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Messages - JRock

#61
I guess all of you are right.Ã,  Cuz I decided to design all my own character sprites for my new game and it was a pain (especially since I used MS PaintÃ,  :P ), but after I completed them and saw the final product, I was very proud of myself.Ã,  I got a good feeling that I could never get by simply using something someone else created.Ã,  And when you create your own sprites, you are only limited by your imagination and not by whats available to download from the net.Ã,  I guess I would be a little upset if someone used my sprites.Ã,  (I put hours of work into it, just for someone to simply right click and "save as"Ã,  ;D )

Quote.....Everything we do, we gotta come original.....You know it ain't easy.....
(from"Come Original" by 311)
#62
Thanks gilbot!Ã,  it works now.

(I did forget the last "}".)

I made a simple mistakeÃ,  :P , but thanks for pointing it out for me!Ã,  Ã, ;D
#63
I've been trying to use a timer for a sequence in my game and I cannot figure it out.Ã,  I read through the manual and the info on timers was not helpful.

Here's the situtation:

I have two characters in a room.Ã,  (The playable character and a NPC).Ã,  The playable character is "STAN", the npc is "SEC."
I wanted to set it up, so that ten seconds after stan enters the room, sec will turn and face him and say something.

So I started with this:

Code: ags
 // script for Room: Player enters room (after fadein)
SetTimer (1, 400);


To begin Timer 1, to go for ten seconds (400 game loops).

Now, I have to use this:

Code: ags
if (IsTimerExpired(1) == 1) {
Character[SEC].FaceCharacter(STAN, eBlock);
Wait (20);
DisplayMessage (25);


This will make SEC face STAN, wait 20, then display message 25 after ten seconds have elapsed, I think....The above code may be wrong, so if anyone knows how I could correct it, that would be awesome!)

Another problem is, Where should I use the event for when the time expires (After Fade-in, Repeatedly execute, etc.)?

Any help would be awesome!Ã,  Thanx everyone!!Ã,  Ã, ;D

#64
Wow!  This looks excellent!  Great job on the backgrounds!
Can't wait to try it out!   ;)
#65
Thanks for the comments everyone!Ã,  :)

Here's a couple more screens:

This is the GPS display that will appear when Stan gets in his car.
The different icons represent destinations (obviouslyÃ,  ;D )

(I wanted to have a way for the player to get around the city, but I didn't want to use a regular map, so I tried this!)

Here's another example of how I use real images along with what I make.
The skyline is a real photo of New York and the foreground was created by me.

I like combining real images with my drawing.Ã,  I think it adds realism, yet keeps the
aspect of fantasy.

Coming along pretty good on the game. (76%).Ã,  More updates soon!Ã,  Ã, :=
#66
Yes.  Ben Jordan was a big inspiration for me on this project. 

As far as how many episodes, well.....we'll just have to see how the first one goes!   ;D
#67
J.A. Productions presentsÃ,  Stan Ames : Private Eye, Episode 1 - Murder Incorporated

   Stan Ames, PI (for short), is the first in a series of episodes following the exploits of a seemingly washed-up detective.Ã,  Each episode will put Ames on dangerous worldwide missions of conspiracy and intrigue.Ã,  The pilot episode “Murder Incorporated”, introduces Stan Ames as a lowlife PI who's good for nothing more than snapping photos of cheating husbands and cleaning up what the cops leave behind.Ã,  Then, a mysterious call from a woman in distress, leads him on a journey through a demented corporations evil schemes.Ã,  Upon uncovering a shocking conspiracy, Ames finds himself in much deeper than he has ever been before……

Here are a few screenshots from actual gameplay.Ã, 

Ã, 
Ã, 

I will post more screens soon.Ã,  I am coming along pretty good on this game. This is actually my first project with AGS that WILL reach completion.Ã,  I had worked on a few projects before, but lost them due to computer issues (damn spyware!!!), but trust me, I'm fully protected now!

The game will run at 640 x 480 (unless you prefer 320 x 240, which will make the visuals look like sh-t).Ã,  About 30 rooms to explore.Ã,  Lot's of puzzles, and a haunting soundtrack.

Story: 100%
Graphics: 97%
Scripting: 90%
Music & sounds: 100%

Expect Stan Ames, Episode 1 mid to late February.Ã,  Ã, ;)



#68
Disregard what everyone has said!   Keep up what you are doing! 
I love it!!!!!!!!!!!!!!!!   ;)
#69
Drunken adventrure?  Thats just about every friday night for me.  ;D Hmmm.......Sounds cool!  Looks good!  Keep it up!   ;)
#70
General Discussion / Re: Using real names
Sat 21/01/2006 15:53:20
I don't use my real name, Just my initials. Ã, J.A. Productions is the name of my game development. Ã, (J.A. Being my initials) Ã, That way, you feel like you are SOMEWHAT recognized, but still confidential. Ã,  ;D Ã, ;D
#71
Thanks Strazer!Ã,  Your module is working well for me!Ã,  Problem solved!
#72
oh boy.  that WOULD be a pain in the a$$! 

I guess that's an option that I might consider.  Until then,
anyone else have any ideas??
#73
I tried it like this:

Player walks onto reigon:

Code: ags

SetFrameSound(1,0,3,3);
SetFrameSound(1,1,3,3);Ã,  
SetFrameSound(1,2,3,3);
SetFrameSound(1,3,3,3);


(1) being the view number, (0-3) being all of the loops in the walking view,
(3) being the frame number in each loop where the footstep sound plays,
and the last (3) being the sound to change to.

then, I did
Player walks off reigon:

Code: ags

SetFrameSound (1,0,3,1);Ã,  
SetFrameSound (1,1,3,1); 
SetFrameSound (1,2,3,1); 
SetFrameSound (1,3,3,1); 


The first three columns being the same as above, but the last column changed
to (1), which is the original sound effect for the footstep.

But all of this did not work. When the character is on the area, it plays a combination of both sounds
(3) and (1), and after the character leaves the area, it plays sound (1) twice every frame instead of the usual once.

I know this may seem confusing, but any help would be awesome!!!

Thanks!!!
#74
I created a walking animation (view) for my character and I have added
a footstep sound effect to the view.

What I wanted to know (if it's even possible) is if I can change that sound for
certain periods of time (i.e. when the character steps on something wet, then change it back to the default sound after the character leaves the wet area.)

I'm not sure how I would do that.....

If anybody could help me, that would be awesome!Ã,  Thanx!
#75
MrColassal:
QuoteI moved this because it's not an AGS game but an AGI game...

So ummm....This is an AGI game?

What's the difference between AGS and AGI?
#76
I like it when their music is playing in the background during gunfights and battles during movies (i.e. The Matrix).  It just adds to the whole intensity.  So, yeh.  I like Rammstein.
#77
Well.....Sounds good to me. I prefer usind lots of "piano" midis in my games, so of course I like it!!Ã,  Ã, ;)
#78
Looks like an old Tim Burton movie.  Awesome job!!!   ;)
#79
COOOOOOOOOOOL!!!!  ;D
#80
This game is DEEEEEEEEEEAAAAAAAAADDDDDDDDD!!!!!!!!!!!!!!



:-[
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