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Messages - Matti

#2121
I don't like scores either. It makes adventures look like non-adventure-games and it's unnecessary too. I don't want to know how far I've got in the game either (like a score of 87/100). But as far as I can remember I haven't ever played an adventure with a score (except one of the larry-games many many years ago I guess).
#2122
Quote from: IndieBoy on Mon 26/01/2009 15:47:47
Anyone want anymore time? I'll close this competition in a few hours.

What? I thought the deadline was the 27. Well, if you wait a few hours I think I'll post an entry too.
#2123
Oh boy, what a pathetic attempt to make an convincing ID.
#2124
Quote from: rharpe on Mon 26/01/2009 07:05:04
Here's a monopoly board game!  ;D

You should at least have put a hotel on the board.

Quote from: IndieBoy on Tue 13/01/2009 19:59:42
You must break the outline with something hence expand the canvas.
#2125
Regarding question 1:

Look up eBlock and eNoBlock in the manual. If you write character.Walk(x,y,eNoBlock) for example you're able to click anywhere to redirect the character. eNoBlock can be used with the following commands:

Character.Animate, Character.FaceCharacter, Character.FaceLocation, Character.FaceObject, Character.Move, Character.Walk, Character.WalkStraight, Object.Animate, Object.Move
#2126
Quote from: Crazy on Sun 25/01/2009 14:56:51
Quote from: Dualnames on Sun 25/01/2009 14:06:00
Nice game overall ben..weird story again...but appaling.

I do hope you meant "appealing". :p

Hahaha, had to look up "appalling".. it's funny how similar words can mean the complete opposite.

@Ben:

Really cute game. Haven't finished it yet but I like it very much. I think the small palette and the color choice really match the theme/environment. And the animation are very smooth. Well done.
#2127
I'm working on a game with a map and 4 players on it. This is my scipt for the AI movement. There are creatures and two cities on the map (like in "Moonstone" if you know that cool Amiga game).

Each turn the AIs decide between aiming at a nearby creature or knight(player) or going to one of the cities. If they don't have enough gold and there's no nearby creature to attack they're supposed to aim at random coordinates on the map. Well and everything worked fine until I introduced the "sillywalk"-bool variable. The variable should tell the AI to look out for anything interesting while senselessly walking to those random coordinates.

But since I use that variable the AIs just stop and go and bustle around when nothing interesting is nearby instead of walking straight to their aim. I can't figure out what's wrong.

For clarification: "zielx" and "ziely" are the coordinates the AIs are supposed to walk to. "spieler" is the actual player/AI.

Code: ags

  if (movement>0){  
  
    int a=Random(100);
    // AI aims at a nearby creature with 50% possibility
    i=0;
    while (i<6){
      if ((object[i].Visible)&&(a<50)&&(sillywalk[spieler])){  
        if((object[i].X>character[spieler].x-180)&&(object[i].X<character[spieler].x+180)&&(object[i].Y>character[spieler].y-180)&&(object[i].Y<character[spieler].y+180)){
          sillywalk[spieler]=false;
          zielx[spieler]=object[i].X+3;
          ziely[spieler]=object[i].Y-3;
        }
      }
    i++;
    }
    // AI aims at a nearby knight with 30% possibility
    i=0;
    while(i<4){
      if ((a>49)&&(a<80)&&(sillywalk[spieler])){  
        if((character[i].x>character[spieler].x-100)&&(character[i].x<character[spieler].x+100)&&(character[i].y>character[spieler].y-100)&&(character[i].y<character[spieler].y+100)){
          sillywalk[spieler]=false;
          zielx[spieler]=character[i].x+2;
          ziely[spieler]=character[i].y-2;
       }
      }
    i++;
    }
    // AI aims at one of the cities with 20% possibility and some gold
    if ((a>79)&&(Gold[spieler]>=(40+Stufe[spieler]*3))&&(sillywalk[spieler])){
        if(character[spieler].y<300){
          sillywalk[spieler]=false;
          zielx[spieler]=object[6].X+15;
          ziely[spieler]=object[6].Y-15;
        }
        if(character[spieler].y>=300){
          sillywalk[spieler]=false;
          zielx[spieler]=object[7].X+15;
          ziely[spieler]=object[7].Y-15;
        }
    } 
  
    // AI aims at random coodinates on the map
    // but a new aim is possible
    
    if((zielx[spieler]==character[spieler].x)&&(ziely[spieler]==character[spieler].y)) {
      if (character[spieler].x<400){zielx[spieler]=500+Random(250);}
      if (character[spieler].x>=400){zielx[spieler]=50+Random(250);}
      if (character[spieler].y<300){ziely[spieler]=400+Random(150);}
      if (character[spieler].y>=300){ziely[spieler]=50+Random(150);}
      sillywalk[spieler]=true;
    }
   
  }


Again: What's up with the letter "r" when used with code-tags? A single "r" is written as "are" and a line saying "r"=random(bla) isn't shown at all. I again had to change it to "a".


EDIT:

Sorry for possible confusion. Although it seemed so the problem had nothing to do with the sillywalk variable. The problem was that the knights also tried to attack themselves and always moved some pixels to do so. I should have included && (spieler!=i) in the if clause. What an annoying mistake that was  :P.
#2128
Haha, stupid me. Thanks, that - of course - was the problem.
#2129
I really don't know what's going on here. I just want a character to go to certain coordinates, represented by variables.

When I write something like this (in the room's rep ex), nothing happens:

Code: ags

gx=100;gy=450;
character[1].Walk(gx,gy);


Strangely enough this doesn't work either:

Code: ags

character[1].Walk(100,450);


When I use a randomizer, it works fine (without variables):

Code: ags

a=Random(10);
if (a==5) {character[1].Walk(100,450);


What the heck is going on here? Any idea what could cause a problem?


And another thing: First I used "r" instead of"a" as the variable in this post. The result was (in the preview) that the random line wasn't shown at all and the "r" in the next line was written "are". I needed to put the "r"s here in quotation marks..
#2130
If you write it like this, it's 6 lines long as well:

Code: ags

if(i==1){
  DoSomething();}
else if(i==2){
  DoSomethingElse();}
else{
  DoUnmanaged();}
#2131
Ah, thanks, that did the trick.
#2132
Thanks, that almost works perfectly.


There are just two small things:

1. If the character looks to the left and then goes down he briefly looks right before walking

And the exact opposite:

2. If the character looks to the right and then goes up he briefly looks left before walking


EDIT: Well, I'm almost certain this has to do with other lines of the script. I'll look into it and post the code if I'm not able to get rid of that small problem.
#2133
I want my character to look either left or right, but not up and down. If he walks up or down he's supposed to subsequently face the direction he faced before walking. So loop 0 and 3 are only for walking, not for standing.

I really don't know how to solve that problem but it's perhaps because I'm not really concentrated right now.

If it matters: I use the keyboardmovement-module (that comes with AGS) and disabled the cursor.
#2134
There can't be any command after the player.changeroom line, because the game immediately goes to the new room (like the errormessage says).
#2135
Quote from: Dudeman Thingface on Thu 22/01/2009 02:50:04
On a side note, while doing this, I found out that things drawn on my laptop may look good on it, but are horribly contrasted and saturated on any other machine.

Yeah, regarding colors/brightness I did notice that too working with my new laptop. But a few days ago I managed get the contrast right and now everything looks like it was on my old PC.
#2136
Quote from: Nacho on Tue 20/01/2009 18:49:59
And about the "It will bring more hate, more terrorism...": Well... The Israelis did something similar in South Lebanon to stop Hizbullah' s attacks two years ago, and they succedded; So, maybe it's not "Hey! Israel is bombing us! Let' s reply with more bombs!" but "Hey... these Israelians fire back, let' s stop bombing them..."

No, it was TWO israeli soldiers being kidnapped by the Hizbollah which led to that overreaction of the israeli government.

But counting up the numbers of people being killed on both sides doesn't really help. The point is that the paranoid Olmert-government should realize that thowing bombs on everything and everyone who seems to be hostile doesn't solve anything (something that the USA should learn too).

Instead of supporting both Hizbollah and Hamas by leading an uncompromising war against a whole poulace they should treat palestinensians just like Israelis or any other people, tear down the wall, start a Marshall Plan for the Gaza Strip and the West Bank and I promise all of you that the people would immediately stand up against the Hamas (or at least the rocket attacks) and those wouldn't be a power anymore.

Why did the palestinensians vote the Hamas? Not because all of them are fundemantalists who want to see Israel destroyed. No, but because they are imprisoned, have nothing to eat and because there's just nobody left they could trust and gather behind. What are they supposed to do?

It's a fairly shitty situation on both sides in the conflict, but I doubt that the current Israelian government has a genuine concern in a permanent peace with palestina. If that would be the case they'd obviously just be plain stupid and naive.
#2137
Does anybody accidentally have a copy of my old hard drive which just broke down? Then please send it to me.
#2138
I'm sorry to tell you that this project ist dead (for now).

My harddisc broke down and stupid me didn't make any backups, so everything I worked on is gone.  :'(

This thread was obsolete nevertheless because I was going to completely change the story (while using the same backgrounds and characters though).

I (presumebly) might restart the game some day but not in the near future since I'm currently working on another project which will take a lot of time.
#2139
General Discussion / Re: World map down
Fri 16/01/2009 11:39:08
AGA, why did you make Mods start this thread about blaming you? It's all your fault!
#2140
Sounds interesting. I'll give it a try within the next days.

Quote from: Nostradamus on Thu 15/01/2009 16:35:53
With that font the 2nd trait in the list looks like " Sexterity "  ;D
Quote from: Gepard on Thu 15/01/2009 16:52:15
whops! :D Thats right! But what can I do now  ;D

To avoid that you could simply make all the first letters Capital Letters which I'd prefer anyway.
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