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Messages - Ishmael

#3041
Competitions & Activities / Re:September MAGS
Mon 29/09/2003 11:39:46
Just wondering... has anyone finished my game? :P I know some people have had problems in it...
#3042
Whoops.... ;D
#3043
is the 'give the player inventory item' action nested to the conditional, or just placed under it? It needs to be nested (or whatever, like subfolders in Windows foldertree). If it's not, drag it there, if that's possible, otherwise, create a new one inside it, and delete the old one.
#3044
It is the GUI name ;D Change it to the right one if your inventory GUI isn't named 'INV'. Mine is...
#3045
The midi question:

in the room repeadetly_execute:

if (GetMidiPosition() == 127) // or whatever is the number of notes total in the midi
SetMidiPosition(12); // or whatever number of notes should it loop to

Study the manual for those functions.
#3046
Competitions & Activities / Re:September MAGS
Sun 28/09/2003 18:45:01
Updated: http://kotisivu.mtv3.fi/tk/McReedCase.zip

and original: http://kotisivu.mtv3.fi/tk/McReedCase1.zip



And I solved the player speech color problem ;D

I trust the correct one is set for the voting subject, and I honor the decision made.
#3047
int CurrentCharID;

fucntion AddCharInv(int InvCharID, int invitem) {

// Get current player character
CurrentCharID = GetPlayerCharacter();

// Get inventory character's location
invcharx = character[InvCharID].x;
invchary = character[InvCharID].y;

// Move inventory character ot same location as player to prevent unwanted screen moving
character[InvCharID].x = character[CurrentCharID].x;
character[InvCharID].y = character[CurrentCharID].y;

// Get inventory character's current room, and make sure they are not visible in the screen
invcharroom = character[InvCharID].room;
character[InvCharID].room = -1;

// Add the inventory item
SetPlayerCharacter(InvCharID);
AddInventory(invitem);
SetPlayerCharacter(CurrentCharID);

// Put inventory character back where they belongs to
character[InvCharID].x = invcharx;
character[InvCharID].y = invchary;
character[InvCharID].room = invcharroom;
}

And:

fucntion LoseCharInv(int InvCharID, int invitem) {

// Get current player character
CurrentCharID = GetPlayerCharacter();

// Get inventory character's location
invcharx = character[InvCharID].x;
invchary = character[InvCharID].y;

// Move inventory character ot same location as player to prevent unwanted screen moving
character[InvCharID].x = character[CurrentCharID].x;
character[InvCharID].y = character[CurrentCharID].y;

// Get inventory character's current room, and make sure they are not visible in the screen
invcharroom = character[InvCharID].room;
character[InvCharID].room = -1;

// Add the inventory item
SetPlayerCharacter(InvCharID);
LoseInventory(invitem);
SetPlayerCharacter(CurrentCharID);

// Put inventory character back where they belongs to
character[InvCharID].x = invcharx;
character[InvCharID].y = invchary;
character[InvCharID].room = invcharroom;
}
#3048
What problem it has? It reports an error?
#3049
I like MAGS just the way it is now... I WOULD probably concider if I wanted to enter the selection of the next owner, but I fear I can't keep up with the dates so well... Like if MAGS was to close the 27th, I'd remeber it on the 28th and so on... Well, I could try, but I'd probably screw up... I'd make it a AMAGS - Aproximately Mothly AGS Competition - and the rules and keeping-track-of-entrys would become messy... :P
#3050
Advanced Technical Forum / Re:Commercial Games
Sun 28/09/2003 12:45:10
.ogg is well compressed, in my opinion, and of cource AGS supports .ogg! Why else would you have been adviced to use it? :P

I had an .ogg converter somewhere sometime....

http://www.audio-converter.com/index.html <-- There's one
#3051
That's a good idea... Allthough you can probably do it by scripting already:

int CurrentCharID, invcharx, invchary, invcharroom;

function CharacterInventory(int InvCharID) {

// Get current player character
 CurrentCharID = GetPlayerCharacter();

// Get inventory character's location
 invcharx = character[InvCharID].x;
 invchary = character[InvCharID].y;

// Move inventory character ot same location as player to prevent unwanted screen moving
 character[InvCharID].x = character[CurrentCharID].x;
 character[InvCharID].y = character[CurrentCharID].y;

// Get inventory character's current room, and make sure they are not visible in the screen
 invcharroom = character[InvCharID].room;
 character[InvCharID].room = -1;

// Open the inventory of the other character
 SetPlayerCharacter(InvCharID);
 InventoryScreen(); // or custom inv code here
 SetPlayerCharacter(CurrenrCharID);

// Put inventory character back where they belongs to
 character[InvCharID].x = invcharx;
 character[InvCharID].y = invchary;
 character[InvCharID].room = invcharroom;
}

I have not tested, but this should work...
#3053
If the program you used to make the mp3 can save the sequence as midi, you can do it. But, as far as I know, there is no programm which converts any sound format to note sequences, or vice versa.
#3054
Competitions & Activities / Re:September MAGS
Sun 28/09/2003 11:47:15
I count that 10pm here?

White didn't fit as Scott's talking color... It messed the game up in my opinion. And I have no problem reading it.

I have fixed more bugs today... like the one if you first get your mail, then talk to boss, then get the gun and keys in order, you can't leave the police station.
#3055
you should pass the cords as varibables:

MoveCharacter(EGO,egomovx,egomovy);

or something
#3056
I am a bit irretated by you quoteing whole posts with then next reply.... well, it's none of my business.... so nevermind....

You should place the int declareations at the beginning of the global script, and the other code inside the repeadetly_execute, the first line of it shows:
Code: ags
function repeadetly_execute() {


And drop the last } from it...

Set the GUI to either "Popup Modal" if you want it's appearing to pause the game, or to "normal" if you want it to not. Set the GUI's position ot Y 0, X -#, where # is the width of the GUI, and fix it in the script
#3057
Competitions & Activities / Re:September MAGS
Sat 27/09/2003 14:01:54
Sorry 'bout that... I used a Black-n-Blue style in the beginning of production, and left it there... I'll use my own standard for new projects, white :P

I made some unchantments, like closeup and shooting animation for Scott in the end scene, some dialog fixes, bug fixes, and other minor fixes...

I got an updated version ready, just need to change the talking color... But I won't be able to upload it untill tomorrow evening..

Btw, has anyone found the so called secret? :P
#3058
I can't see other way... You probably need to reduce the number of frames...
#3059
The inventory should appear on the custom GUI... You sure you addad a inventory window to it, and it is big enough, and you have inventory items?

For the disappearing/appearing inv:

Lets say we have inventory window 40 pixels wide, 200/240 high, resolution dependant. (and a 320x200 game, in the case). Try this:

Into Global Script:

int invx, invopen;

function repeadetly_execute() {
 if ((mouse.x < 20) && (invopen == 0)) {
   while (invx < 0) {
     invx++;
     SetGUIPosition(INV,invx,0);
     Wait(1);
   }
   invopen = 1;
 } else if ((mouse.x > 40) && (invopen == 1)) {
   while (invx < -40) {
     invx--;
     SetGUIPosition(INV,invx,0);
     Wait(1);
   }
   invopen = 0;
 }
}

Does that work?
#3060
Seemingly new people keep posting about these XP problems... There are at least a few theads of this, but I'm not sure has anyone come up with a solution for this........



* TK slaps Micr0$0ft around a bit with a large AGS game
<TK> ....
<TK> No effect...



Sorry for that...

Have you tried the XP compability mode for like, win98? Win98 works well with AGS  games, AFAIK.
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