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Topics - Kinoko

#221
My game's getting pretty closed to being finished and I've been having a look at my game statistics. Even though I'm nowhere near going over the 2000 allowed dialogue messages, I'm much closer to that than any other statistic. I've used around 700 in my game, and although that's not even half, it just seems to me that people who would be making larger games than me (because I'd only consider mine to be of medium length at this stage) might run into this problem.

Again, not anywhere near being a problem for me, but it just seems like the sort of thing that -could- be a problem, as opposed to the possibility of someone coming anywhere near the 15,000 available sprite slots, or 500 sprite folders. ^_^ HAS anyone ever done that?
#222
Is it possible to have a character talking in the background of a room and also have their talking animation going?
#223
I've got an animated background in one of my rooms that seems to dislike one of my animated sequences. I just -cannot- figure out what's wrong with the code, though I know it's probably something glaringly obvious. The code doesn't seem to like any blocking functions, and at the moment, it keeps freezing on the "int waitimer=100;" line. Here's the code, please let me know what stupid thing I've done wrong! ^_^


At the top of the room script:

int bgtimer,curbg;
int bgdelay[4];


First time player enter's screen:

bgdelay[ 0 ]=5;
bgdelay[1]=5;
bgdelay[2]=5;
bgdelay[3]=5;
curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];


Repeatedly Execute:

bgtimer--;
if (bgtimer==0) {
curbg++;
if (curbg>3) curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];
}


Function for object:

int waitimer=100;
while (waitimer){
Wait(1);
object0_a();
waitimer--;
}

waitimer=100;
int handle;
handle=MoveCharacterToObject (EGO, 3);
while (waitimer){
Wait(1);
object0_a();
waitimer--;
}
#224
I'm looking for a modified version of the standard Mi2 fonts that come with the Lucasarts MI2 template. Basically, I need the character $ and # instead of any of the non-English letters.

Does anyone know where I can get one?

(OR alternatively, if someone feels like modifying the font in this way FOR me, I guarantee you a spot in my game credits and a life time supply of monkey fat).

DISCLAIMER: Guarantee of monkey fat not a real guarantee.
#225
I'm using the typical Lucasarts font in the MI2 template but I'd like to be able to have symbollic swearing (%$#@! etc). The font contains *, & and % but I'd like to be able to use $ and # as well. I don't need certain characters like ó or ú.

Has anyone heard of someone else modifying the font in this way, or if not, how can I modify it myself?
#226
I'm sorry I can't be more specific on this, but I've been working on my game for awhile so I'm not sure of any specific changes that could have made this happen.

I just noticed today that none of my walk-to points are working. Every hotspot HAS a walk-to point assigned to it. I'm wondering if there's a particular piece of code I need to check that might have been changed at some point and caused this to happen, or if there's just a piece of code I can add to make sure this works.

I'm using the MI2 template, if that helps.

Any ideas appreciated, thanks! ^_^
#227
Whenever I look at an object, the character will walk to a certain point that I assume the game has determined is as close to that object as possible. A lot of the time, this spot the character walks to doesn't look right so I wanted to set a walk-to point for these objects. Seeing as there is no 'walk-to' point for objects as such, I just set a MoveCharacter in the interaction editor. However, when I look at an object now, it walks to the original "pre-set" point, and then turns around and walks to the point I've designated.

Is there a better way of going about this and just having the character walk straight to the point I want?
#228
General Discussion / Midi synthesizer
Thu 19/02/2004 04:37:05
Does anyone have any idea where I can find (or just of the existence of) a free copy of some simple yet effective MIDI synthesizer? I just need something simple to make some MIDIs for my game but all I've come across myself are huge elaborate copies of Cakewalk products in the like that cost hundreds of dollars. I don't need every single music software feature available to man. Just something simple with a staff, and instrument selection. SURELY one exists somewhere @_@

Please help!
#229
I'm trying to get an opening/closing door thing going. I have a "door" as an object and in it's interactions, under ext. modes, I have this code:

if (UsedMode("open")) Go();
ObjectOff(0);

if (UsedMode("close")) DisplaySpeech (EGO, "It's already closed.");

Opening the door works fine, but when I click close on the door, the speech is displayed AND the Obejct is removed, hence opening the door.

Why is it adding in that extra ObjectOff action when it hasn't been specified?
#230
I'm using the Lucasarts GUI so I have commands like "close", "open", "push", "pull" and "give". How do I set interactions dependant on which of these GUI buttons were pressed? In the interaction editor, I only have access to "use object", "walk to object", "look at" etc...
#231
I'd like to have an interaction where if I talk to a character, a dialogue is run, but after the dialogue stops, an animation is run. I know that the 'run dialogue' interaction is run last and even after reading a thread where this problem was addressed for someone else, that solution doesn't work for me.

Basically, I put "run-script 1" at the end of my dialogue, and then:

function dialog_request(int value) {

if (value == 1) {

FaceLocation (FISHER, 120, 140);
SetCharacterViewEx (FISHER, 31, 3, ALIGN_CENTRE);
AnimateCharacterEx (FISHER, 3, 5, 0, 0, 1);
}

}



at the end of my global script. It's telling me that dialogue_request is already defined.
#232
I recently had problems with "look" functions being read as "walk to" instead, so I downloaded the new MI2 template and noticed the problem seemed to be fixed. When I tested my game later, and tried looking at a bunch of hotspots, the same old problem seemed to be back.

I've noticed that it's only a bunch of 5 hotspots, all physically (sortof) near each other that are doing it, and every other hotspot in the game is fine. Given this, I doubt it's a problem with the template. However, I can't see a single thing that's different about these particular hotspots, and I can't think of an reason why something should be stopping them working. They're essentially the same as every other hotspot in this particular room.

The only thing that makes me suspicious that there's some obvious thing I can't see myself is that they are all reasonably near each other (though not numerically in order, and not any closer than any other hotspots) but I can't think of why that would matter.

Any ideas, anyone? Or does this sound like some kind of bug?
#233
Welcome, people. Welcome!
I suspect it's time to warn you all of my upcoming new (first) release:



That's "Cirque de Zale" for those who find 320x200 resolution too freakishly small. Our hero... as it were... is Alexander Zale. He's just your average... well, he's not really. I don't personally know ANYONE who works in a circus cleaning elephant crap so I don't think that's average at all. I don't know, maybe YOU do. Make of it what you will. Somehow or other, Alexander finds himself in a typical situation - you're stuck in another dimension and some crazy stuff is going down. Happens to me every week. What?

Anyway, this wacky character finds himself in all sorts of crazy situations. Wacky, man. It's probably best I don't go on about it too much or else you'll just know it all. Anyway, it's very fun, I tell you!



That's right Alexander, it does sound good. I'm sure everyone likes the sound of it. That's why when it's released soon (about mid-March 2004), you should download your copy STRAIGHT AWAY. My god, don't think about WAITING or anything. The reviews will be incredible, I can assure you. The special effects alone, man... I mean, wow. The worst situation would be if you didn't get in on this game as soon as possible before all the downloadable game packages are gone. It's LIMITED, you know! You don't want to look UNCOOL or anything. Wait as patiently or as impatiently as you like, just make sure you rush to your nearest link and download your copy of 'Cirque de Zale' as soon as it's released!



CURRENT PROGRESS: Woohoo! Around 90% done now! So close! SO CLOSE!
#234
I've been posting this in the beginners forum up until now but I thought I'd see if I could get any more help from here before I went ahead and did much more.

Basically, I wanted to create an animated background controlling the delays between each frame. Gilbot helped me with that code and it works fine on it's own. Here for referance:

1. put on top of that room's script:
int bgtimer,curbg;
int bgdelay[3];

2. Put in "first time player enters screen" script:
bgdelay[ 0 ]=8;
bgdelay[1]=10;
bgdelay[2]=7;
curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];

3. Put in "repeatedly execute" script:
bgtimer--;
if (bgtimer==0) {
curbg++;
if (curbg>2) curbg=0;
SetBackgroundFrame(curbg);
bgtimer=bgdelay[curbg];
}


The only problem is that, as the room in question is used only in a short cutscene, I have some blocking functions in there such as Wait, DisplaySpeech etc. One suggestion was to use this:

int waitimer=100;
while (waitimer){
Wait(1);
room_b(); //change it if your repeatedly execute script is not of this name
waitimer--;
}


instead of Wait(100); and that worked but before I do that for every single function in that room, does anyone have any other ideas as to how I can continue to have my background animated regardless of other blocking functions?

Thanks.
#235
Is there any way to control the delay for each individual frame of an animated background?
#236
I'm currently using CreateTextOverlay to create some text, but is there any way I can align it centrally? I -could- probably go to all the trouble of creating the second line of text as a seperate overlay and manually centring it ..... but I really don't wanna have to do that.
#237
I've got most of my intro sequence going now, but I have one minor problem. I'd like to change the room at one point, after having previously taken the player character and another character out of room 1 and into room 2. I can get everything displayed as I want, and all the characters at the right coordinates by using character[].room and NewRoomEx in the local script for room 1.

I then want to DisplaySpeech and use some animation in room 2, but I can't seem to make the script respond. The intro stops as soon as the new room is loaded.

I basically have a blank script for room 2. What lines of code do I use in the room 2 script to allow me to start scripting actions?
#238
I'm trying to start creating my intro sequence, so I'm testing a few things. I've written a MoveCharacterDirect function into the script, but when I try to run it, it tells me the character isn't in the room. According to what I've put in the individual character settings, he is (along with EGO)... am I missing something? Do I have to set a function in the script manually putting this character into the right room?

I'm also a little unsure of exactly where in the script I should be writing my intro sequence functions. Could someone tell me exactly where I should be writing them? Right now, I'm putting them after function game_start. Why do I have the feeling my two problems are related?
#239
Hi,
I'm sorry if this has already been answered somewhere but I looked around and couldn't find it in any of the FAQs or help guides.

I'm just starting to test my first room in a new game, I've created my  player character and imported the first room, set all the walkable areas, walk-behinds and the baseline, and the starting point for the character. I've basically followed the tutorial up to the "Making your first room" point.

When I setup and test the game, it appears fine and everything seems as it should until I click on an area to try and get my character to walk somewhere. I get an internal error that reads like this:

run_text_script1: error-1 (Runtime error: Wrong number of parameters to exported function 'unhandled_event') running funtion 'unhandled_event'

I know next to nothing about scripting so far so even though I can see what's written under the unhandled_event section, it doesn't mean much to me. This error also happens after I look at a certain inventory item, though it lets me click on the GUI (I'm using the MI2 GUI template) buttons and look at another inventory item.

Again, I'm sorry if this is posted elsewhere or should be obvious.
Thanks
#240
I'm currently in the middle of my first game, and starting to import sprites. I'm using a resolution of 640x400 and when I go to import a sprite, there's a checkbox asking whether I want to "Import for 640x400" resolution. Should I be checking this?
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