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Topics - Mouth for war

#121
Ok I have a small problem with my game. At one point you have to get past a ghost by playing a little game with him. He turns away from you and only then you may walk...if you walk when he faces you he will notice that you're moving and you have to restart. That thing works but i can't figure out how to solve it when the character isn't moving. here's the code i've got so far

(The timer starts from the global script after a dialog has ended where you choose if you want to play the game with him or not)

function room_RepExec()
{
if (IsTimerExpired(1))
while (cEgo.Moving) {
cChar27.FaceLocation(cChar27.x + 10, cChar27.y);
 cEgo.StopMoving();
cChar27.Say ("Hah you're moving");
cChar27.Say ("You have to start over");
dGhost2.Start();
}
The part below doesn't work at all and I've probably just overlooked something

else if (IsTimerExpired(1)) {
                                             // on this line I guess i want a code  like "If character is not moving" kind of thing
cChar27.FaceLocation(cChar27.x + 10, cChar27.y);
 cChar27.Say ("You're good. Let's continue");
(here i'd like to set a different timer so the intervals between the ghost won't be exactly the same. the first timer from the global script is 400 so the second could be 300 then 100 and maybe a last one at 200)
}
 }
 
Hope anyone can help :D
#122
General Discussion / The capital wasteland
Wed 24/03/2010 17:21:07
I was playing with my thoughts a little. With all the firepower we have in the world we could easily blow this place up. Do you think the world of Fallout 3 (or any fallout for that matter...never played 1 and 2) is THAT far from an alternative future? Ok maybe not Super mutants and giant radscorpions would appear but then again...who knows what would happen with all that radiation :D What would you do if you woke up and the world looked like that? After the catastrophe in Haiti many gangs started to mess around there I've heard so there would probably become "raiders" and such as well. I'd find some good firearms to protect myself with and then drink an insanely amount of alcohol I guess ;D
#123
Ok I've been trying to improve my artstyle a little and this is my absolule first try.. Even though there isn't a lot of stuff here maybe you can tell me if i'm doing allright so far? I also wonder what i should do to make the path blend in better with the background. And the path itself is a little weird i think...maybe to much details? Thanks in advance :)

#124
Critics' Lounge / A walkcycle
Mon 22/02/2010 14:03:05
Ok! I had a theory one day about doing walkcycles. I studied people how the legs move when they walk etc.
If you think it's good enough I was thinking about maybe doing a small tutorial about it. It was very easy when i noticed that my idea of doing it worked well. (Yeah I think it's ok but maybe it's not ;) )

I KNOW I'm no expert at all so don't rub it in haha, and there are many many great animators here. But I thought it might be useful for people like me who don't consider themselves as very good and find animating a major pain in the ***

Anyway...I really wanted to try my theory so I began animating. Here's the result. Like I said, I'm far from an expert but i hope it has some worth to you. :D Oh don't mind the feet. I haven't corrected them just yet

#125
Ok maybe I have a complete mental meltdown (probably :D) but I can't find the answer in the AGS manual. I looked through all the Walkstuff. I have a small snail "walking" on a screen. If you use the handicon on it I want the player to walk to the snail even though he's constantly moving. wherever this little snail is I want the character to walk so he always gets like...5-10 pixels below him or so to be able to pick it up. I tried FollowCharacter but it didn't quite do the job.  Any suggestions? thanks
#126
General Discussion / Reusing music for a game
Fri 08/01/2010 13:40:10
Hey! Just want to hear what you think. I'm making a game and I have 2 seperate caveareas. Do you think it's ok to use the music from the first cavearea in the second too or should i make a completely new song? I can't decide hehe :)
#127
Critics' Lounge / Should this song be longer?
Fri 20/11/2009 15:34:11
Ok! Here's yet another song i've made for my game...and I can't decide if i should stick with it or make it longer or whatever..(maybe end it a little better though)Right now it will only loop on one background...a village, and maybe in the two houses you can enter there, haven't made up my mind yet. Do you think i should do something radical with it hehe? thanks :D

http://www.datafilehost.com/download-152ef4e9.html
#128
Ok this is my second attempt to create some music for my game. supposed to play in a dark forest. Hope you like it :D

http://www.datafilehost.com/download-8bb3af77.html
#129
General Discussion / art/animation question
Thu 24/09/2009 19:47:49
Hey! I was just wondering..I kind of suck at doing animations and now i was thinking about something. I have this guy and he's sitting at a tree looking stupid...sometimes i just want him to tilt his head up and down a little then maybe say something etc. I dont want to redraw the entire head for such a small thing really...it would probably look off model for every frame as well. And since rotating pictures F*** up the pictures i was wondering if vectorizing would be a good idea? I want to keep the original head and just have it a bit rotated to the left and right for him to be able to look up and down. My last option is to draw the character, print him then rotate the paper and scan it but that feels like unnecessary work. What's the best alternative for a crappy artist like me? :D Hope you know what i mean. Thanks :)
#130
Ok...like the topic said. This is the first time i've ever tried doing music for a game. I've always made metalmusic so this is quite a challenge i must say hehe. This is supposed to be playing in a village for gnomes...hope you can "feel it" and let me know what you think :)

http://www.mediafire.com/download.php?gmzygbzr2gm
#131
Hey! I'm working hard on my oneman project (Jimmy the troublemaker) and I'm going to do the music as well...I bought a M-audio keyrig.49 yesterday and started messing around with it a little and came up with a good tune...it's the first time i've ever done this kind of music. My question is...even though the sounds included on the cd's are good I wonder if anyone here knows of a good synthplugin to get the old sierra/lucasart sound?
Thanks!
#132
Hey! In my little game the player has just recieved 5 goldcoins...the inventoryimage is 5 goldcoins as well. When I go to the store and buy something for 1 goldcoin...can i change the image to 4 goldcoins or do I have to remove the 5goldcoin inventory item completely and replace it like:
cEgo.LoseInventory(i5goldcoins);
cEgo.AddInventory(i4goldcoins) ;  ?

My last option is to stick with the 5 goldcoinimage but have him display "I have 5 goldcoins" or "I have 4 goldcoins" etc. whenever you've purchased something. If you have a good solution please let me know. I looked in the manual for InventoryItem.Graphic but didn't really know what to do anyway...I'm quite new to scripting so...call me stupid if you want to :D
Thanks!
#133
Critics' Lounge / question about a small cave
Sat 11/07/2009 15:10:51
Here's the idea for the small cave i've made


My main concern is if you think the wall in the back suits the overall style or if I should change it? I want it to fit in with the rest of the background. Oh and it's supposed to be small becuase the character will be very small at one point ;) If you have any better ideas, paintovers are more than welcome. :D
#134
Maybe I post this in the wrong forum. I didn't really know where to post it. But i have a suggestion for future versions of AGS. I've looked through the manual quite alot and if i have missed this I'm sorry. For example when an animation is playing and you want something specific to be done during that animation...maybe you need to put something in a guy's drink to make him pass out...and can only do so when the character looks away..for example"cMan.animationframe = 2" /add code. Maybe just me who would find this useful but...only a suggestion. If a simple way of doing this already exists I'm sorry and maybe you can enlighten me :)
#135
Yeah like the topic says. Does anyone know of any good, almost neverending rpg's similar to those games? (Not interested in onlineRPG) I bought Oblivion a little while ago and got really hooked...You might even say I got a small addiction :D I really like the way it's made. Choose to be good or bad, play however you like it etc. I had Fallout3 on my PS3 too but the ps3version contains too many bugs. I couldn't complete the game unfortunately. It freezed all the time and my PC is too crappy for that game hehe.
#136
Zelda, Super mario, Resident Evil. The list for the most popular games can go on and on. I was wondering what games you think deserves more credit ? One of my favorite games that didn't seem to sell so much was Bully aka. Canis canem edit. A wonderful little game from the creators of the GTA franchise. Going to school has never been so much fun. I liked this game a lot more than the GTA games. The characters had more personality and you felt more for them than the average man on the streets in GTA. I'd love if they made a sequel but I guess we can forget about it unfortunately. So...do you know any nice games the world should pay more attention to? :D
#137
Yeah maybe I'm stupid but it's better to ask to get it confirmed right? :D Is it possible to disable a repeatedly execute function? I have this gnome running around on one of my backgrounds picking up stuff from the ground and talks to himself...you're supposed to be a able to catch him but if you do that and remove him from the room the repeatedly execute function still runs and everything locks. The player can't move at all etc. So...if it's not possible to disable that function do you have any ideas how to get this to work? I looked in the manual but didn't find anything...
EDIT: Here's the code for it

function room_RepExec()
{
int ran;


     // MOVE - Character is has finished animating, start him on his journey
     if (GnomeState==MOVE) {
          GnomeState = MOVING;
          ran = Random(7);
          if (ran==0) cChar5.Walk(633, 377);
         else if (ran==1) cChar5.Walk(200, 350);
         else if (ran==2) cChar5.Walk(427, 287);
         else if (ran==3) cChar5.Walk(127, 500);
         else if (ran==4) cChar5.Walk(600, 300);
         else if (ran==5) cChar5.Walk(127, 500);
         else if (ran==6) cChar5.Walk(312, 375);
         else cChar5.Walk(72, 418);
     }

     // MOVING - Character is moving, wait for movement to stop
     else if (GnomeState==MOVING) {
          if (!cChar5.Moving) GnomeState = ANIMATIE;
     }

     // ANIMATE - Character has just stopped walking so now start the animation
     else if (GnomeState==ANIMATIE) {
          GnomeState = ANIMATING;
          cChar5.LockView (19);
          cChar5.Animate (1, 3);
          cChar5.UnlockView();
           int buk = Random(8);
    String sentence;
    if (buk == 0)
    {
      sentence = "Not enough, need more";
    }
    if (buk == 1)
    {
      sentence = "It's a shitty job but someone's gotta do it";
    }
    if (buk == 2)
    {
      sentence = "I'm getting tired of this";
     
    }
     if (buk == 3)
    {
      sentence = "This is so goddamn boring";
     
    }
     if (buk == 4)
    {
      sentence = "I want to sleep now";
     
    }
     if (buk == 5)
    {
      sentence = "Damn Howard, making me do this on my day off ";
     
    }
    if (buk == 6)
    {
      sentence = "I'm gonna complain to the union";
     
    }
     if (buk == 7)
    {
      sentence = "Is there no end to this?";
     
    }
    if (buk == 8)
    {
      sentence = "I wish I was home now";
        }
       
    cChar5.SayBackground(sentence);
}
               

     // ANIMATING - Character is animating, wait for animation to stop
      else if (GnomeState==ANIMATING) {
          if (!cChar5.Animating) GnomeState = MOVE;
     }
   

     
     // DEFAULT - Default state is MOVE
     else {
          GnomeState = MOVE;   
    }
if (cChar5.IsCollidingWithChar(cEgo) == 1)
                   cChar5.SayBackground ("Out of my way you tall bastard");}
                   
#138
Ok here´s my little problem. I have a small gnome on one of the pictures and i want him to walk around the screen and pick up stuff here´s the code but he doesnät walk...the only thing that happens is that the gnome stands still on the same place and plays the picking up animation over and over again a little help would be appreciated :D here´s the code i made

function room_RepExec()
{
int ran=Random(7);
if (ran==0)
{cChar5.Walk(633, 377);
cChar5.LockView (19);
cChar5.Animate (1, 3);
cChar5.UnlockView();
}
else if (ran==1)
{cChar5.Walk(200, 350);
cChar5.LockView (19);
cChar5.Animate (1, 3);
cChar5.UnlockView();
}

else if (ran==2)
{cChar5.Walk(427, 287);
cChar5.LockView (19);
cChar5.Animate (2, 3);
cChar5.UnlockView();
}
else if (ran==3)
{cChar5.Walk(127, 500);
cChar5.LockView (19);
cChar5.Animate (1, 3);
cChar5.UnlockView();
}
else if (ran==4)
{cChar5.Walk(600, 300);
cChar5.LockView (19);
cChar5.Animate (2, 3);
cChar5.UnlockView();
}
else if (ran==5)
{cChar5.Walk(127, 500);
cChar5.LockView (19);
cChar5.Animate (1, 3);
cChar5.UnlockView();
}
else if (ran==6)
{cChar5.Walk(312, 375);
cChar5.LockView (19);
cChar5.Animate (1, 3);
cChar5.UnlockView();
}
else
{cChar5.Walk(72, 418);
cChar5.LockView (19);
cChar5.Animate (2, 3);
cChar5.UnlockView();}
}
#139
Ok. This is the first time I have ever done anything at all with AGS so please be gentle :D
The game starts in grampa's attic. You're there to clean up after he passed away. The character starts looking around and soon enough (If you don't get stuck hehe) finds a magic book...he´s very skeptic about it but for fun he reads one of the spells and disappears into another world where the evil queen Josephine has gone mad with power. What will happen to our hero? Why don't YOU find out? Here are a few screenshots.

So...the game will be set in another dimension with lot´s characters, humans and non-humans to interact with...fantasysetting with twisted humor.  :D




#140
Ok! i save my walkbehinds as a 256 color bitmap in mspaint...and i only use black and grey colors. when i try to import them AGS still says there are invalid colors etc. What is the problem? should i save them in another program or?
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