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Topics - Ishmael

#41
Just thought, how dangerous is it to modify the syntaxes of the build-in functions or variables? Do you need a special program to do this safe? How bad damage does Notepad cause?

I mean, like changing the game.inv_activated to game.lastinv, for example. Or adding global vars, like gs_globalstrings[50]?
#42
I got yet another suggestion for AGS... this one I really would find useful. Searching and reading the changelist gave me no proof of this existing, so....

What if you could name rooms?

(Bad example:)
Like if you have a game with fiver rooms, and you have saved them rooms 1-5. The, you want to make an opening cutscene, and use the numbers 1-3 for it's rooms. This causes that you need to tweak the scritps in every five original rooms. If the rooms would have names, tweaking the scripts wouldn't be needed.

Just thought about it and brought it up....
#43
So... I'm working on a game, just a little one, and I have a beta version very soon ready... just need to go throuhg for any major bugs (in case any show up) and put in some hotspots and interactions.

So, my game, "The McReed Case" is a 320x240 res police game, and in the demo, which will be the beta version with all found bugs fixed, you get to play lke 4 first rooms.

So, anyone interested in testing, reply in this thead, or send my PM or email. I'll pick a few among the ones entered...
#44
Critics' Lounge / GUI Style
Tue 26/08/2003 13:40:49
Is this GUI style any good? I want to know what I could improve, what to change, etc.



A little info on this GUI can be found here.
#45
Advanced Technical Forum / Non-blocking wait
Mon 25/08/2003 20:06:52
I searched, and found non, so I think no-one has asked before... unless there's something I have missed again, so no-one ever needed to ask. Well, anyway:

Is there a way to create a non-blocking wait? I mean, If I have a while loop, which should be run only once in a cycle, but be not blocking, how do I do this? And is it possible to make a while loop that is paused for only each 2nd cycle, so it doubles the speed of the loop? I tired using timers, no succes. I'd really like to get rid of the Wait(1); blocking the game while the loop runs...

In case I have missed something, which ofcourse then makes me look stupid, someone puch me on #ags... ;D
#46
A system which you can use to form sentances from wav's containing single words or combinations.

Like:

DisplaySpeechSS (EGO,"I am teh EGO!", 1, 3, 6, 8);

would display EGO saying the sentance, and play sound files ss1.wav, ss3.wav, ss6.wav and ss8.wav to simulate ego's speech... like the system in HL. Would greatly help the speech pack making.

;D
#47
Backgrounds:
The Start Point
In front of Power Plant
Behind Power Plant
Inside Power Plant - Remake
Area map
Power Plant's caretaker's office (this one I forgot earlier... :P)

The cursors: http://kotisivu.mtv3.fi/tk/gifcur.zip

Teh Char: Archgon

And the main char walking: Down

Put em links to avoid long loading time of the topic... If the links don't work, Go to www.freewebs.com/tk_ags/ -> Main Projct to see the BG's, char and walkanim.
#48
I had a command:

MoveCharacterBlocking(EGO,,,0);

Which crashed the editor while saving the room. Does it do the same in the new version?
#49
Okay, here we got a logo I drew with MSPaint... But I dont have a name..! "BlueEye Software"? "BlackEye Ware"? Tell me what you think of the pic and give suggestions for a name...

#50
Critics' Lounge / Animation...
Sun 13/07/2003 16:05:52
In case someone is interested, I made some animation with my old LEGO-constructions and my digital camera... go ahead and see... if you are not so scared as AJA was... :D

http://kotisivu.mtv3.fi/tk/anim.htm
#51
Does AGS support .FON or .FNT fonts? I have been working on for outlines to one as a little hobby, and I thought if I could use that font as a speech font in my game. Could it be too difficult to implement support for these fonts if the are not allrady supported...
#52
I posted this here beacuse those new AGSers who come to ask how to get the LEC statusline to work. The LEC GUI that comes with AGS uses scritp like this:

if (GetLocationType(mouse.x,mouse.y)>0) { // or whatever like that
Ã, GetLocationName(mouse.x,mouse.y);
Ã, //someting
Ã, SetLabelText(0,0,"Walk to...");
}

etc.

But I found an easier way. I dont know how many people have thought of this, and if this is allready posted somewhere in the forum, but anyway:

All the GetThisAt and GetThatName can be replaced with @OVERHOTSPOT@, right?

So, make a new GUI, put it where you want the statusline to be, create a label on it and set the size and position. (In this script the statusline is GUI 0 and the label is object 0.)

Then, put into the global script repeadetly execute function: (add teh stuff beween the line starting "function" and the last })

function repeadetly_execute() {
Ã, // the comment line here
Ã, if (GetCursorMode()==0) SetLabelText(0,0,"Walk to @OVERHOTSPOT@");
Ã, if (GetCursorMode()==1) SetLabelText(0,0,"Look at @OVERHOTSPOT@");
Ã, if (GetCursorMode()==2) SetLabelText(0,0,"Interact with @OVERHOTSPOT@");
Ã, if (GetCursorMode()==3) SetLabelText(0,0,"Talk to @OVERHOTSPOT@");
Ã, if (GetCursorMode()==4) {
Ã,  Ã, string usinginv;
Ã,  Ã, string useinvtxt;
Ã,  Ã, StrCopy (useinvtxt, "Use ");
Ã,  Ã, GetInvName(character[GetPlayerCharacter()].activeinv,usinginv);
Ã,  Ã, StrCat (useinvtxt,usinginv);
Ã,  Ã, StrCat (useinvtxt," with ");
Ã,  Ã, StrCat (useinvtxt,"@OVERHOTSPOT@");
Ã,  Ã, SetLabelText(0,0,useinvtxt);
Ã, }
}

Quote
Ã,  Ã, StrCat (useinvtxt,usinginv);
Ã,  Ã, StrCat (useinvtxt," with ");
Ã,  Ã, StrCat (useinvtxt,"@OVERHOTSPOT@");

Is because when there is no hotspot or char under the mouse, it says "Use XXX with ". This can ofcourse be changed very easy:

Ã,  Ã, StrCat (useinvtxt,usinginv);
Ã,  Ã, StrCat (useinvtxt," with @OVERHOTSPOT@");

Would make it say just the "Use XXX".

Sorry if I cause any trouble to ya all nice moderators, but this just popped into my head and I couldn't hold it all just by myself. Ã, ;)

THIS CODE CAN BE USED BY ANYBODY WHO NEEDS, in case it works.
#53
So here we are:

Here is the newest version:


Here you can see the older versions
http://kotisivu.mtv3.fi/tk/rawenorth.gif
http://kotisivu.mtv3.fi/tk/rawenorth_v2.gif

And it is VERY UNFINISHED, so dont give commentary about shades, outlines etc yet. Just the look of it.
#54
Critics' Lounge / Another char form Ashrad
Sun 18/05/2003 09:24:52


Just tell me what you think...
#55
Here you go: Ashes.mid

There is a story behind this name, but I don't have time to write it donw right now.

Two other mids from the game:
Dark - cutscene music
Castle - dunno if I put this in the game

You might guess my favourite instrument if you listen to all of these...

PLEASE FEEDBACK
#56
I am not sure if this has been asked before... But anyway: Sometimes when testing my game I come up with this:

Select talk mode, talk to other char. end conversation (next time you try to talk to him, you just get a message saying he dont want to talk to you), and when you click to remove the last message box, the main char starts to walk to the point where the mouse was (talk mode!). And if I click again, the char starts walking there. This goes on until I change mode or click on the main char. If I click on the other char, it starts the converstion...

Is this a bug in AGS or in my game? It's fun, but I'd like to get rid of it....  :P
#57
I'd like to create a room where the player can't use the mouse outside of the menu, which is brought up by the ESC key. I want the room to be a sorta platfrom-game style, where the char is moved with the arrows (walk left and right, crounc (maybe), jump) and shoot or punch or kick or something with CTRL, change weapon with some keys like Z and X, change inventory item the same way, with A and S for ex, and use inv with ENTER of something like that... Is this possible without wrinting several dozen lines of code and if-conditions nested and involving all the rep_ex, on_key_press and that sort of things? Sorry for the messy explanation and the typing mistakes...
#58
Ok... I re-wrote this post... Below is the main character and his idle anim. (Delay is 1 sec...).



The Secon version of the walking down anim:

There seems to be a problem with it... I'll upload it elsewhere...

Another arts:
The first boss

Info site:
http://www.freewebs.com/tk_ags/index.htm

PLEASE COMMNETS AND SUGGESTIONS
#59
I have no idea has someone asked any of this before, so I'm asking it anyway.

Firstly: Is there any way to get the inventory items to center  and get highlighted edges when pointed in a custom inv? (like the build-in inv)

Secondly: How do I make possible to change the cursor mode while the mouse is on a GUI? I tried a few thing, and it worked fine until I tried changin the mode on the GUI, then in the game view. It locked up the changing, and when i right-clicked on an inv item, it started working again. I tried to fix this, an the inv cliking didn't work anymore. I coluldn't select inv items, instead it changet the cursor mode when I left-clicked on an inv item. Anyone have a clue on how to get the thing working?

The basic idea: The cursor mode could be changed with the RMB, no matter on what the mouse is, and the LMB would do what it normaly does. (run game commands like walk and look, change cursor mode on the corresponding GUI buttons, select inv items etc.)

If anyone can understand that, I hope he/she will help me if he/she can. Thanks in advange, and sorry for the mess.  ::)
#60
Ok... Becouse my first project, RaM, was cancelled (m0ds: if you're reading this: I couldn't write to the topic coz it was locked! Thaks alot AJA, you saved me the trouble of continueing with the game storyline... ;D The topic can be deleted, it can't be posted to, after all...  :()

So here's what I'm up to:

Sledge Hammer! And the BlueMoon - TRAILER[/b]
Trailer is avliable here. The Video file is so damn big and crappy coz it just became so damn big and crappy... I tried to make it small, and that seed to be the best I can do at the moment... I have intro and main menu ready and 2 rooms waiting for finishing. Allso a long storyline and the basic plot ready. I'll post images as soon as I get the first rooms ready and the demo story complete. (Might take a while, coz Sledge himself is still in state of draft (if you know what I mean) And: I just yesterday evening got the idea to add a plantpot to the lobby to be digged with something, so I got some extra work to do... Oops... Revealed plot... Damn me... ;D) Anyway: Hope no-one's angry with me... I seem to be very good in upsetting people...  :-[

THE PLOT
You play as Sledge Hammer, the most violent and stupid police officer in the history of television (or at least that they said in a Finnish TV show called "Uutisvuoto"). The story begins one peaceful tuesday morning when the museum manager call's the police that a very valuable diamond, the "BlueMoon", has been stolen, but no alarm devices were activated. There's no trace of any kind of brake-in, nor anything else criminal, only the glasscover of the diamond was broken and the glass pieces were taken. The case is given to Hammer to investigate, so you start of by seeing what is going on in the museum office. There you find a lot of clues, but nothing sure evidence.

THE DEMO
I will release the demo of this game as soon as possible (I allways say that). Maby during May?
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