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Topics - Jakerpot

#21
Hi everyone, i`m trying to add a counter when a character (cCliche) quit the room, it`s 2 counters, one if the player picked up the pills (object) and another if the player doesn`t. The two are the same thing, i just changed the ID from them to make them diferent to each other. here is the code:

Code: ags

function room_RepExec()
{

cCliche.Transparency = 100;

if (IsTimerExpired(8)){
  cCharacter.Say("Oh no! he is comming!");
  SetViewport(600, 112);
  SetBackgroundFrame(1);
  oMetalBar1.SetView(7, 0);
  oMetalBar1.Animate(0, 5, eOnce, eBlock, eForwards);
  oMetalBar2.SetView(7, 0);
  oMetalBar2.Animate(0, 5, eOnce, eBlock, eForwards);
  oMetalBar3.SetView(7, 0);
  oMetalBar3.Animate(0, 5, eOnce, eBlock, eForwards);
  Wait(10);
  oMat.SetView(16);
  oMat.Animate(0, 5, eOnce, eBlock, eForwards);
  SetBackgroundFrame(2);
  Wait(40);
  cCliche.Transparency = 0;
  IsClicheOnRoom = 1;
  SetBackgroundFrame(2);
  cCliche.Say("Ha! Now i will take this intruder and teach him a lesson!");
  cCliche.ChangeView(15);
  cCliche.Animate(0, 5, eOnce, eBlock, eForwards);
  cCliche.ChangeView(11);
  cCliche.Say("I need my pills!");
  ReleaseViewport();
  SetBackgroundFrame(3);
  oMat.Visible = false;
  if (IsOnHidePlace == false){
  cCharacter.ChangeRoom(26);
    }
 else if (IsOnHidePlace == true){
   cCliche.SetAsPlayer();
   cCliche.Walk(626, 185, eBlock, eAnywhere);
   cCliche.Walk(358, 186, eBlock, eAnywhere);
   if (PickUpPills == false){
     cCliche.FaceObject(oPills, eBlock);
     cCliche.Say("Oh! Here are my pills!");
     oPills.Visible = false;
     cCliche.Walk(214, 170, eBlock, eAnywhere);
     cCliche.Say("Let's see if this boy is hidden on the security system room."); 
     SetTimer(3, 400);
     cCharacter.SetAsPlayer();
     cCliche.ChangeRoom(5);
     IsClicheOnRoom = 2;
   }
     if (IsTimerExpired(3)){
       cCliche.ChangeRoom(4);
       cCliche.SetAsPlayer();
       cCliche.Say("Dammit! Where the hell is this boy?");
       cCliche.Walk(cCharacter.x, cCharacter.y, eBlock, eWalkableAreas);
       cCliche.Say("Ha! Did you think you could escape from me? Ha!");
       cCharacter.SetAsPlayer();
       cCharacter.ChangeRoom(26);
     }
  if (PickUpPills == true){
    cCliche.FaceLocation(371, 119);   
    cCliche.Say("Hey, i remember to put my pills there!");
    cCliche.Walk(214, 170, eBlock, eWalkableAreas);
     cCliche.Say("Let's see if this boy is hidden on the security system room."); 
     SetTimer(5, 400);
     cCharacter.SetAsPlayer();
     cCliche.ChangeRoom(5);
     IsClicheOnRoom = 2;
  }
     if (IsTimerExpired(5)){
       cCliche.ChangeRoom(4);
       cCliche.Say("Dammit! Where the hell is this boy?");
       cCliche.Walk(523, 181, eBlock, eWalkableAreas);
       cCliche.Say("Ha! Did you think you could escape from me? Ha!");
       cCharacter.ChangeRoom(26);
     }
 }
}
if (SecSystem == false){
  SetBackgroundFrame(0);
}
else {
  SetBackgroundFrame(1);
  oMetalBar1.Visible = true;
  oMetalBar2.Visible = true;
  oMetalBar3.Visible = true;
  oDoorLeft.Visible = true;
  oDoorRight.Visible = true;
  oMat.Visible = true;
}
}


Well, the counter 3 and 5 doesn`t work when expired, i don`t know if they are triggered too. Why they don't work? Can someone help me please?
#22
Hi, i'm making my game without using any walkcycles, because i can't do it, i just can't, it's impossible to me do it. So here is the point, i need someone that can make a walkcycle to me, for two characters, here are the images:
OBS: PM me, and you can edit the character if need to.

Clerk (Player):


Dr.Cliche (Villain):


Thanks you very much! If you help me, you will be credited in my game credits!

J-
#23
Hi everyone, i`m making my game manual, and then some questions poped up on my mind;

*what the manual must have? Excluding how to play the game, of course.
*what atractives will be good to add to it? (images, organizated text...)
*and what more i can do to make it look professional?

Thanks!
#24
Hi everyone, i need help with creating a cursor, a interact one, i`m making a brand new GUI to my game, with in my opinion is better than the other i made first.
Here is the slot for the cursor button:

*UPDATED*
The new GUI Options, i think i will pu them all in the game and let the player choose, if someone has any ideia on how to do it, tell me! I think i will use int`s.




an there is the new GUI, the top and bottom (still in creation) one.

Top:


bottom:


Thanks you comment, sai what you need to say, comment and all the things

OBS: The Backgrounds of my game where made in 200 x 320, but there was no espace for the GUI`s, so i added a black tire in the bottom and top sides of the bk to the GUI`s, if you think the buttons are small, do you think i should put all on top an re-organizate it? Just for explanation, the bottom GUI will have the room name and information, but will be only avaliable when you find the Mansion Map  ;) I will add some stylish functions to it, like hints button with options to select the topic of your obstacle, you can give me suggestions too! Thanks!!
#25
Hi, i developed a code, but it doesn`t work! (Ooooo!!!) When cCliche should walk, he doesn`t, the viewport is released and he disappear! Someone can search my error/s and tell me please? I`m stuck in this error for one week, and can`t figure wth is it...

Code: ags


function room_RepExec()
{
cCliche.Transparency = 100;
if (IsTimerExpired(8)){
  cCharacter.Say("Oh no! he is comming!");
  SetViewport(600, 112);
  oMetalBar1.SetView(7, 0);
  oMetalBar1.Animate(0, 5, eOnce, eBlock, eForwards);
  oMetalBar2.SetView(7, 0);
  oMetalBar2.Animate(0, 5, eOnce, eBlock, eForwards);
  oMetalBar3.SetView(7, 0);
  oMetalBar3.Animate(0, 5, eOnce, eBlock, eForwards);
  SetBackgroundFrame(2);
  Wait(80);
  cCliche.Transparency = 0;
  SetBackgroundFrame(2);
  cCliche.Say("Ha! Now i will take this intruder and teach him a lesson!");
  cCliche.Move(629, 152);
  Wait(40);
  cCliche.Move(627, 173);
  cCliche.FaceLocation(527, 188);
  int PlayerX = cCharacter.x;
  int PlayerY = cCharacter.y;
    cCliche.Walk(PlayerX, PlayerY);
  ReleaseViewport();
}
if (SecSystem == false){
  SetBackgroundFrame(0);
}
else {
  SetBackgroundFrame(1);
  oMetalBar1.Visible = true;
  oMetalBar2.Visible = true;
  oMetalBar3.Visible = true;
  oDoorLeft.Visible = true;
  oDoorRight.Visible = true;
}
}
function hHotspot1_Interact()
{
int RandomInteract=Random(2);
if (RandomInteract==0){
  dRandomInteract1.Start();
}
if (RandomInteract==1){ 
  dRandomInteract2.Start();
}
else {
  dRandomInteract3.Start();
}
}

#26
Hi, i want to know now: Can i make a character change from a room to other without it fade to black? because i have some rooms that the player will travel through many times fast, and i think it`s incovenient a black screen appear in every transition. Cant i change without any interruption? Thanks.
#27
Hi! i'm making an animation to my game, i have some perspective issues with it... here is the images:









from image 5, the frame turns bigger,  but i will adjust it in the future. I just don't have a clue on how to continue, if someone can help me, please ;]
Thanks J-
#28
Critics' Lounge / Rate my art and critic!
Thu 12/02/2009 05:14:39
Hi everyone, i will post them some samples of my art from mansion break, i wanted to ask you what can i change to make it look better. ThankS!


Dr.Cliche


Corridors In Game


Dungeon Just Background



The Machines Room Just Background


Secret Room In Game

Thanks!
#29
Hi everyone! This is my first game, and i wish everyone will enjoy it!

CREATIVE STUDIOS PROUDLY BRING TO YOU:

Mansion Break

PLEASE, COMMENT!

Story

Mansion Break start with Clerk, our hero, selling cookies door-to-door way for his school accampment. Then, Rocco, his friend, bet with him of  trying to sell a cookie box to the owner of the old mansion Cliche. Clerk already heard bad stories about Cliche mansion., about ghosts, horrible massacres and other things. But he takes the bet. after knocking on the door bell, the door open a little, and red eyes glowing on the darkness appears. Clerk, shacking of fear, pick up a cookie box and when he turns nobody is there and the door is closed. When he try to knock again, a trap door open on the door mat and Clerk fall on a steel huge pipe. The steel huge pipe lead him to a dungeon room. He think "WTH?" and then he run to the door and start screaming.
But no one can hear he. So he think that he will have to figure a way out by himself, and later, ask why he is there.

Screenies!

                               ATTENTION PLEASE!
Graphics almost all re-invented!!! Look for screens to see the change!




The Dungeon! Can you solve that puzzle?





The Secret Room!





The Computer Room with new improved graphics!





Goole Home Page! Yes, you can use the Web!





This is from the corridors, i will still re-make it as the others.





The Inventory window, showing the Examine function.




End of Screenies!
PS: Some rooms can be changed in the future.

Characters

Clerk:

He is our "hero" (The "" because he only save his own skin). He is 16 years old and have some skills with programming.

Dr.Cliche:

He is our villain. He will chase Clerk through the mansion (not like in Clock Tower, he will "chase" him, capicci?) and do everything to keep him on the mansion until Clerk test his new experiment, the ----------.

Cherry:

She is our busty beautiful young lady. She married Cliche, but it isn`t about money. It`s what she said, but don`t believe her. Dumb and stupid, she can help you some way, but just when her husband isn`t looking.

George:

Our fat-nerd-lazy character! He just sleep eat and surf on web. He doesn`t even go to the bathroom. Ok, he go to the bathroom. Sometimes... He is Dr.Cliche son with Cherry. Well, this is what dr.Cliche thinks...

CC (Central Computer)

Our sarcastic font! He have a triple personality, Lucas, Johnson and Bill. Lucas is the normal one, the one who does his function and nothing more. Johson is the bad one. He destroy everything he think is useless, and hate everyone. And Bill is the good one. He will help you at the max if his help son`t break the rules...
OBS: The Speakers are only the "arms" of the computer, the "brain" is located in somewhere on the mansion... Maybe you can find it?

Minigame
Yes! It have a hacking minigame! It consist on putting pieces in a grid to check all itens and interlace them.
It gonna have 10 levels, and maybe a level creator expansion.
You will have to play the minigame through the 10 level`s to hack the security system and open a door.
You will see the minigame some times through the game, 1 at the beginning 2 at the middle and 1 on the final part of the game.

Mini Game Screens
**Future minigame screens here!


Interface

The interface is very friendly, made to everyone learn in 1 minute how it works. Basicly, click on the image of the icon you want, and it will turn to a colored icon, and then you can use it, or press the right mouse button.
The inventory window is opened by clicking on the I icon.
A Lucas Status Line was added to it, so when the mouse is over an object, the name will be displayed at the top-middle of the GUI, as seen on the last screen.

Fetures:
*Computer Mini Game - Connect lines, GPU`s and Power Tools to gain acess to some Areas
*New Mini Game - Still need to be invented, but we plan to create two or more minigames!

Progress

Story: |||||||||| (40%)
Art: |||||||||| (30%)
Scripts: |||||||||| (20%)
Minigame: |||||||||| (60%)
Rooms: |||||||||| (20%)
Animations:  |||||||||| (20%)

About the Game
This game is gonna be a Medium (maybe full) lenght game.

Credits

Backgrounds: Jakerpot
Characters: Lo_res_man and Jakerpot
Music: Mods
Scripting: Jakerpot
Minigame Scripting: AsimosVagan
General Art: Jakerpot
GUI: Jackerpot
Animations: Jakerpot
Script Help: Khris Muc, Ghost, Trent R and a lot more people.

Demo Release Date
June-July 2009

Release Date
December 2009 or January 2010

Developer`s Diary

12/02/09: Yesterday and today, i dedicated to the animations, i made already 2, one of clerk picking up something, and other of him dropping off to his knees and using a item to grap someother item.
I will try to make another room and another animation tomorow.

06/03/09: Yes, i forgot this area ;P, with the back-to-school rotine i`m much disatent to some things, but it`s OK, now i re-make EVERY room. Some screens are old, but i will update them. SOME SCREENSHOT`S MAY NOT APPEAR, why? I don`t know, internal problems... well, i`m tyred of trying to solve that, maybe next week... New alternative ways to complete the puzzles added!!!!!! Now you can choose to pick up a secondary item, or let it there (just if is a secondary item), there will be many ways to solve it, most of them will change the future, and possibly, the end!  Yes, more then one end in the game! Possibly three or four! You can play the game some more times and complete it different ways, choosing difent itens and combinations, causing diferent cutscenes, animations, puzzles, IS A GAME WITH MANY OTHER IDENTICAL BUT DIFERENT GAMES ON IT. Well, i think it`s too much revolution to today  ;D i`m creating the manual too, that i will probably end in the next friday, or in the other friday.

03/16/09:  Added diary and masion map!!! Now you can write notes in the notes section, to remember anything, passwords, codes, routes... And there is an objective area, that show you current objectives. Ther is also a tips area, where you can pick up some tips. The Tip Modes can be changed on the Options menu, once there, selecting the Tips tab on the left, a slider will appear with the 3 tips levels, low, medium and high tips. Low tips will basicly display something like, "this door seems not to open from this side...". A medium tip (default) will be just like: "I need to find a way to open that door from the other side. Maybe a key or something in the keyhole might work.". And a High tip, will be like "If i only had a screwdriver, i could try it on the keyhole. Maybe this toolbox have a screwdiver!". That's it, i will post more things later as i update the game. Bye!

CONTACT:

creative_studios@ymail.com
or
computador_lego@yahoo.com.br

Thank you very much! Comment and rate it!  ;)


#30
 Hi everybody, i was entering the site today and my anti-spyware detected ags site as dangerous  :P
i will post the link so you can see:
http://www.websecurityguard.com/detail.aspx?domain=adventuregamestudio.co.uk&lng=
lol. Can contain ilegal things, spyware, adware and viruses, considered a phising site o.O
Can someone explain that ?
Thanks! J-
#31
Hello everybody! I can't figure this out:

Code: ags

function oLock_UseInv()
{
 if (player.ActiveInventory == iRustyOldKey){ 
 Display("Ops!");
 Display("Dammit! The key is broken!");
 player.LoseInventory(iRustyOldKey);
 player.AddInventory(iHalfKey);
 oLock.Visible = false;
 oLock2.Visible = true;
 }
}


the problem is:
Failed to save room room3.crm; details below
room3.asc(138): Error (line 138): buffer exceeded: you probably have a missing closing bracket on a previous line

WHY ??
please help me fast!
J-
#32
Hi everyone! Now i want to know; How many dialogs can i have in my game? i'm asking because at every look that the player does on something, is a new dialog that have to be created. And i have much of them. I know that is a another way to show the letters at the screen, but its too work. If you know some other ways, post it!
#33
Hi guys! I will like to know, did you like more games with score? Like Ben Jordan, or games with no score?
I prefer games with no score because i dont like "collectables" kind of things.
And You?
#34
Hi everyone! I wanted to know how to change a display(); text color.
Thanks! J-
#35
Hey guys! If you are good at creating characters, why dont try to help me? I suck at creating characters, but good on backgrounds. I need a character that is an adolescent of16 years old. He should have short hair, and wear blue pants. have brown hair, and wear a hat. Ok everyone, draw a simple sketch or a good drawing for Clerk (his name) and you will be creditated in my game very well! If it is possible, a walk-cycle would help  ;D Thanks! J-
#36
Hi! Well, i know that i'm creating too much topics, but i cant figure out this 2 things:

1- how can i change the GUI button sprite when some animation is rolling or an action ocurring, so the player cant use the buttons. It auto put some pixels in the GUI to show that the player cant use it. I have the graphics, but dont know how to change it.

2-How can i turn the inventory invisible when pick up a item from it? Like, when you pick up the item in the slot (my inventory is a window that pop up when clicked on a button) how can i turn the visibility of the inventory off auto. So i dont need to pick the item, press Ok and then use it. This can be seen in many games.

Thanks, and for no more topics, can i edit this post w further questions, so when i have a new one i dont need to star a new one?
Thanks again. J-
#37
Hi everybody. I'm stuck into a scripting code. I want to create a script that change the cursor mode when clicked. I have the button of Interact. I want to change the cursor to interact when player click. What script should i use? I already seen the help file, but i didnt get the right code yet. Please help me!
#38
Code: ags
Hi again script experts! I wanted to write a script that say; If background is frame 1, then remove tint from object1.
I writed then:
[Code]
function Rope_Interact() 
{
  light_is_on = 1 - light_is_on;  // toggle light
  SetBackgroundFrame(light_is_on);    // update background
     if (int.light_is_on == 1);
  oPurplepaint.RemoveTint;
  
  }


The room start w lights off, when interact to rope, its turn on, changing background frame. So i tint the object (oPurplepaint) when the lights are off to look more dark. But when i create a condition to remove the tint when background frame is 1 (lights on) an error pop up, saying that:

Failed to save room room2.crm; details below
room2.asc(34): Error (line 34): '.light_is_on' is not a public member of 'int'. Are you sure you spelt it correctly (remember, capital letters are important)?

Can you help me? light_is_on is a variable but i cant use it there! Thanks.[/code]
#39
Code: ags
[code]Hi folks, well i'm trying to do a puzzle in my game, that when you look to a hotspot, a object turns invisible (object1.visible=false) and other turns visible (object2.visible= true). And then, when object 2 turns visible, the player can pick it. I used a IF clause, in case that the player try to pick the object when it is invisible. then this is the code:

[Code]
function PaintingR_Interact()
{
 oSquare.Visible= false;
 oBlacksquare.Visible= true;
 Display("Its look like a pixel dropped off the mosaic.");
}

function oBlacksquare_Interact()
{
 if (oBlacksquare.Visible = true)
 {
   player.AddInventory(iBlacksquare,)
   oBlacksquare.Visible= false
 }
 else[
}


OBS: PaintingR is the hotspot.
oSquare is object 1.
oBlacksquare is object 2.

Whats my problem?
A error pop up in the screen when trying to save:
room1.asc(57): Error (line 57): Parse error in expr near 'oBlacksquare'

i already tryied anything, but nothing works! What should i do please??
[/code][/code]
#40
Hi everybody. I guess this question of mine sucks, it could be on the help, it could have already been posted or wahtever i'm doing wrong, i want to know; how the hell i make a light switch? In my room there is a lamp. and i want to the room to start black (not complete black, but almost all black) and the when the player interact with the small rope on the roof, the lights will turn on. And when the player quit the room and enter again, the lights will be already on (not if he turned off again before quiting). Did you understand?
Help me please  ??? ???
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