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Messages - NavyNuke04

#1
Completed Game Announcements / Re: AGS JukeBox
Sun 03/02/2008 03:09:33
I no longer had a copy of this, but someone was kind enough to send it to me. This isn't the latest version I had made, but it is pretty close. The latest version was capable of running in the background while you did other things.

http://www.agdiforums.com/agsjukebox/AGSJukebox20.zip

Edit: Someone was kind enough to send along the most recent version to me. Here's a link:

http://www.agdiforums.com/agsjukebox/JukeBoxv2.zip
#2
Well, CJ managed to fix a problem I was having with the forums when he upgraded the software. Now I can post again! Thanks for that.

My other problem is that I can't update the information for my game on the games page. I guess I forgot the password. Could you email it to navynuke04@yahoo.com ?
#3
Also, you can play avi's and mpg's and such. You can use these for your intro scene if it's easier.
#4
General Discussion / AGDI has new forums
Mon 05/04/2004 01:40:45
As many of you may or may not know, AGDI has switched its forums from EZBoards. They are now located at http://www.agdiforums.com

The new forums are phpBB based, which is providing a lot more flexibility than EZBoards. They are a lot cheaper also.

I am now acting as the forum host/technician. It took some time to set it all up and get it working, but I think it turned out rather nice.

Go see for yourself!
#5
General Discussion / Re:New site! WOOO
Mon 05/04/2004 01:36:04
Nice update CJ! I like the new look!
#6
- how to make an object like a map thats in your inventory and you can see it anytime at all. ive done that using the map image as a room hiding the player characther and creating an area where anywhere you click it would go to a certain room. thats the trouble.
how to make that when you finish to see the "map" (that is a room) you go back to the place that you were before when you clicked the map object?

When you click the map in your inventory, use the SetGlobalInt(whatever,player.room); line before changing to the map room. When you get done with the map, and you want to go back to the previous room, use NewRoom(GetGlobalInt(whatever));

Are you familiar with scripting at all, or are you doing everything without scripting? If you are wanting to get more complex like this, you'll have to learn how to do scripting manually. It's simple really, just takes time to learn and perfect.
#7
As I feared... I hate fixing things by working around them like that... Do you know if the bug is on CJ's to-do list?
#8
I'm trying to play two songs (one right after the other). When I play them in WinAmp, they are seamless, but in AGS it sounds as though the first song gets a split second chopped off. I tried playing the first song by itself, and it still sounds like its getting chopped off too soon.

Here is the script I'm using:
SetMusicRepeat(0); //turns music looping off
PlayMusic(1);//intro piece: played once
SetMusicRepeat(1); //turns music looping back on
PlayMusicQueued(2);//loop: played repeatedly after intro finishes  

The objective of the code is to play an intro followed by a repeating loop. As I said, the intro gets chopped off, so the transition isn't smooth like I'd like it to be.

Could this possibly be a bug with AGS?
#9
Another option to you map question is to use Global Variables. Before taking the player to the map room, you could use this line:

SetGlobalInt(1,player.room); //sets global int 1 to the players current room
Then when you want the game to return to that room, you can use
NewRoom(GetGlobalInt(1)); //Returns to the room number that was saved in Global Int 1

Hope that helps...
#10
I agree... you should change your game to hi color so that you don't have to worry about reducing color depth. Makes the images appear better in the long run...

From what I understood, it sounds like you are having a transparency problem. AGS takes one shade of the image, and uses it for the transparency color. Is the background in your characters image white? If so, that would explain why his eyes dissappear also. AGS usually takes the upper left pixel as the transparency color. You can change this if need be. Just make sure you do so before you load the image.
#11
And if you were to change it, wouldn't it cause a ton of errors when people upgrade their games to the new version of AGS? They'd have to go back through and change all the commands to be the new name. Quite a pain.

Trust me, after a little while, it becomes second nature and you don't really spend much time looking things up at all.
#12
Ahah! I found the problem. I was looking back and noticed that I had used a 'StopMusic()' in the wrong spot. It's all fixed now. Thanks anyway!
#13
I want to loop a song on several different rooms. I don't want the music to stop and restart when the player enters the new rooms. Right now I've used this script:

SetSetMusicRepeat(1);
PlayMusic(2);

This works as long as the player stays in the room, but I want it to loop flawlessly to the adjacent room. What script command should I use to do that?
#14
Well spotted! Somehow an acwin.exe file had made it into my game directory. I deleted the file and recompiled without a problem. Thanks so much!
#15
I'm trying to upgrade my game from using AGS 2.56d to the new release of 2.6. I unzipped 2.6 into a new directory, and then copied my game subdirectory into the new directory. I started up the new version of AGS and opened the new copy of my game. I went ahead and rebuilt all the room files and I rebuilt the VOX file. I saved the game and then tried to test the game.

When I did that, these two errors popped up:


Any ideas what I need to do to get my game working with version 2.6? It has a lot of cool features that I think would be great in my game.
#16
Great job, CJ! We can always count on you for quick responces! My game runs fine now. Thank you!
#17
CJ,

I just created a small new 'game' that shows this bug. It's online at http://www.navynuke.net/bug.zip

Start the game, and go to the inventory window using the drop down GUI. Select the key and then use it on Roger. It should go to room 2, disable both the status bar and drop down GUI's and then display a message.

Restart the game, and this time use the talk cursor on the key inside the inventory GUI. The only scripting difference here, is that it turns off the inventory GUI before it goes to room 2. For some odd reason, it skips over the 'before fadein' section and doesn't disable the 2 GUI's...

Hope this helps....
#18
well, I want the player to be able to accomplish the same thing two different ways. Without spoiling the game, here is basically what is going on:

What works:
Use inventory item on charcter

What doesn't work:
Talk to inventory item while in inventory GUI

Both actions cause you to go to a new room, only the second clears the inventory GUI first.

Both actions go to the room like they should, only the second action seems to cause AGS to skip the 'before fadein' section of the new room's script.
#19
I've checked all my code, and I can't figure out what's going on. It seems that if I call the "NewRoom()" function from within the global script, it skips the "player enters room (before fadein)" section of the new room. It loads the new room, and it does the after fadein stuff, but apparently skips right over the before fadein stuff. None of the before fadein stuff is within 'if' statements, so I have no idea what's going on.

Any ideas?
#20
Ahhh... that probably would have worked. I have unfortunately already found another workaround. I just reorganized the way I wanted the scene to look. Thanks anyway!
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