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Messages - LeChuck

#101
Quote from: Ashen on Thu 01/02/2007 22:09:24In what way does the speed variable 'not go over well'?

It doesn't move at all when being called in rep execute, but SetObjectPosition was exactly the command I was looking for, thanks! It looks and works great, I can't believe I missed that command! :)
#102
Alright, I've got two overlays in my room:
Code: ags
//script for Room: Player enters room (before fadein)
id1=CreateGraphicOverlay(0,250,984,0);
id2=CreateGraphicOverlay(150, 2, 1172, 1);


The first overlay, id1, is a bunch of plants that scrolls by near the bottom of the screen, giving the game a 3d look.

The second, id2, I want to be drawn BEHIND an object, in my case, a window frame.


Code: ags
// script for Room: Repeatedly execute
vpx=GetViewportX();Ã,  
MoveOverlay(id1,0-((vpx*width1)/swidth),100);
MoveOverlay(id2,50+((vpx*width1)/(swidth*20)),15);


This part moves the overlays around according to the movement of the player. Now, is there a way to put overlays behind objects and characters? I also tried to move around objects using nearly the same code, but failed miserably. The MoveObject command wants a speed variable which doesn't really go over well with the AGS engine, I guess.

Any tips?

PS: Yeah, I'm using the old scripting commands, I know, I know...
#103
I was thinking of implementing a feature where if the sun is covered by skies, the screen grows darker and vica versa. What I want for this is a script or a function that counts how many pixels of an object that are visible to the player. Is this doable?
#104
Quote from: Ashen on Wed 06/09/2006 13:35:51
Since the error message refers to room 2, I don't think setting the transparaency is what's causing the error. What IS line 118 in room 2?
I don't think Cutscenes (as in, with the Start/EndCutscene commands) work across rooms, so you might have to 'end' it before the player.ChangeRoom commands and 'start' it again in room 15.
Line 118 IS the transparency line, see the comment in the margin of the first code snippet. Also, Start/EndCutscene does work across rooms, I've done it loads of times and it skips perfectly. Except this time!Ã,  :(

Quote from: Ashen on Wed 06/09/2006 13:35:51
Als, why are you mixing new and onld AGS commands? You're using cCar.walk(...) etc (new style), but still using the old-style GUIOn, ObjectOn, SetPlayerCharacter, SetCharacterTransparency, Disable/Enableregion commands (and possibly others). Not that that's likely to cause an error in itself (or at least, not the error you're getting), but for consistancy's sake you might want to update them.

I have no problems mixing old and new commands, I would rather use a familiar line than start looking through the manual just to keep "up to date". It's all a matter of personal preference, that is until Chris some day decides to pull the plug on the old style commands...Ã,  :-\
#105
This snippet plays great ingame, as long as I don't try to skip it.

Room 2:
Code: ags

StartCutscene(eSkipESCOnly);
GUIOff(LUGGAGE);
hasmedicine = 1;

cEgo.Walk(222,138,eBlock,eAnywhere);
cEgo.Say("Animate: Open Door");
ObjectOff(2);
ObjectOn(1);
cEgo.Walk(174, 92, eBlock, eAnywhere);

SetCharacterTransparency(EGO, 100); // LINE 118, THIS LINE GIVES THE ERROR

DisableRegion(2);

cCar.ChangeRoom(2, 168, 89); // SPAWN CAR

cCar.Walk(225, 139,eBlock,eAnywhere);
cCar.Walk(208, 157,eBlock,eAnywhere);
ObjectOff(1); // TURN ON OPEN DOOR SPRITE
ObjectOn(2); // TURN OFF CLOSED DOOR SPRITE
cCar.Walk(161, 171,eBlock,eAnywhere);
cCar.Walk(98, 187,eBlock,eAnywhere);
cCar.Walk(74, 204,eBlock,eAnywhere);

SetGlobalInt(212, 1); // TRIGGERS CONTINUATION OF CUTSCENE WHEN ENTERING NEXT ROOM
EnableRegion(2);
cCar.ChangeRoom(15, 124, 121);

player.ChangeRoom(15, 179, 156);


Room 15:
Code: ags


// script for Room: Player enters room (after fadein)
if ((player.prevroom==2) && (GetGlobalInt(212)==1)) {
 SetGlobalInt(212, 0);
 DisableRegion(1);

 cCar.Walk(114, 142,eBlock,eAnywhere);
 cCar.Walk(150, 146,eBlock,eAnywhere);
 cCar.Walk(187, 175,eBlock,eAnywhere);
 cCar.ChangeRoom(20);
 ObjectOn(0);
Ã,  
 SetPlayerCharacter(EGO);
 SetCharacterTransparency(EGO, 0);
Ã,  
 EnableRegion(1);

 AddInventory(13);
Ã,  
 GUIOn(LUGGAGE);
 EndCutscene();
}


If I do try to skip, I get this error:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00472148 ; program pointer is +7, ACI version 2.72.920, gtags (315,76)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

in Room 2 script (line 118)


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OKÃ,  Ã, 
---------------------------



Any ideas what's going on? Why would setting the player character's transparacy value to 100 cause problems skipping the cutscene?
#106
EDIT: One pic per game, please

Life of D. Duck is an epic tale of obesity, nutrition, porridge and last but not least, achieving your goals.  Artwork and dialogue is brought to you by aspiring artist Bjørnar B.



Thread
AGS page
Game homepage


Best Story
Late one night, Grandmother Duck finds an abandoned duck egg in the forest. After discussing the matter thoroughly with Uncle Scrooge, she decides to take it back to her farm (where it is safe from harm). When D. Duck is born, he comes out of the egg with a clear vision in his mind: To win Andecity (Duckburg) marathon. His grandmother tells him he must make oat porridge that will strengthen his spleen and lungs, and henceforth starts one duck's heroic tale of magic and porridge.

Best Non-Player Character
During the game you meet up with your relative, fat uncle Jubalon. He is living proof that drinking too much soda will give you health problems.

Best Dialogue Writing
Featuring the naive norwenglish of the talented Bjørnar B, the player is constantly overwhelmed by emotions provoked by Uncle Jubalon's weight problems and Grandmother's wishes to support you in your quest for making the oat porridge.

Best Character Art
With not exactly traditional artwork, Life of D. Duck certainly has originality. Let's just say that Bjørnar B. brings character traits to all the beloved Disney characters that Walt himself would never dream of. In fact, he would probably turn in his grave right now if he saw this product.

Best Documentation
Life of D. Duck comes with an original printable high-res cover, a walkthrough to keep the player from quitting, and even the artists' own porridge recipe as an added bonus.

Best Puzzles
There's some original, logical puzzles in there related to lovesick squirrels and Norwegian cutting tools, so give it a shot.

Best Animation
Bringing Bjørnar's creepy art to life is a difficult and potentially dangerous task.

Best Game
I'm nominating the game in this category because it's an original game with a quirky plot. This game is as close as you'll get to actually playing those childhood drawings you made years ago.

Although the drawings look really unprofessional, that shouldn't stop anyone from playing the game, as most of the time spent making it has gone into making sure the game makes sense storywise, and that the player will have no problems solving the puzzles as long as he's thinking the right thing. It's also really educational as the player will learn a lot about nutrition!


Download Installer - RAR
#107
Wow, this game had probably the best graphics I've seen in an AGS game. There's a few things I would like to comment though (apart from the much needed grammar fix):

1. Why did the game come with both sound and music turned off by default (inside winsetup.exe)? I played through over half the game thinking the game had no sound :(

2. Walking speed made my rip my hair out. Either give the player the opportunity to double click to skip to the next screen, hold a button to speed up the game, or allow the possibility to increase the walking speed.

But by all means, a good game!

Edit: Ah, pressing ESC, I wish I would have known this playing the game, though. I don't think a lot of people will find out about it, as I haven't seen it in any other adventure games. Surely a double-click will be more accessable for the average gamer?

Looking through previous posts, I still don't know why the game should come with all sound options turned off... Am I missing something here? :(
#108
Great game with great graphics, dialogue and characters. The speed up function was a great little addition that I wish more games used.


However, I feel the game had a little too few responses to logical interactions the player would try in order to solve a problem, that doesn't work. For example:
Spoiler
1. Using the feather as "something from nature" (?) in the spell didn't work.
2. Using the coffee beans on the table thing inside the ironsmith's house (to smash them with the hammer) didn't work.
[close]

The game had no explanation as to why it didn't work, though. These are just examples, as I don't remember the rest of the times I thought "why doesn't this work?".

This is just nitpicking of course, as you were under a tight schedule, but I feel it would improve the game slightly.
#109
Thanks to both of you, it works perfectly now!  :-*
#110
Quote from: strazer on Fri 06/01/2006 19:47:29
Try right-clicking the game link on the desktop, click Properties and make sure the working directory field is set to the game's folder.

Now, I created the installer with Inno setup. I don't know if you have any experience with this installer, but it gives the option to let the user install a desktop shortcut.

By working directory field, do you mean the "Target" or "Start in" fields? Any way of setting these options inside the install script before compiling it?
#111
Quote from: GBC on Fri 06/01/2006 23:28:43
Both download links go to the same file
http://home.online.no/~gremmem/lifeofdduck/DDuckSetup.exe

Ouch! Thanks for the heads-up!
#112
When I start my game from a shortcut on the desktop, AGS creates the savegames on the desktop also. Why does this happen, and how do I stop it? AGS saves normally when I start the game from the start menu folder.
#113
Completed Game Announcements / Life of D. Duck
Fri 06/01/2006 03:30:54
Over the course of the last six months, I have put way too much time into making this adventure game called Life of D. Duck. This adventure game is filled with broken english and awful, awful artwork that would make Walt Disney turn in his grave. You're probably wondering why, and the answer is to celebrate aspiring artist Bjornar B. He made all the dialogue and artwork in this project.

Quote
When D. Duck is born, he comes out of the egg with a clear vision in his mind: To win Andecity (Duckburg) marathon! Full of anticipation he asks Grandmother Duck what he must do to become a champion. The solution? Making oat porridge.

Take control over D. Duck in his quest to make oat porridge in this interactive adventure game developed by Audunsoft in close cooperation with aspiring artist Bjornar B.

Cover:

(Low-res cover art)

Screenshots:



Features
- Same kind of interface as in Sam & Max
- Over 80 different ingame sound effects
- Runs in glorious 640x480 resolution
- At least 30 minutes of gameplay
- Bjornar's own porridge recipe included
- Exclusive dialogue and artwork by Bjornar B

Download

!! IMPORTANT !!  Change "REPLACE" in the URL to a single "r". The AGS forums has some kind of de-leetifyer that corrupts my URLs.

http://home.online.no/~gei-pe-REPLACE/Readme.txt
http://home.online.no/~gei-pe-REPLACE/DDuckSetup1.00.exe (10.5 MB) (Windows installer)
http://home.online.no/~gei-pe-REPLACE/DDuckFiles1.00.rar (9.5 MB) (PC/MAC)

Don't let those lousy drawings put you off, there's an inspiring story to be told!

Previous game: Frog Island
Latest game: Life of D. Duck II
#114
Quote from: Pablo on Tue 25/10/2005 05:35:58
Well, there is no such code as PlaySpeech.

Why can't you just use PlaySoundEx and use channel 3-5?

Something like PlaySoundEx(yoursoundfile, 3);

PlaySpeech does pop up in the editor, but I have no idea what it does.

I can't use channels 3-5 because those are affected by the general SFX volume level. I want the audience to be seperate from the rest of the sound effects. Ergo channel 2.

Is this possible, to force sounds to play on channel 2? Anyone?

Edit: If I code channel 3 to one volume slider (audience), and 4 and 5 to another (sfx volume), somehow the regular PlaySound command isn't affected by either of the sliders. Which means I'm back to the original question.  :-\
#115
I've got this function where I want to control an audience laughter by the help of a slider (A silly little feature that will by default be off!). I figure the easiest way of doing this is making the wavs play on a single channel that's easy to keep track of, so why not play them on channel 2, since all the other channels are extensively used..

However, I can't find any documentation on how to use PlaySpeech(int, int).
And I can't force AGS to play a sound effect on this channel by using PlaySoundEx either.

Doing a search on PlaySpeech on the forums is hopeless as it returns one million "DisplaySpeech" results... So what's a good workaround in this situation?
#116
Quote from: Ashen on Mon 24/10/2005 00:57:56
Any chance you could share your solution, for future reference?

Code: ags

Ã,  // script for inventory1: Use inventory on this item

if (character[EGO].activeinv==1) {
Ã,  Ã,  SetInvItemPic(1, 54);
Ã,  Ã,  SetActiveInventory(-1);
Ã,  Ã,  while (IsButtonDown(eMouseLeft)) { } // this is the new line
Ã,  Ã,  SetCursorMode(eModeUse);
}


Now that I think about it, it's not really a workaround, it's just that it doesnt do anything while the mouse button is being helt down. Again, I tried similar stuff before posting this thread without much success. Then I post a thread about it, find a ridiculously easy solution myself and make me look like a fool. :P
#117
Quote from: RickJ on Sun 23/10/2005 15:12:23
Are you sure?Ã,  Isn't this called from an interaction event?
Yeah, I've tried it.


Quote
It would remove it from the inventory list and hence the window.

That's okay, I figured another workaround. Consider this thread SOLVED.
#118
Wait(1); will also just pick up the item again as noone can release the mouse button in one game cycle.

But wouldnt setting the inventory quantity item to 0 make you lose the inventory? Or will you still have the object available in your hand, just not in the inventory window?
#119
I'm having my own inventory, where you can pick things off of the inventory background like in Sam and Max. While it gives you the illusion of taking stuff from the inventory, all it does is set the inventory slot sprite to a blank one, and change the cursor sprite into the old inventory sprite. Everything is working grand, except when putting it back to the spot where it originally was.

I'm having this in all my items' Use Inventory On This Item script:

Code: ags

// script for inventory1: Use inventory on this item

if (character[EGO].activeinv==1) {
Ã,  Ã,  SetInvItemPic(1, 54); // Replaces the blank sprite with the original one, user has "put back" the item.
Ã,  Ã,  SetActiveInventory(-1);
Ã,  Ã,  SetCursorMode(MODE_USE);
Ã,  Ã,  Wait(15); 
}


It's the Wait() function that's causing the annoyance for me. After you've put the item back, it waits for a little while, breaking the illusion I'm looking for, which, by the way, works great when I click with the item anywhere else on the inventory surface (which also puts the item back to its original slot).

If I don't have the Wait() in there, it will pick the item right back up, and it won't release the item. Any clues here?
#120
1. I've got several object in the game I want to see, but not being "seen" my cursors, that change when hovering over objects. How do I avoid this?

2. Is there a way of having a character only move in only the y direction, independent of what x position it is? When doing MoveCharacter(character, int x, int y), you always have to fill in both x and y....

3. Is there a way of changing the animation speed in the IdleView? Not how long you have to wait for it to happen, but the actual animation's speed?

Sorry about the awfully general topic, but these things are really bugging me... :-*


Edit: Thanks Strazer! I had no idea you could set negative values in the view editor...
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