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Messages - Kweepa

#3201
As Jackhammer said, there are probably easier ways of writing a minigolf game.
However, if you are set on writing it in AGS - and why not? it's a challenge, which is why I guess you'd want to do it - the best approach would probably be to

- restrict courses to 45 degree angles (so you can do collision responses with the edges of the course easily)
- draw the whole thing totally top down and use walkable areas and shading to indicate slopes
- use a rotating line aiming system
- use a 2 or 3 mouse click timing system for determining the strength and accuracy of the shot
- use fixed point maths (or a floating point plugin if you want to cheat!) for the ball physics
- add some obstructions as moving objects - by restricting these to 45 degree angles too you can bounce off them easier

Looking forward to it as a minigame in an adventure!

Steve
#3202
Critics' Lounge / Re:High Crimes Title Screen
Sun 15/02/2004 23:03:27
Looks pretty good.
Why is the guy skipping while talking to the secretary though?
#3203
This is something CJ has commented on before.
Basically he said he wasn't going to change it because existing scripting would be broken.
I don't agree with the decision but whaddaya gonna do?
The solution, anyway, is to always use brackets to force left to right evaluation.
#3204
Hmmm...
Maybe it wasn't such a good idea to upgrade to the latest version if you're using a template from an old version.
You can probably get the latest version of the template, but then you'd have to copy over whatever you've scripted of your game already.
Alternatively, you could load up the new template as a new game and paste over the broken functions in your old game. But I wouldn't recommend this unless you don't mind a lot of hassle.

I'm sure there's a thread about this already - I tried a quick search but nothing showed up, but you might try browsing the sticky template help thread, or doing some more thorough searches.
#3205
Sounds like there must be something wrong with your scripts anyway - I'm guessing two room changes :)

Presumably AGS doesn't like 2 NewRooms in one script because this happens (it could be the fade in - try setting the room transition style to instant).

You've just fooled it into accepting two NewRooms by putting one of the new rooms "inside" the MoveCharacterBlocking.

Are there any other dialog_requests after #15?
Could there possibly be a NewRoom there?
Or in the PlayerLeavesRoom? Or the PlayerEntersRoom (before fade in) of the next room?

Does it play the sound looping?
Because I put a NewRoom(the same room) into the before fade in of the new room and got the black screen and a looped version of the sound I play in the after fade in function.
When I changed the room transition style to instant, the game obviously locked up before getting to the next room, although the sound played.
#3206
Or you could draw the posters as if they were on each wall, have an object on each wall where the poster should be, and use:
ObjectOn(x);
SetObjectGraphic(x, y);
when the player uses a poster on a wall.
x = wall object number
y = sprite number for poster used on wall x
#3207
What is in the script for entering the new room?
The NewRoom command should work fine from a dialog_request.
#3208
Besides, DLLs provide a great way to extend AGS. I doubt they are going away any time soon.
#3209
I think having "Alien Rape Escape" as the only completed game is going to send out the wrong message.
Or is it the right message?
#3210
James, about (5):

You know you can just put this in the script header:

#define left 0
#define down 1
#define right 2
#define up 3
import function FaceDirection(int c, int d);

And in the global script

function FaceDirection(int c, int d)
{
int x = character[c].x;
int y = character[c].y;
if (d == left) x--;
if (d == right) x++;
if (d == up) y--;
if (d == down) y++;
FaceLocation(c, x, y);
}

Sorry for going off topic.

I believe CJ is working on (7) though.
#3211
Have you used RefreshMouse() in the script? That might change the x, y coordinates. If so, you could try storing mouse.x and mouse.y in local variables.

Or, perhaps you have closed the inventory window.

Or, maybe you have used AddInventory or RemoveInventory, thus changing the order of the icons in the window.

Or, it could be that AGS uses the whole rectangle for the inventory to determine if you clicked on it, but GetInvAt just uses the non-transparent parts? Does it happen if you click on the black bits around the inventory objects?

Steve
#3212
Hmm, since you can't reset the current room, using ResetRoom doesn't seem like a great solution.

I think you should use a save slot instead, so when you know the player has the option to do something dangerous, call

SaveGameSlot(100, "Ooh, dangerous");

and when they click the "Restore" button,

RestoreGameSlot(100);

The manual recommends using slot 100 and up for this sort of thing, since the standard save slots are 1-20.


As for changing the standard dialogs, your best bet is just to create new ones. For example, the Quit/Play dialog only pops up if you call QuitGame(1) in your global script. Instead, GUIOn a new dialog of your creation and if the player clicks Quit on it, call QuitGame(0).

Steve
#3213
It's project Ginger!
#3214
Critics' Lounge / Re:A new style...
Fri 13/02/2004 23:16:24
My advice is to keep reading http://pixeltutorial.cjb.net/
#3215
S-Made: no :)

DM: You are correct. What is thy bidding my master?
#3216
Uh oh, looks like I'm going to have some trouble judging!

InCreator: glad to see you got your face patched up.

Mr Frisby: I'm glad you can't multiply!

WanderLady: "Everything we see hides another thing, unless we add a side view."
#3217
Great start!
I like it more than your avatar. (Is that a paper bag?)
#3218
General Discussion / Re:Art of QBasic
Thu 12/02/2004 19:46:40
Remember Twin Kingdom Valley, or the Hobbit, where you got to watch the pictures drawing, then filling with colour?
#3219
Quote from: TK on Thu 12/02/2004 19:34:29
(I haven't read everything in this thead, just the problem and the first solved points)

So you wouldn't have seen that the code in my post does exactly what you said :)
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