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Messages - OG

#61
Code: AGS
That's still wrong, you didn't close the else blocks.
You don't need to encapsulate a single command in {} anyway though.


I do realise this, I just figured that it's obvious to close the blocks.

You indeed don't need to encapsulate a single command in {}, but it helped me to learn I guess. Plus, it works.

Nae hard feelin's  :-*

 
#62
The Rumpus Room / Re: Livestock Laughs
Sat 13/10/2012 06:00:32
Code: AGS
function Is_Cow_joke_told()
if (player == cCowjoke) Display("Laugh");
else cDon't_bother.SetAsPlayer();
}
#63
Ah right, I didn't notice.

I meant this, right?

Code: AGS
function Button1_OnClick(GUIControl *control, MouseButton button)
if (player == cChuck){
Display("You are already playing as me");
}
else{cChuck.SetAsPlayer();
}
////functions are seperate, duh
function Button2_OnClick(GUIControl *control, MouseButton button)
if (player == cCouch){
Display("You are already playing as me");
}
else{cCouch.SetAsPlayer();
}
////functions are seperate, duh
function Button3_OnClick(GUIControl *control, MouseButton button) {
if (player == cEvan){
Display("You are already playing as me");
}
else {cEvan.SetAsPlayer();
}



Sorry man, it's Saturday and I've had some beers. Ah well.
#64
amateurhour, you are on the right path but a little misguided... Look carefully at the code here:

function Button1_OnClick(GUIControl *control, MouseButton button)
{
if (player == cChuck){
Display("You are already playing as me");
}
else{cChuck.SetAsPlayer();
}
////////////////////
function Button2_OnClick(GUIControl *control, MouseButton button)
{
if (player == cCouch){
Display("You are already playing as me");
}
else{cCouch.SetAsPlayer();
}
////////////////////
function Button3_OnClick(GUIControl *control, MouseButton button) {
  if (player == cEvan){
    Display("You are already playing as me");
}
    else {cEvan.SetAsPlayer();
}
////////////////////

It is very similar to yours, but you have certain characters in the wrong place. Try this (bearing in mind Button1/Button2/Button3 - are yours to modify.).

If you don't understand let me know. You just got the code wrong is all.
#65
True. haha. Geork is right with:

Code: AGS
Mouse.Mode = eModePointer;
Mouse.DisableMode(eModeInteract);
Mouse.DisableMode(eModeLookat);
//etc etc


Not sure how that one slipped the ol' mind.
#66
First problem:

Throw this in the load hotspot AnyClick -

Code: AGS
lstRestoreGamesList.FillSaveGameList();
gRestoreGame.Visible = true;


Second problem:

Throw this in the room's room_load -

Code: AGS
mouse.Mode = eModePointer;
#67
"A story is never finished, without it's end"...

Yep, I made that. Although someone has probably formed a similar arrangment of words.

To put simply - your story will never get finished if you lose interest in it. Find something that interests you about the story you have written or dig up the realisation of what made you interested in telling that story in the first place.

Otherwise, pick one. And deepol.
#68
That's no problem, amateurhour, I'm glad I could help :)

There is nothing worse than sitting for hours over something!
#69
If anybody has the same problem and doesn't quite understand:

If you want to change characters via buttons, you should create a gui that includes as many buttons as you wish there to be characters. The gui should only be visible when you want it to be. ie gGui1.visible = true;/ ie gGui1.visible = false;

With the buttons, you need to make the on_click change the characters. Simple as using cwhoever.SetAsPlayer();. This will switch the characters in any situation. This will switch to the character and the character will be in the room he was last left in or started in, providing you didn't change it somewhere along the code.

if, however, you wish to change character via the use of a plain keyboard button, use this:

Code: AGS
if (IsKeyPressed(eKeyTab)){
cwhoever.setasplayer;
}


As far as object text fields go, always remember to write what you want the object to appear as via the description in the properties menu. This is easier with the 9verb - otherwise read this thread clearly.
#70
How about not blocking? I might be missing the point here.


In the rooms' room_Load put in something like this:

Code: AGS

if (player.HasInventory(icup){
//Whatever
}
else{ cReceptionist.Animate(?, ?, erepeat, eNoBlock);
}


Put this in repeatedly_execute:

Code: AGS
if (cReceptionist.View==REC_IDLE && cReceptionist.Frame!=4)
  oCup.Visible=false;
else{ oCup.Visible=true;


And rework it to suit.
#71
Throw this in there:

mouse.UseModeGraphic(eModePointer);

And sort out your on_click display messages with buttons.
#72
Critics' Lounge / Re: A morgue
Mon 08/10/2012 11:41:23
Hi SookieSock

Your artistic abilities are very impressive, you've certainly captured the atmosphere with the colour, tone and shading. The flooring and the windows in particular are braw.

There may be some concerns over the scaling and indeed the light beams, but nothing that cannot be cut and re-sized in photoshop for example. You could probably forgive the light beams with a bit of smudge and blurring, perhaps also bringing down the transparency if you really want to rip your hair out. As for the clock - clocks come in an array of sizes so I wouldn't fuss over it largely.

Imo the background is totally usable. It's your style, you should work it. The only time I would give a toss (especially after spending a significant amount of time creating this background) about the scaling of the body compartments was if it was your intention to have the player interact with them and having them animate to open. This could be a bit tricky. Otherwise, if it's just your intention to have some text description of them on examination, I wouldn't stress about it - I know what they are.

If you are looking for comments about improving your general style, just try and achieve less smudge, and apply sharpening in areas where it matters, in terms of perspective.

My two cents.
#73
Quote from: ktchong on Sun 07/10/2012 02:05:14I am old enough to know that a lot of people are great salesmen who can present a very persuasive pitch - but they can't deliver at all.

Politicians are great at that.

At the end of the day, if people want to spend their money on something they will, if they don't, they won't. Right?

I think the reason the more established companies etc use kickstarters' is for the reason that these often 'original' projects wouldn't get funded otherwise. You would hope so anyway. Plus, you always get something in return for your money so there is little room to complain.

You could also use the 'digital age' argument, where by these platforms can be openly used by anyone, such as YouTube and the rest of them. Platforms that appear to start off as being for the 'average joe', but as we all know, the commercial world will dip it's finger in eventually.

As agent Smith would say: "It's inevitable, Mr Anderson."
#74
Hi dale527

The presentation and concept of this game = excellent. Very time-friendly with things such as paranormal activity going around. I would take on something like this, had I not had my hands full. Why do you want to pass it on to someone else anyway? Why not instead keep it on the back burner for when your other game is complete. Would be a shame to discard it.

Also, you should really put a warning on that clip - I got scared as hell at the end when I saw the lack of food in the fridge! 
#76
Wow...

Those seven screenshots are sure circulating and getting a hell-of-a-lot-a press... No pressure Nightfable, lol! I guess that is the trap of the fan-game.

Best of luck ;)
#77
Hi Nikolas

The website looks quite good, the web designer may want to consider formatting the text on the composer pages a bit differently though. Something a bit tidier?

1. It's reasonable. Just remember that less is more. And as far as newsletters are concerned, as I am sure you will know, try and find an even mix of image and text. Otherwise you'll just end up with a less than interesting jumble of words or a lot of nice pictures with what can appear like a lacking of content.

2. My advice would be to get a copy of Adobe Indesign (or a portable version). It's the best in the business for things like that. It allows you to set your page size, margins, text/ picture columns and once you figure out your typical layout it's easy then to just go in and edit it for the next edition etc... Allows for good consistency. Doing it in Photoshop would be a terrible idea.
#78
Congrats on the release Sughly - your illustrations are outstanding. Well done!
#79
AGS Games in Production / Re: COMMO
Tue 25/09/2012 10:55:31
That's the website up: http://onkergames.wix.com/commo

Looking to get a proper domain in 'due course' when the funds are a bit better. It's still early days.

Latest news/screenshots will be updated regularly. Upcoming trailer is in the works.

Hang in there, soldier.

Onker
#80
AGS Games in Production / Re: COMMO
Sat 22/09/2012 19:36:39
Hi selmiak,

There will be pointing and clicking/interactions as well as a lot of running, dodging, shooting amongst other things ;). Unfortunate or not, there will be no jumping - but this is intended. Each level is reminiscent of an obstacle course that the player must complete using only the actions at their disposal, jumping was trivial and got axed for now.

The intention for the game is to create an in-depth cinematic adventure, in the style of a 'platformer' for a better word, just less tedious.

A website is in the works which will explain more - updates to come.
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