Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Mantra of Doom

#41
Okay, with your help, I got it to work. Here is the code:

Code: ags

function btnInv_OnClick(GUIControl *control, MouseButton button) //turn invisible button
{
  if (invisible==false)//Is the character already invisible?
  {
    //Play animation & set view
    int trans = cEgo.Transparency;
    while (trans < 51) 
    {
      trans++;
      cEgo.Transparency = trans;
      Wait(1);
      cEgo.Transparency=50;
    }
    invisible=true; //Turns on invisible variable.
  }
  else //If is already invisible, character turns back to normal
  {
    int transoff = 50;
    while (transoff > 0) 
    {
      transoff--;
      cEgo.Transparency = transoff;
      Wait(1);
    }
    invisible=false;   //Resets invisible variable
  }
}
#42
Duh, my character did have an alpha channel in one frame. Now the transparency works properly, but I'm still not sure how to stop the fade at 50. Maybe it's just a little too early in the morning right now.
#43
In my game, I have a character that can turn "invisible". The sequence that should happen when a button is clicked is that a short animation should play and the character should quickly fade to be semi-transparent. The problem is though that I'm not quite sure how to fade the character to 50%. The code in the manual (below) just makes the character stand there for 3 seconds and then disappears. I'm not sure how to change this code to suit my needs when this doesn't really work.

Code: ags

int trans = cEgo.Transparency;
while (trans < 100) {
  trans++;
  cEgo.Transparency = trans;
  Wait(1);
}


I also even set the button's OnClick to
Code: ags

cEgo.Transparency=50;


But clicking on the button does nothing, though setting the value to 100 makes the character disappear. I know I'm missing something simple... but I can't work out what. Any help would be appreciated.
#44
The only one that wasn't was the last sprite that I imported and it showed a blue cup. All I did was replace that image and it worked fine.
#45
I got this error message while running the game from the editor:



I'm running Vista 64 if that matters. I believe the only thing that changed since the time that worked was that I added a few sprites and set those sprites to some Gui buttons. I know there is probably a fix already posted, but I thought since I was using the beta I'd better report it.

Everything else is wonderful though!

EDIT: I got my game working again. I renamed backup_ACSPRSET.SPR to ACSPRSET.SPR, closed the editor, reopened it and re-imported my last sprite. It works now, just scared the crap out of me since I did a lot of things today.
#46
Does it always stop at the same percentage? If it stops at roughly the same place then there's something wrong with that part of the drive. You never have to uninstall windows... formatting the disk to a raw partition and having the windows setup rewrite should always work on a disk that isn't damaged.

I don't think that trying a different file structure is going to work, though if you feel adventurous enough and have the right sort of cable connector, you might want to pop the hard drive out of the laptop and try formatting it from a different computer. A 2.5 hard drive enclosure or any sort of 3.5 to 2.5 or 2.5 to usb adapter would let you hook the drive to a different machine to troubleshoot.

I wish you luck, hard drives can be tricky.
#47
All you  need to do is to copy these files off of the CD and put them in a folder on your hard drive
    * MONSTER.SOU
    * TENTACLE.000
    * TENTACLE.001

#48
General Discussion / Re: Photography help
Sun 04/01/2009 07:03:36
Here's something I learned in a photography class... if you have a low light situation and don't want to use a flash, open up the lens all the way and use a slow speed. This is where a tripod will come in handy as a slow exposure is harder to prevent shaking. So if you're serious, you'll want to invest in a cheap tripod that folds and has a carrying case with a strap.

Also, using a flash can often flatten an image because it casts such sharp shadows. Sometimes this is nice and sometimes it isn't. If your camera has a built-in light meter (it probably does), fiddle with the aperture and exposure settings until the meter levels out, that means the camera senses there is enough light for the photo.

I think the most important thing though, is to play with it. You're lucky you're doing this with a digital camera and don't have to worry about wasting film just to test settings with. Good luck and let us know how it turns out!
#49
I have Vista Ultimate (64 bit) and I have no problems installing 3.1.1. Have you tried completely uninstalling AGS and installing 3.1.1? Also, where are you trying to install it to?
Mine installed to

Code: ags
C:\Program Files (x86)\Adventure Game Studio 3.1.1\


Make sure compatibility mode is turned off.
#50
Hello everyone. I've been working on a little hint system code, so that if a player chooses, they can get in-game help if they get stuck. I always liked the hint guide that came with Sam & Max Hit the Road... the first line gives you a clue, then it goes more specific.

Here's my code so far. I'm using the score to keep track of the progress of the player's action. I know that I'm going about this the hard way. As of right now, the gui has text boxes that the strings populate. If the text is too long though, it will not wrap into the box and if the text is wider than the gui, it'll just not populate at all.

Any ideas how I can clean this up or at least add text wrapping?

Code: ags

//First Hint
function btnHint1_OnClick(GUIControl *control, MouseButton button)
{
  if (game.score==0) //vague hint
  {
    if (button != eMouseLeft) return;  // only react to left-clicks
  String hint1aString = txtHint1.Text;
  txtHint1.Text = String.Format("Vague Hint");
  }
 //other points follow with similar code for the first line of hints.
}
  
 //Second Hint
function btnHint2_OnClick(GUIControl *control, MouseButton button)
{
   if (game.score==0) //more specific
  {
    if (button != eMouseLeft) return;  // only react to left-clicks
  String hint2aString = txtHint2.Text;
  txtHint1.Text = String.Format("More specific");
  }
}
  
  //Third Hint
function btnHint3_OnClick(GUIControl *control, MouseButton button)
{
  if (game.score==0) //give the answer away
  {
    if (button != eMouseLeft) return;  // only react to left-clicks
  String hint3aString = txtHint3.Text;
  txtHint1.Text = String.Format("I'm just giving you the answer.");
  }
}
#51
I have a 20.1 LG Flatron widescreen monitor and I love it. I use my computer for gaming and graphics as well as general office work. I believe I got it from a Circuit City (which are all closing now) for around the $300 mark two years ago. With a bit of tweaking the colors are very nice indeed. And I run two monitors, the LG and what I believe was a mid to high end Sony LCD, and they both have very good colors. Blacks are very black once the settings are tweaked.

When I was buying my LG, I looked at a lot of Samsungs... and chose the LG over those because the colors looked better, it has a pretty sturdy casing and the price was very nice.

It's best to look at as many as you can... especially in stores where they hook the monitors up to a game instead of a random windows picture slide show. Either way, good luck in your hunt.
#52
This game was influenced by a few things and I will list them from most inspiring to least:

Red Dwarf - scifi TV comedy
Blakes 7 - scifi TV drama
The Phemomenauts - psychobilly band that claims they are from space
Hitchhikkers Guide to the Galaxy - you all should know this one
#53
I'm not sure if this is the cleanest way to approach the problem, but I believe it would work.

Make a global int called myLevel and start it out as 1

Then whenever you kill a monster, you could put the line
Code: ags
GiveScore(1);


Then in your global script you could add this into your rep_execute
Code: ags

if (game.Score==5)
{
  myLevel =2;
}


And you can do that for each level up to however many levels you need.

#54
Thanks guys, I'm going to go through the code tonight and try to clean up my mess.... so that you can't do the puzzle until you are told you have to do it.

I will try to have the updated version out either later tomorrow or Monday.

Also I'll see about making the vacuum gui less confusing and change the cursor to something less obstructive.

Again, thanks for downloading and finding my dead end.
#55
Leon, could you send me a PM and tell me in which order you sucked up all the rats?

also, did you
Spoiler

click on the Rat sucker GUI to put the vacuum in Wombat's arms?
[close]

In an earlier version I encountered this bug once, but I haven't been able to replicate it since. And it hasn't been reported since then either. I think it might be the order that you went it, but I'm not sure.

The sooner I can replicate this, the sooner I can get out a better version.

Thanks for playing!

Edit: I uploaded a version with the fixed inventory cursor. Now if you pick up the wrong thing, a right click will kick that off. I also made sure that the line about the tie goes away after he gives you his tie. 
#56
Okay Guys, since I haven't heard anything bad from my beta testers this time around, I've decided to go ahead and release my game.

Murphy's Salvage

"Whatever can go wrong will go wrong, and at the worst possible time, in the worst possible way" - Murphy's Law

In a world where most of the human race has nearly been obliterated in a large and silly accident. The accident was, in fact, the invention of the “green” energy source... which prompted a fleet of angry aliens to attack the planet because the Substance 42 (low fat yogurt, used french fry oil and helium mixture) was a sacred sign for them to launch a fleet of land developers. The remaining humans and the Robot Nation have formed under the unified motto of “that really sucked”. Now the humans serve the robots in the Engineering Corps... doing most of the manual labor.

Several groups of Human Rights activists want to change the way things are... Humans will not be second class citizens forever! Though luckily some humans got out of the Corps and have turned to Scrapper Companies... junk collection services and garbage sellers. Some robots join with them during their “rebellious teen years”.

Murphy's Salvage is one of the largest mostly-human salvage operations in Earthspace. Murphy personally owns a fleet of ships with highly skilled crews... but we're not talking about them. Meet the crew of ship 0096632-B or as the crew calls it, the "But her".
Mission 01: Just My Luck

But enough background! This is about one day in the life of Wombat Rowe, a scrapper that just wants to get paid. Apparently that is just too much to ask when you're three weeks into a mission on a Screaming Metal Deathtrap out in the Middle of Nowthere Nebula. But Wombat is a resourceful girl... she can get through, right?

Get it Here!

EDIT: New version up.
*Fixed - The walking dead has been addressed. Please let me know if the rats give you any more issues
*Fixed - When an inventory item is active, right clicking will make the cursor go back to normal
*Fixed - "Eric" no longer appears as a hotspot underneath Del's console when you walk on the bridge.
*Fixed - The Suck button has been removed, as well as the cursor change when using the rat sucker.
*Fixed - You cannot use the RatSucker if you are not holding it. Logically this makes more sense.
*Fixed - You can keep the RatSucker until the end of the game, it no longer disappears from the inventory.
*Fixed - After the credits run, the game resets.

EDIT: I'd like to thank Leon and Brentimous for the final testing. Couldn't have done it without you!
*Fixed - The major suckiness of the Rat Sucking has been addressed and it works now.
*Fixed - Character interactions with inventory items actually work now.
*Fixed - Keyboard shortcut keys bring up the custom guis instead of the default ones.
*Fixed - F7 load screen will populate now.
*Fixed - The Hint system now syncs up with the game.
*Fixed - Other minor incidental things...


#57
General Discussion / Re: Anyone have Portal?
Sat 06/12/2008 20:28:25
I'm not sure about the 320 x 240 thing as the only thing that stops me from that is Vista and a wide screen monitor. But here is a link to a couple of cheap video card that will get you going. I checked the specs on F.E.A.R. and these should run it and Portal on lower settings, if not normal settings.

This one is AGP

This one is PCI Express

You'll want to make sure you know what type you computer can take, though if it is older, it is probably an AGP.
#58
General Discussion / Re: Anyone have Portal?
Sat 06/12/2008 19:58:43
pixel shader 1.1 is standard now on all video cards. Even of you bought the cheapest one you can find, it will have pixel shader on it. So, this shouldn't be too terribly difficult of an upgrade... and who knows, maybe that other game you have will work now as well?
#59
Whenever you see szappname and szmodname and a long error message, this is spyware related. Download AdAware and/or Spybot S&D and run a scan.

I had this come up before and it isn't at all related to the program that is crashing or trying to be run. You might also want to check for viruses as well. Make sure all spyware/virus programs are updated too.

Hope that helps.
#60
General Discussion / Re: Carrion Re-Animating!
Sun 30/11/2008 15:04:58
I'm getting the same error on launch, but of course, I have to be different and run on vista 64. Changing the compatibility mode did not work, and I've already done all of my "vista tricks".
SMF spam blocked by CleanTalk