load a .agf file. It says something about locked property. Is there any way I can fix this?
#40
Like I want to have a universal save data for one of my games. This is due to the game having many updates and I don't wont the player to get mad cause they got to start all over. I want to make it were AGS loads the normal save data then searches for a Save#.tmp files and if it finds them it will check the files for it's Text.

Like if(such & such.text == "Player Level 12  Hp:1024  Mp:140"){
PlayerHp = 1024;
playerLv = 12;
PlayerMp = 140;

}
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