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Messages - LRH

#601
Here's some updates:

The programming is basically completed, thanks to some serious help from the community.

I've got a few more things to iron out (bugs to kill and hopefully some more pretty looking GUIs.)

I'm starting to realize some of these puzzles are even harder than I thought they would be (tested them out on a few people) the biggest hint I can give is that you will REALLY need to think outside the box, and think of what the riddle could be referencing! The hints within the game are cryptic themselves, so you might want to get a small gang of buddies together to try and solve the entire game.

If I had to give percentages, I'd say:

Music 100%
Story 100% (Although there isn't much of one....)
Graphics 95%
Scripting 85%
Not going to give an exact date, but I think it's safe to say it's coming very soon.

And here's some more pictures:



#602
Completed Game Announcements / Re: Life
Sat 23/01/2010 18:28:31
Oi, I've never really been one for deep and inner meanings unless they slap me in the face. I understand the message when you stand still, which is really gloomy and depressing... :P

However, I simply can't place a meaning to the little box/trolly....

Anyone have some ideas?
#603
THANK YOU!!!!!!!!

Finally, it works. Thank you so much.
#604
Oh wow, didn't realize it was more than one  PC. Yeah, it has to be a software issue, but I'm wondering what the heck it could be. There are very few things you can do to screw up the graphics handling in AGS, all I can suggest is thinking about any edits before this happened... =/
#605
What kind of video card do you have?
#606
Also, if it helps to solve this problem at all, this is what I'm using:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=9435.msg462815#msg462815
#607
Funny enough there wasn't any code under function txtParser_OnActivate(GUIControl *control)

So I just added the code from above, now pressing enter doesn't parse the text, so until I delete it, which I don't want to do, it's broken, and I'm having a heck of a time figuring out how it all worked before if no code is here...
#608
Haha, I liked it. It was super quick but had a nice charm. I especially liked the language such as "substantial dowry" instead of, say, "a lot of cash". By the way...
Spoiler
What was the cat food for? I never had to use it...
[close]

FORGOT TO MENTION:
The bird-lord was the best part of the game. Period.
#609
Quote from: Khris on Thu 21/01/2010 09:09:20
Yes, you'd have to use a variable to tell AGS that instead of parsing the input, it's supposed to compare it.
You could set a bool (e.g. ask_food) to true as soon as the game reaches the point where it's supposed to ask the player for the food they typed in earlier.
Then, do this:

Code: ags
  // process user input
  if (ask_food) {
    if (input.CompareTo(fav_food) == 0) {
      // player entered the same food
      ask_food = false; // reset
    }
    else {
      Display("That's not what you told me last time...");
    }
  }
  else {
    // parse input
  }


Ahhhhh okay. I think I'm starting to get it a bit better. I REALLY appreciate all of the help I've been getting and I do apologize for not being a bit quicker to understand the code above, but I have a few questions.

With the enhanced text parser template I'm using, typing any letter immediately makes the parser's textbox visible. So what I think you're trying to say is, I don't need to make another GUI, rather I should make what's in the textbox of the parser gui be compared to my global variable, 'favfood'.  Only problem here is, pressing enter automatically parses the text, at which point the game crashes because the word for favfruit is not in the dictionary. So I guess my problem now is... how can I make it so that the textbox doesn't parse in this case? In the first instance of the player entering data, I solved this by using an "ok" button, but now that the player is in game, the "ok" button would look tacky, and the enter button causes it to parse before it can compare. At least, I think that's what is going on. Again, sorry for needed so much help on such a small subject and I can't tell you how much I appreciate the community support.
#610
Quote from: Khris on Thu 21/01/2010 09:09:20
Yes, you'd have to use a variable to tell AGS that instead of parsing the input, it's supposed to compare it.
You could set a bool (e.g. ask_food) to true as soon as the game reaches the point where it's supposed to ask the player for the food they typed in earlier.
Then, do this:

Code: ags
  // process user input
  if (ask_food) {
    if (input.CompareTo(fav_food) == 0) {
      // player entered the same food
      ask_food = false; // reset
    }
    else {
      Display("That's not what you told me last time...");
    }
  }
  else {
    // parse input
  }


Ah, ok. I suppose this is my problem. Since the parser comes up in game whenever something is typed, it hadn't occurred to me to simply disguise a GUI textbox as the room's "parser" tricking the player into thinking it was the same thing.
Thanks for the help, I'm off to work a bit today but I'll try this out later.

@ Goldfish - That would be something, but food was just for the sake of example...
If I told you what the variable truly was, it would give away a riddle to the game I have coming out :P
#611
Quote from: jamesreg on Wed 20/01/2010 23:41:04
I created me a view for my characters idle animations
set the correct number of the idle view in the tabs on the side that says idle view

the character does not idle

what could be causing this?

is scripting needed in addition to putting the idle view number in the side panel?

Can you give us any more information?
My only guess is that the view isn't set correctly. Maybe you could even try cEgo.IdleView to set up the view. (Like Khris said, in the game_start portion of the global script...don't knw if this will help, though :()
#612
Pretty cool game!
A bit short, but that's okay.
Loved the graphical style. Interesting ending, looking forward to see what happens next...
#613
I'm once again using the enhanced parser to make my current project. I received a lot of good help earlier from the community about how to get a string variable from the player, and I'm good with that. Now I've got a bigger problem:

Here's an example.

I ask the player what their favorite food is. I want them to be able to type in anything, so they aren't limited to any choices. They type it in, and it is stored as a variable. For the sake of example, let's say they wrote 'pizza' and the global string variable is called 'favfood'.

Now, later in the game I ask "What was your favorite food again?" I followed the instructions I was given before, but the game crashes with an error that stored variable favfood 'pizza' is not on the list of parser words. This is an issue, since obviously I cannot add every single food in the world to the parser list. Is there any way around this?
#614
Quote from: Grim Reaper on Wed 20/01/2010 19:48:03
It says in the trailer that game will feature numerous refrences. Looking at one room I can't help the feeling you reference Downfall at one or two points:) A cellar, with boxes, frightened girl sitting in the corner and a hole in the floor with a plank on it! Then there is a black cat there, in the kitchen full of knives!:) Any connection there or am I just being delusional?:) Anyhow, seems interesting. Also, great music in the trailer!

Well yes and no...
Amazingly enough, my girlfriend did these all on her own with very little of my instruction, and she's never played downfall (too terrified to try :P)

I know what you mean, though. The first thing I thought of when I saw the basement was of your game. Really amazing coincidence! (If it bugs you, of course, we can change that...)  The girl is actually a creepy doll, but I know it must be hard to tell with the video being only half the game's actually resolution. Also the cat is only in the den area with the clock, the thing in the kitchen is an over-sized dead rat. (Also going to blame that one on resolution...)

Reference really refers to how the bulk of the riddles are played out. I've written Riddles that very vaguely describe something, and it's your job to figure out what the hell I'm talking about (very... ala Sherlock Holmes, with a more modern feel)

Glad you liked the music, because that same composer does all the music that will be in the game!
#615
Quote from: Dualnames on Tue 19/01/2010 19:56:22
I really like the idea, sort of reminds me of 5Days a Stranger, can't really tell why. I'd love to if the game was scary.

Yeah, there is going to be a bit of an unnerving element. No "shock" sequences, but I figure it just makes it that much harder to solve riddles when you feel uncomfortable with the atmosphere :P
#616
Quote from: tzachs on Tue 19/01/2010 09:06:12
As Khris wrote in his comment, tbInput is the scriptname of the TextBox.
That means you have to create a gui, put a textbox inside it, and in the textbox properties write "tbInput" in the script name.

Ah. Heh. Okay, I see. I was under the impression tbInput was a function of AGS script.
I did throw a new global variable in the global variable window, though, so when I try this out later I think everything will go smoothly, I'll update this later.
#617
I very much appreciate the help, but now it throws the error:

room4.asc(6): Error (line 6): undefined symbol 'tbInput'
#618
Thanks for the support!
Just finished writing the riddles,  I'm so spent from that!
It's actually coming along quite well, I think I can expect to put it out somewhat soon.
I just threw together a quick trailer, I'll put a link in the first post.
#619
So it just occured to me... I've got no idea how to capture string values from the player to re-use at a later time. For example, what kind of code would I need if I asked the player to name their favorite fruit, they say orange. Later I ask, what was your favorite fruit again? And if they said orange, it would say something like " oh yeah, that's right." and If they say anything else it replies with " no I don't think that was it. " I am using this for a text parser game. Thanks in advance for any and all help and I am sorry for my poor typing quality, still getting used to this damned iPod!
#620
Well, I've been around the forums only lurking for the past several months, but I've decided to work on another project. I'm still working on the Eric Connors game, yes. But the animations are a lot to ask of my one artist, my girlfriend. So I'm basically waiting on art before that gets finished.

However, I really wanted to work on something. Since it only needs simple art, here's my latest work, the game's title is "Cryptic"

There's hardly any story here, but here's what little there is:

You're a nerdy young man, the constant bully victim of all the local kids. To prove your worth, you enter the mysterious and abandoned Acen Manor on a dare. It's a large and allegedly haunted mansion. Upon entering, you soon realize that there's no way out! The front door has locked behind you, and every door in the entrance hall is locked as well...except for one. It turns out that one door per each room can be opened with the solving of a riddle or puzzle. The promise of freedom if all twenty-five can be solved is too much to ignore. Don't give up!

Things get tricky, though. The more rooms you make it through, the more eerie the mansion becomes, and this causes you to become slightly more on edge with every room.  It's almost as if you're not alone.(No scary action sequences though, I promise :P ) The puzzles and riddles start out somewhat simple and range to ridiculously hard toward the end.

RIDICULOUSLY HARD.

(No, not in the sense that the riddle's answer makes 0 sense, but in the sense that you'll go insane thinking of the answer.)

The game can and will reference just about anything. It's your job to figure out just what answer the Manor is looking for!


A game for true riddle lovers!

Check out the website for more.  TRAILER HERE: http://domithan.com/?page_id=20

Here's some screenshots: (Sorry, I left out the text because I don't want to give away the riddles before the release!)





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