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Topics - Kinoko

#201
If I wanted to make a game based solely on keyboard input with no mouse cursor, would the best way to achieve this be to set the cursor mode to 'wait' and give it a transparent graphic?
#202
Adventure Related Talk & Chat / RPGs with AGS
Tue 15/06/2004 16:57:12
All the various RPG development programs out there have annoyed me and don't really seem too good. I haven't seen one so far that seems to have produced a decent (as far as I'm concerned) RPG and most are either too complicated for me to be bothered learning or are too simple and don't allow enough customisation. I found myself saying over and over again, "Why can't there be an AGS in the RPG world?"

So, I'm thinking about whether it would be possible to create a reasonably simple and yet nice looking RPG with AGS. Most things seem quite possible, even if the 'how' would be slightly more difficult than with a proper RPG game maker. I think that even with a few things like that, the ease of use and customisation of AGS would make up for it.

What I wanted some opinions on, since I've only made one game so far and I'm not QUITE yet a scripting genius, are whether people think a few things would indeed be possible with AGS with some creative scripting. I don't expect people to come up with the scripts for me, but just a little opinion on whether you guys think this would be feasable.

The sort of RPG I'm after is similar to Illusion of Gaia or something like that. Not tile-based (so, free-moving which suits AGS fine) and with a real time battle system with only one character (so no turn based fighting or anything - just like normal slash and hack action with HP/EXP etc thrown in for good measure).

Some things I'd like opinions on (possible or not?) are:
-Name input (though not with keyboard, using arrow keys to choose characters)
-Dialogue in boxes appearing letter by letter.
-Jumping/pushing/running with different button presses.
-A 'stopping' animation after the player stops running (like skidding)
-Random movement of NPCs within certain limits
-A menu screen showing items/stats/etc.
-Random (within certain limits) numbers for amount of damage done to enemies etc.
-Lists and the ability to highlight items in them

That's just off the top of my head, I don't think I need to go through every little thing I may need. Those are the basics.
#203
General Discussion / MUD, MUD, glorious MUD!
Tue 08/06/2004 10:38:14
I've just started a 7 week mid-semester holiday and even though I have plenty of art-related work to do, I wanted to do something even less useful so I've gone back to my old MUD to play around again. I'm just curious about how many other people used to or do use MUDs these days? Where do you go? What would you recommend? My favourite place is Adventures in Stormgate (stormgate.dyndns.org 2345)... nice place!
#204
General Discussion / State of Origin
Wed 26/05/2004 16:08:45
Yeah, all you fellow Aussies knew it had to happen. A thread about the wonderous State of Origin! I can't help myself.

How many people are Blues supporters and how many support the Maroons? I sure hope given the amount of Brisbanites here you all agree with me in supporting QUEENSLAAAAND!

(Freaking golden point... grumble, grumble...)

I can't wait for the second match because I have great seats at Suncorp ^_^ Only my second Origin game at Suncorp ever... hope it's the best one! (Though it'll always be hard to beat your first)

... and just to brag further - who has season tickets? *waves the card around and does the mexican hat dance*
#205
General Discussion / z5? + Legend of the Sword
Tue 25/05/2004 15:26:02
I just downloaded my beloved game, Leather Goddesses of Phobos from Underdogs but alas, it's in a file type called "z5". What on earth is this and what can I do with it?

I also got Legend of the Sword... man, I love that game! Did anyone else play it?
#206
I've been getting the occasional bug report role in but I don't know exactly what the problem is.

The error message points to this line:

/**/Ã,  Ã,  Ã,  Ã, else SetActiveInventory(GSlocid);

and says, "SetActiveInventory: player doesn't have any of that inventory". It happen when the player tries to give an object (unhandled event) to the bear character. I suspect it's to do with my placing of the unhandled event line in the script but I'm not sure where it should go if that's the case. Sorry if this has a ridiculously obvious answer. Here's the whole script:

Ã,  // script for character19: Use inventory on character
if ((character[EGO].activeinv == 5) && (GetGlobalInt(2) == 0) && (GetGlobalInt(3) == 0)) {
DisplaySpeech (EGO, "Nah, not yet.");

}

else if ((character[EGO].activeinv == 5) && (GetGlobalInt(2) == 1) && (GetGlobalInt(3) == 0)) {
DisplaySpeech (EGO, "Nah, not yet.");

}

else if ((character[EGO].activeinv == 5) && (GetGlobalInt(2) == 0) && (GetGlobalInt(3) == 1)) {
DisplaySpeech (EGO, "Nah, not yet.");

}

else if ((character[EGO].activeinv == 5) && (GetGlobalInt(2) == 1) && (GetGlobalInt(3) == 1) && (GetGlobalInt(10) == 0)) {

if (Go()==1) //Start going to the object and if the player
   {Ã,  Ã,  Ã,  // does not abort do the following:
FaceCharacter (EGO, BEAR);
DisplaySpeech (EGO, "Have a look at THIS!");
SetCharacterView (EGO, 20);
Wait(40);
DisplaySpeech (BEAR, "You got it! You got your circus!");
DisplaySpeech (EGO, "Just like I ALWAYS said I would.");
DisplaySpeech (BEAR, "Wow, so now I can come and be apart of your art?");
DisplaySpeech (EGO, "You sure can, Damien. You sure can.");
DisplaySpeech (EGO, "Just meet me at the circus this evening.");
DisplaySpeech (BEAR, "I'll be there!");
DisplaySpeech (BEAR, "Until then, I'm going to sit here and dream about my new life of freedom.");
SetGlobalInt (10, 1);
}
}

else ifÃ,  ((character[EGO].activeinv == 5) && (GetGlobalInt(2) == 1) && (GetGlobalInt(3) == 1) && (GetGlobalInt(10) == 1)) {
Ã, 
DisplaySpeech (EGO, "I don't need to do that.");Ã, 
}

else if ((character[EGO].activeinv == 22) && (GetGlobalInt(2) == 0)) {
Ã, 
DisplaySpeech (EGO, "Why would I do that?");

}

else if ((character[EGO].activeinv == 22) && (GetGlobalInt(2) == 1)) {
Ã, 
if (Go()==1) //Start going to the object and if the player
   {Ã,  Ã,  Ã,  // does not abort do the following:
FaceCharacter (EGO, BEAR);
SetCharacterView (EGO, 20);
Wait(30);
LoseInventory (22);
ReleaseCharacterView (EGO);
DisplaySpeech (BEAR, "Oh! A little bike!");
DisplaySpeech (BEAR, "And it's red!");
DisplaySpeech (EGO, "Have I ever done you wrong?");
DisplaySpeech (BEAR, "Well, I haven't known you for very long.");
DisplaySpeech (EGO, "Yeah, and we're already off to such a good start.");
DisplaySpeech (BEAR, "Well, thanks for that.");
DisplaySpeech (BEAR, "Now you just need to get a circus.");
SetGlobalInt (3, 1);

}
}

else Unhandled();Ã, 


#207
I thought I'd make this a new thread since the original thread announcing the release of 'Cirque de Zale' should probably be put to rest sometime soon. Plus, I'd like people to actually read this, as opposed to skipping over an old thread.

What I'm curious to hear from people who have played the game is whether there were any characters in the game that you guys particularly liked and might like to see in a sequel. I plan on getting a little more serious with the sequel (seeing as the first game was only a 'test' for me anyway) so I'd really like to get just a tad more specific detail in what people liked in the game.

Thanks! ^_^
#208
Can anyone translate this for me? I don't even know what language it is... but it's about my game and I really wanna know what I says @_@

http://plnehry.idnes.cz/adventure/cirquedezale.html
#209
General Discussion / Australian/NZ accent
Mon 26/04/2004 15:32:38
For the first time after 21 years of watching American tv shows, I'm just starting to be able to pick up the difference between the American and Canadian accents.

So I was curious as to whether people outside of Australia and New Zealand can tell the difference between our accents? To us, it's about as obvious as you can get but I know how hard it can be when you're not used to hearing even one of the accents.
#210
DG gave me the idea to start this thread ^_- I think the sex topic is getting a little too nice, we need to fire people up again! Yes, controversy, arguments, hate! My plans for worldwide destruction are coming int- ... I mean, I think this would be a very stimulating topic that may lead to greater cooporation and understanding in the world.

Where do you stand on the topic of drugs? Before I go on, let me say to all you nitpickers that I'm talking about THOSE drugs... you know. Not caffiene, not medicinal drugs, not emotional drugs... those BAD drugs.

With that, my stance is pretty obvious. I have 0 tolerance for them. I hate them. I don't think any stupid drug should be legal, and teenagers are often idiots. Who gave teenagers permission to do anything, anyway?

All you pot smokers out there? This means you, too. It's bad, and it makes you stupid and dead. It pisses all the rest of us who have to deal with you off, too.

...and yes, I think alcohol is okay. Alcohol in reasonable doses is fine, and is used by lumberjacks and big breasted women. Pot is for hippies. Damn those hippies! I hate them so!
#211
All of a sudden, this new error has turned up in my game that won't allow me to progress. It always worked before but I haven't changed this particular script at all.

Basically, I need to give 4 items (in any order) to a character. This error now appears after giving ANY of these 4 items to the character. It seems to conk out at any of the LoseInventory lines. Here's one of the items' script.

if (character[EGO].activeinv == 23) {
if (Go()==1) //Start going to the object and if the player
   {      // does not abort do the following:
FaceCharacter (EGO, DUST);
FaceCharacter (DUST, EGO);
DisplaySpeech (EGO, "Here you go.");
SetCharacterView (EGO, 20);
Wait(10);
SetCharacterView (DUST, 87);
Wait(20);
LoseInventory (23);  //Game will crash here
ReleaseCharacterView (EGO);
Wait(10);
ReleaseCharacterView (DUST);
SetGlobalInt (17, 1);
}  
}

The error I get comes with the number 2.60.693. It says, "GetInvName: Invalid inventory item specified" and points to this line of script in the Global Script:

/**/     GetInvName(character[GetPlayerCharacter()].activeinv ,usedinvname);

Here's the surrounding script:

/**/function unhandled_event(int xxx, int yyy){/////////////////////////////Unhandled Event//////////////Unhandled Event
/**/  int type=GSloctype;//GetLocationType(mouse.x,mouse.y);
/**/  string locationname,usedinvname;//,buffer;
/**/  StrCopy(locationname,GSlocname);
/**/  RemoveExtension(locationname);
/**/  if (GetInvAt(mouse.x,mouse.y)>=0) type=4;
/**/  if (GSagsusedmode==4){
/**/     GetInvName(character[GetPlayerCharacter()].activeinv ,usedinvname);
/**/     RemoveExtension(usedinvname);
/**/    if (type>0) type+=4;
/**/  }
/**/  if (GSagsusedmode!=9 && type!=0 && IsGUIOn(MAPS)==0){
/**/  

I can't make any sense of it. The inventory numbers are all correct.
#212
General Discussion / Wonderful song
Fri 16/04/2004 05:04:16
This is REALLY off-topic for an adventure game forum, but I want outside opinions on this.

http://www.anime.com.au/Katt/misc/FutariNoBasho.zip

This song is, in my opinion, amazing. It's called Futari no Basho (duh) and it's in Japanese but the language isn't the point. I've given this song to a lot of friends who just kinda 'meh' at it, and I don't get it. I've had this song for months now and it still makes my spine tingle. I just need to know if there's anyone on earth besides me who really thinks this song is great.

If anyone's interested, it comes from a PC shounen-ai game called Kannago no Tori. If you don't know what shounon-ai is, you probably shouldn't know. ^_^
#213
General Discussion / HTML - counting downloads
Fri 16/04/2004 04:52:30
This is probably ridiculously easy, but my knowledge of HTML is limited. How can I implement that "Downloaded xxxx times" counter that's on the Games page on another webpage?
#214
I've had reports that certain things are occasionally not working in my game. There's one instance where you have to give Item 'A' to a character. This will set GlobalInt(6) to 2. Once this is done, you can then give Item 'B' to this character. I'm getting reports that even after giving Item A to this character, the game won't let you give Item B to the character. It gives the response that would normally come up if GlobalInt 6 was either 0 or 1.
I've checked and rechecked MANY times and there is absolutely no instance anywhere in the game of SetGlobalInt (6, 0) or SetGlobalInt (6, 1). It also only seems to be this way some of the time. I've tried the game myself and it works the way it should but for some people, sometimes it happens this way.

I've had similar problems happen in other spots of the game - instances where the only solution I can think of is that something somewhere is setting a particular GlobalInt to a value it shouldn't be, even though there's no code ANYWHERE that's doing so (in an obvious way).

That's the reason why Item A sets GlobalInt 6 to 2 as opposed to just setting it to 1. I had the same problem before, in that the game seemed to have automatically made GlobalInt 6 equal 1 right from the start of the game. I changed the SetGlobalInt instance to 2 and the response to 2, and it worked fine... it was a quick way of fixing the problem but I never did find out why the game seemed to think GlobalInt 6 equalled 1...

I have no idea, I can only think that it's a bug. Any ideas, anyone?
#215
Wow, man. This is... I now have a desktop on this computer. Check this picture out:

http://timisgod.mixnmojo.com/art.php?pick=Nighthawks#picked

A friend pointed it out to me. I'm so, like, completely, like, like impressed! Don't forget to check out the larger versions for the whole picture. ^_^

By the way, my friend did the "Dylan the Eyeless Mouse" picture on that page. Also awesome!
#216
Actually, that subject may be misleading. Basically, an error has been reported in my game. Apparently, when a certain object was given to a certain person (an action that was supposed to give an unhandled event response) the game crashed and he got an error message pointing to line 656

/**/       if (GScaninteractinv==1 && IsInventoryInteractionAvailable(GSlocid,MODE_USE)==1){

... of the global script.

I realised that I hadn't written in the line "else Unhandled();" at the end of that script, and I've now done it. Since I wasn't the one getting the problem in the first place (doing this action just had no effect but there was no error or anything), I can't tell if it's been fixed or not. It seemed to be something that only happened some of the time... that sort of thing makes me think it must be an engine bug or something but I really don't know.

If anyone needs it, here's some of the surrounding script:

////////Mode Look at if walk or pick up modes selected when mouse on inventory
/**/    if (GlobalCondition(1)){
/**/       SetMode("look at");
/**/       StrCopy(GSusedmode,GSmode);
/**/       GSagsusedmode=GetCursorMode();
/**/       SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/       RunInventoryInteraction(GSlocid, MODE_LOOK);
/**/       SetMode("default");
/**/    }
////////////////////////////////////////////////
/**/    else if(GlobalCondition(2)==1){}
/**/    else{
/**/       StrCopy(GSusedmode,GSmode);
/**/     if (GetCursorMode()==2){
/**/       if (GScaninteractinv==1 && IsInventoryInteractionAvailable(GSlocid,MODE_USE)==1){
/**/         SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/         RunInventoryInteraction(GSlocid, MODE_USE);
/**/         SetMode("default");
/**/       }
/**/       else SetActiveInventory(GSlocid);
/**/     }
/**/     else {
/**/       GSagsusedmode=GetCursorMode();
/**/       SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/       RunInventoryInteraction(GSlocid, GetCursorMode());
/**/       SetMode("default");
/**/     }
/**/    }
/**/  }


This is a bit beyond my understanding, so I don't know what the problem was in the first place and whether it should now be fixed.
#217
Completed Game Announcements / Cirque De Zale
Tue 13/04/2004 05:17:39
OH MY GOD!

It's finally here... get your diapers because this may cause you to relieve yourself.

CIRQUE DE ZALE is at last among us. It's been among me for awhile, but now it's out here with the collective. After a lot of beta testing, I can confidently state that I'm 90% sure this game is free of bugs and any major glitches, and most grammar and spelling mistakes.

So... what are you waiting for? It's sitting right there, looking like a lonely little puppy or kitten, waiting for you to download it and give it all the attention and love you can spare.

http://www.anime.com.au/Katt/misc/cirque.zip

Let me know what you think! Unless you think it's bad... if that's the case, best not say anything at all. I may cry.

(Seriously, criticism welcome. I may beat you to a bloody pulp but I'll take it all into account so I can make another even better game next time!)

EDIT: Ah, I should probably mention that the game is zipped into a 3 meg file. It's small enough for EVERYONE to enjoy!
#218
Advanced Technical Forum / SetObjectView error
Thu 18/03/2004 13:24:17
I have an object in a room that I want to animate. The object in this room is 0 and the view I want to give it is 101, so I have

SetObjectView (0, 101);

in the room's "before fadein" interaction editor.

This worked FINE when I tested the room on it's own but when I go through the game normally and get to the room, it crashes before the room loads with an error: SetObjectView - Invalid view number used.

I just can't make any sense of it, the view isn't used -anywhere- else in the game until this point.
#219
Sorry if this is in the manual but for the life of me, I can't figure out how to get this done.

Basically, I have a character in the back of a room that I want to have talking, as if he's reading a speech over and over. I need this to be said in the background so it doesn't affect normal gameplay, and I need this character to stop speaking when the player talks to him. I then need him to start talking in the background again when the dialogue is over.

I tried using DisplaySpeechBackground but all the text appears at once and even then, I have the problem of repeating the "speech" over again once it's all finished. Plus, the character doesn't use the talking animation when this method is used.

Any ideas, anyone? Would the answer maybe involve creating a seperate text file with the engine accessing it and turning it into speech?
#220
(I'm sorry to double-post but I originally posed this question in the "Lucasarts" thread and it hasn't ad a response yet. I would like to get this thing sorted fairly soon, especially seeing as I think it's probably got an incredibly simple answer so... yeah, I'm sorry. I'm just an impatient little thing ^_^)

I'm using the MI template. I have a cutscene that starts with an "use" action. The GUI disappears for awhile and then reappears later in the cutscene. The problem is that when the GUI is turned back on, the "use" action is still highlighted in the action bar.

Is there a way I can change the text in the action bar to the standard "walk to" before the GUI reappears? It looks very odd having it reappear so much later with the same old action still written there.
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