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Messages - Konador

#41
Thanks Barbarian, that's a really helpful post to me :) I didn't code it to make him walk to objects even if nothing happens, he just does it anyway. I guess to stop it I would have to remove the "walk-to spots" from each hotspot and use a manual move character command on every item?

Spoiler
Your idea about the glint on the items in the shed is a good one, which I'll try to do. I thought it might frustrate people a bit actually, but I thought that was all part of the genré, heheh.

With the tennis ball I forgot to uncheck the "display next message after this one" box, oops. Sometimes when I'm creating messages, it is just randomly clicked for no reason, and I forget to check.

The hand shaped thing is just a random foreground item. I saw forground items are used a lot in other games, Lucas Arts ones especially, so I thought I'd just throw it in for effect :P
[close]

Yeh I do have plans for the other items which aren't needed, is it common practice to remove all such items from demo versions and only include them in the full game?
#42
AGS Games in Production / Re: The Bar
Thu 15/07/2004 11:35:51
Wow what a great looking background! How did you get it looking so good, and how long did it take you?
#43
Just a quick little note to say I've updated the demo with unhandled events and some cheesey background music, hehe :)
#44
Quote from: [lgm] on Wed 14/07/2004 21:50:08
I was raised on Adventure Games by mere chance chance :) (Our first computer came when I was 5, and it came packaged with Space Quest 4 and King's Quest 6)

Kings Quest 6 was one of my first ever games too, along with Lemmings and Zool - Ninja of the Nth Dimension. Ahh the good old days :)
#45
If I put in an extra one in it says:

Unexpected "}"

I've tried loads of different combinations or braces and stuff, but none of them seem to work :(
#46
Thanks :)

I tried editing it and adding a section for inventry combinations,

Quote#sectionstart unhandled_event
function unhandled_event (int what, int type) {
Ã,  if (what == 1) { //if Hotspot
Ã,  Ã,  if (type == 4) { // if Talk To Hotspot
Ã,  Ã,  Ã,  Display ("That can't speak, duh.");
Ã,  Ã,  }
Ã,  Ã,  if (type == 2) { // if Pick Up Hotspot
Ã,  Ã,  Ã,  Display ("I can't pick that up!");
Ã,  Ã,  Ã,  Ã,  Ã,  if (type == 3) { // if Use inventry with Hotspot
Ã,  Ã,  Ã,  Display ("That wouldn't do anything useful.");
Ã,  Ã,  }
Ã,  }
Ã,  }
Ã,  if (what == 2) { //if Object
Ã,  Ã,  if (type == 2) { // if Talk To Object
Ã,  Ã,  Ã,  Display ("That can't speak, duh.");
Ã,  Ã,  }
Ã,  Ã,  if (type == 5) { // if Pick Up Object
Ã,  Ã,  Ã,  Display ("I can't pick that up!");
Ã,  Ã,  }
Ã,  Ã,  Ã,  if (type == 3) { // if use inventry with Object
Ã,  Ã,  Ã,  Display ("That wouldn't do anything useful.");
Ã,  Ã,  }
Ã,  }
}
Ã,  if (what == 5) { //if Inventry item
Ã,  Ã,  if (type == 3) { //if inventry item on another
Ã,  Ã,  Ã,  Display ("Those two things wouldn't work together.");
}

#sectionend unhandled_event

When I click test it says "unexpected if on line 148", which is this line:

if (what == 5) { //if Inventry item

Whats the problem with it?
#47
Thanks for the feedback guys, I'll look at the issues you mentioned. Did anyone get round to completing it? If so did you find it too hard? Too easy? I would be interested to know because I can't test that aspect, knowing exactly what to do and everything :)

kotoftherings: Hmm this might be the wrong forum, but I consider it a full game as it stands. It has a beginning and an end, and isn't a work in progress. I guess any additions I make in the future carrying on my storyline could be considered sequels :) They will of course be much longer. I have a very long period of free time coming up, so if I can do this, with 6 scenes, in 2 days around school, I should be able to do a fair bit of work during the holidays :)
#48
AGS Games in Production / Ben's Adventure Demo
Wed 14/07/2004 16:55:40
Hi all! This is my very first game. I only downloaded AGS 2 days ago. I've just completed making the demo version and I would love to know what you guys think. Is it worth me carrying on? I have a pretty good plot in my head, much better than what you get to see in the demo. unhandled_event will be used as soon as I figure out how to do it.

Thanks for any comments!

Download:
http://www.konador.com/bensadventure.zip

Screenshot:
#49
I'm in XP. Thanks for the tip, that's a great help! I don't know why I didn't think of that before actually :)
#50
Hi. I've found it very difficult to get the walk-behind areas to join up with the background pixels they should be on. I always end up with the character walking behind a couple of pixels background, or in front of part of the outline of the object. I can't seem to find any way to zoom in to make drawing the hotspots easier so I was wondering if anyone had any useful tips and tricks?

Thanks.

(I'll post a demo of what I'm making soon 8))
#51
Hi, Thanks for the reply. I've read all the material on this but I still don't know what to do. Is it something like:

#sectionstart unhandled_event

unhandled_event (1,7) "I'm not picking that up!"
unhandled_event (2,5) "Why would I want to pick that up?"

#sectionend unhandled_event
#52
Ah okay, thanks. Just to help me understand what it is I'm using, is the "True" bit what tells the game to wait for the movement to finish before starting the dialogue?
#53
Hi. I have read the help files for unhandled event, but I am really new to this and I still don't understand how to script. I even tried copying the unhandled_event code from the demo game but it comes up with errors when I try to test game. I changed the character name from EGO to my character but still get an error. The code is completely meaningless to me, and I have no clue how to customise it. Is there a plugin which will let me do it in a similar way to programming in dialogues? Or is there someone out there who can explain it to me step by step? I'd like to have a rotation of 3 or 4 "I can't do that" type things, so that I don't have to program every single hotspot and item combination.

Thanks for any help you can give,
-Ben
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