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Topics - InCreator

#161
Okay, problem is here:

Under character's (NPC) condition "Talk to character" I have a script like that:

RunDialog(0);
if (GetGlobalInt(17)==0)
MoveCharacterBlocking(NAME,x,y,0);

(Movecharacterblocking command is actually with real script name and numbers for x and y but this is not important right now)

Problem is that I want NPC to go away after dialog when one of dialog's topics have made him angry (have set globalint 17 to value 0 directly from dialog script) -- but -- He moves first to the place and THEN activates RunDialog, though I thought that AGS executes commands as they are placed in script, like first command first, then second, then third, etc.

Why doesn'tÃ,  AGS execute dialog first and THEN check for globalint?
#162
General Discussion / My first movie!
Sun 27/06/2004 12:46:36
Well, a day of boredom, a friend at my place, digital camera with possibility to record short shitty video clips and lots of creativity... Hollywood, here I come!

I tried to make a movie first time in my life, tried to make neat video effects and everything else. turned out pretty nice, IMO.
This is a 3 minutes long movie of having no life.

See it now.
#163
General Discussion / Web space
Tue 22/06/2004 00:06:04
I just created a small video with my friend Valzebnik, using limited possibilities of digital camera and lots of creativity... and I would like to share it with world.
Only one problem - it takes 35 MB! Does anyone know where to get space for it for free? 2dadventures probably never lets me use this much space....   
#164
How does it work in AGS scripts? I have to add relative value of +1 to Globalint and can't get the code right.

SetGlobalInt(100)++; won't work.

How to code this right?
#165
Like, I have some frequently used animations, such as picking something up or - to be more specific - one of character grabs his head and shakes it when other character does something stupid.
Now, I wish to know is there any possibilty to write needed commands somewhere once and declare own quick-function to remotely perform those actions, something like

GrabHead(EGO);
PickFromGround(EGO);

...or even without passed variables - beacuse they are not so badly needed, such as

Grabhead;
PickFromGround;

Or something as simple as that? Copy-pasteing needed commands will sink me into code - makes things really long and confusing.
#166
Is there any templates or demos available?
It's pretty difficult to make one by myself without any aid.
#167
Okay, simple question here:
How to make characters footstep sounds ground type/walkable area-dependent? Like soft step sounds on grass and knocking on the wooden floor, etc?
I'm not intending to make several walking views with different sounds, because I'm sure there's an easier way.

I'm sorry if there's millions of threads answering same question or even whole paragraph in manual... Just haven't bumped to any.

I suspect that It's connected with this (fairly new) "properties" stuff in AGS which use I haven't figured out yet...

edit: Ah, solved. Moderators may delete this thread now. Sorry.
#168
Critics' Lounge / Sheep!1!11
Tue 15/06/2004 14:02:11
Okay, 15 minutes of M$Painting and I came up with this...





Problem is - this is a sheep, and sheep should produce wool. I tried several times, but failed to make him soft and fluffy. But I want a sheep and not hornless goat! So -

Someone, help me to wool (new verb?) this bastard.
C&C is welcome too.

P.S. Red eyes are meant to be there, as a sign of evil possession :D
#169
General Discussion / 3d game engines
Fri 11/06/2004 16:22:56
I've been trying out some 3d-CGS's (Game Creation Systems)
and haven''t still found any good ones. What I need, is an engine that supports .3ds models, large outdoor environment areas and easy scripting. Progs that failed:

* 3D GameStudio A5 (5.2x full) -- terrible scripting and impossibility to make fine-looking skins for models. Also, has very bad sky-texturing system and works with small levels only. Despite nice level editor and good dynamic lights, It's still crap.

* 3D RadÃ,  (3.0 full) -- Good sky box and camera system, fast and large levels. But painful skinning and bad lights & interface. Script system is pretty awful too. Plus, relies on premade objects, unless you won't spend 5 years to figure out how scripts work.

* Genesis 3D - for FPS's only. Crap.

* Pie in the sky 3D - Terribly outdated

Can anyone name something GOOD? Or I just have to learn C++ and start from zero, thus making my own engine? With GCS's like that, It'll be faster.Ã,  :(
#170
I don't know if this is possible but -
I'm kind of guy who has weird karma which picks up viruses and strange problems all the time.
Often, they affect AGS. This results all kind of error messages. Like - right now I have something weird going on which messed up MSN messenger main screen, replacing icons with black boxes. And resulted AGS to display BOXES instead of letter "o". Also, it gives an error message when exiting game. Again, I suspect that if I could understand the error, I'd might have idea what's going on.
CJ has ability to decode ags errors. Into english. Why not have some kind of a library or dictionary for users to understand, or just let AGS give error messages with descriptions in human, not machine language? Is it possible at all?
#171
Critics' Lounge / Some music for C&C
Wed 19/05/2004 05:04:09
First, listen to this:
http://www.hot.ee/increatorgamez/thoughts.ogg

What I want to know is - would something like this fit into an adventure game? I like to use strong bass and d'n'b-ey snares all the time, but most of adventure games have these quiet and atmospheric MIDI background tracks and I'm afraid my track is too... aggressive or something.
Should I decrease tempo, make beat softer and take out bass or not?Ã,  :-\
What else could I add there?

C&C is welcome. Thanks.
#172
General Discussion / Need desperately help!
Wed 19/05/2004 01:23:59
My problem is following:
I can't play anything that uses DirectDraw in fullscreen! This means > whenever I start an AGS game, it loads, starts to play music and everything but screen... remains black. Totally deeply RGB (0,0,0) kind of black.

Yet, games run fine windowed. And DirectDraw test performs fine.

This is total mystery, because this just happened and everything worked yesterday. It has happened few times in last month and I still have no idea how did I get over it. Last time, I reinstalled DX9.0 and video drivers and It started to work again, but not today.

I still haven't figured out what causes this. Last time this happened after I played Half-Life. Once, I alt-x'ed out from AGS game before first room loaded and then it happened again.

I have shitty 16MB NVidia RIVA TNT 2 card. The type of card that works worse every time I upgrade drivers. Kill those guys at NVidia! And this universal-but-stupid suggestion "get latest drivers"! I also have DirectX 9.0. Windows XP professional.

This time, Direct3D tests FAIL too.

Desktop runs at 800x600 32-bit. Weird thing is that after few days using my cpu, edges of screen start to stretch strangely, so clock font is horisontally weirdly stretched and start menu button too. When I set desktop to 16-bit for a moment, It like resets and everything looks normal in 32-bit mode again.

Where could problem be? How do I get this fixed?
#173
Critics' Lounge / New tutorial!
Thu 13/05/2004 07:40:02
Well, Remco's bg has caused various questions about his texturing, some members thought they were photos, some just liked them. So I made a new tutorial to share the method with other AGSers too. Just check the tut out and tell me if I missed something or what do you think about it at all. C&C as we call it!

http://www.hot.ee/increator/textures.htm
#174
Advanced Technical Forum / AGS went mad!
Sun 09/05/2004 01:49:46
Well, I ran AGS 2.61 RC1 on Windows XP.
First times, everything was okay. Then, something very weird happened. Rooms didn't show up! Just as I started newly compiled game, music started playing but room remained just black. Like there's no fadein. I tried different games, several transition modes and just waiting (loading time bug maybe?) but no, nothing. Alt-X worked as it should. Then I pressed random key on keyboard. This is what happened after few reboots and retrying.

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x77F52CD2 ; program pointer is +379, ACI version 2.61.741, gtags (0,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

What's wrong? I have freshly defragmented HD with 7GB of free space, Dxdiag shows every test okay, acceleration working normally both on sound/display I never had problems with AGS before.

edit: NONE of AGS games is showing anything! Tried with some other AGS games, such as Framed!, Ace Quest and No-Action Jackson. They're (obiviously) compiled with different versions of AGS so It can't be just because 2.61 RC1. Can anyone help?

edit 2: Okay, It seems like some other windows-based games won't start too. I'm downloading new Nvidia drivers (for my 16MB Riva TNT2) and maybe install DirectX again. But still It'll be useful to know what AGS said. Or get some idea what did cause this.
edit 3: After reinstalling DX9.0, got rid of problem.
#175
General Discussion / PHP!
Fri 07/05/2004 14:02:40
I'd like to learn PHP and really don't know where to start. Useful links?
#176
I'm very used to character variables, such as character[X].animating and so. Now, I have to wait until object finishes animating and -- well, objects doesn't seem to have such variables like characters do. I'm talking about

while (character [ x ] .animating) Wait(1);
(spaces are added because BBCode messes thread up otherwise)

Only way I figured out so far is Waiting by a number of steps object needs to complete animation. This needs some trial and error and is quite messy (for me, that is). Especially when I increase delay in AnimateObject command. Is there some simpler way?
#177
Someone, take a tour through games page. Numerous download links are dead! Maybe even most of them! :(
This has to be fixed somehow, maybe PM-ing creators and tell them to check their games? Or... ?
#178
Well, my problem is simple.
I made a main menu screen. There's menu options and little lights next to each item. Menu items are hotspots and lights near them are objects. Which turn on when mouse moves onto menu item. Like this:


To say simply, I use "Mouse moves over hotspot" condition and turn objects on and off from scripts.
Problem is, that there's latency! Somehow, it's possible to move mouse from one menu item to another but light doesn't change! Or gets late. Is it a problem in AGS ittself in having slow object routlines or bad Mouse moves over hotspot script or is there just some better way to get instant change?
Maybe it belongs to tech forum. But I'm not sure yet.
(My machine itsself is okay, game runs at 16-bit 640x480 on 1,4 GHz and 128 MB RAM/16MB video, so it isn't because my cpu)

#179
Critics' Lounge / Need advice on a new bg
Wed 14/04/2004 19:57:13
Here it is. It's supposed to be a docks area.
image removed, see below for update

Problem is - I don't know what else to add to make picture detailed. Some C&C would be helpful, too.

Shadows are planned already, maybe clouds and sun too.
#180
Hm. I noticed some games have their cursors changing to an "exit" sign or directional arrow, when pointing them over place which makes character change room. How to make such thing? I tried with hotspots and change cursor to usermode1 when "Mouse cursor over area" and cursormode is "walk" but mouse stays that way after removing it from hotspot. Is there any script commands to determine is mouse over specific hotspot (and if not), or is there at least any simpler way to do this?
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