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Messages - NuDawnII

#1
Yes, I am a fan of retro AGS, and it fits my skillset well.  It is a good way to learn the scripting and other features of AGS.  I've wanted to do this story for awhile.  Focused on this one at the moment and then will look to push my skills further with the next one.
#2
Frodo,

Thank you for your interest and your offer.  I am really excited to be doing this story.  I will keep you in mind when things progress a little further.
#3
From Glidden Design Studios, a Nu Dawn II production.

Manannan: The Search for the Hooded Cloak

The Story

Thirty-five years before King's Quest III, young wizard Manannan has been called out by his sister Hagatha for not being evil enough.  Manannan must travel to the island of Weirna in search for a hooded cloak known for its evil powers.  Meanwhile, Sir Lawrence of Daventry has let down the knighthood and is sent by King Edward to Weirna to train under one of the most regarded knights of Daventry.

Players will play as both Manannan and Sir Lawrence as their paths cross and forces join in a common pursuit.

Screenshots





Development Progress

Story: 80%
Scripting: 10%
Graphics: 25%
Sound/Music/Voice: 5%

Progress continues, no release date to report.

Development Diary

June 12, 2015
All screens and scripting are complete and in bug testing for introductory scene, Kolyma, and Daventry.

July 1, 2015

Progress is slow, but steady.

Graphics 35%


#4
Ok, I sorted this out.  Apparently a copy of the file in question ended up in my speech folder.  I likely saved it there by accident.  The error was in response to having a speech file that did not work with the compiler.
#5
Rebuilding all files produces the same error.
#6
Ok, so I made a mistake and didn't check the length of the filename for my sound file bluejay_call_Bluebird.wav before I added it as an audio file.  At build, I received the error message "Unexpected error: Filename too long: bluejay_call_Bluebird.wav.  I have since deleted the audio file from my game, renamed the sound file and re-added the new filename.  However, I am still receiving the error at build referencing the old filename.  I imagine there must be some outstanding reference that remains for the file.  I have searched the code and it doesn't exist there.  I would hate to have to go back to my last backup of the game.
#8
Khris,

I was able to work-around the previously mentioned side effect with the following.  I would however, still be interested in your thoughts if there is anything more efficient that I could do as what I have done requires many additional lines of code to the overall project.

Code: ags

function oSquirrel_Look()
{
    if (!GotThere()) GoFace(cEgo.x, cEgo.y, eUp);
    else {
        cEgo.FaceObject(oSquirrel);
        cReader.Say("&27 There is a grey squirrel near one of the trees.  It is making you drool.");  // READ27.wav
        Wait(20);
    }
}
#9
Khris,

Thanks for this, I have got it working everywhere, except for two places in the GlobalScript that I am still working on.  However, it has seemed to have introduced an unexpected side effect where certain basic functions are repeating after the script has used the GotThere and GoFace for the first time as described.  For example when I start the game, if I use look to click on an object the following code is kicked off once.

Code: ags

function oSquirrel_Look()
{
    cReader.Say("&27 There is a grey squirrel near one of the trees.  It is making you drool.");  // READ27.wav
    Wait(20);
}


But after I interact with an object with code like below the code above executes twice any time I look at that object.

Code: ags

function oLog_Interact()
{
    if (!GotThere()) GoFace(266, 94, eRight);
    else {
      cReader.Say("&21 You pick up the log.");  //READ21.wav
      cEgo.AddInventory(iLog);
      oLog.Visible = false;
      GiveScore(2);
      RestoreWalkableArea(3);
    }
}



Please let me know what you think.
#10
New issue following my last post.  I have a beach scene that uses a region to change the character's view from walking to wading when the character is in the ocean.  However, if the character is in the ocean wading and I click interact with an object.  When the character automatically walks out of the ocean to the object on shore, the view does not change back to the walking view when the character walks off the region.

Code: ags

function region2_WalksOnto()
{
    cEgo.ChangeView(VEGOSPLASH);
   
}

function region2_WalksOff()
{
    cEgo.ChangeView(1);
}
#11
I changed this and it did the trick.  Thanks for the tip.
#12
I have looked through related posts, but have not seen one in which the response solves my issue.  I have a beach scene where I have set a region in the water.  When the player is standing on the region of water, I am changing the view from the from the walking view to a splashing view.  Code is as follows:

function region2_Standing()
{
    cEgo.ChangeView(VEGOSPLASH);
    cEgo.
}
function region2_WalksOff()
{
    cEgo.ChangeView(1);
}

The view changes appropriately and when standing in the water, the player standing frame (0) of the splash view is shown.  However, when the player walks in the water, the view moves to frame 1, but does not animate the other 5 to 7 frames of the loop.  Therefore, the player just floats across the screen with the same image.  Ultimately, when the player exit the water and the view is changed back to the walking view 1, animation is correct.
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