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Messages - OneDollar

#641
Complete guess... has the MIDI music sound option in your game changed to one that doesn't work, but when Media Player is open it forces your game to use another sound device that works? Why are there so many issues with MIDI? I couldn't get them to play in games for ages until I found SW Synth volume control was turned down
#642
7-Zip adds stuff to your right-mouse menu, so right click the .rar file, go to 7-zip and choose open archive. Drag the files out into another folder. Alternatively double click the .rar file, choose program from list, find and choose the 7-Zip file manager.
#644
KhrisMUC's method is a fancy and arguably better way of doing things, but you could set everything up manually if you're finding the code a bit hard to follow.

First draw your background complete with an empty list down the side. Then draw the graphics for the objects that will be hidden in the room. Then make graphics for the list names of the objects, one with just the name and one with the name crossed out.

Say you want to find a ball hidden in the room. Make a new object called oBall and give it a sprite with a picture of a ball. Place it somewhere in the room. Make another object called oBallList and give it the sprite you drew with the text "ball", and place it somewhere on the list.

At the top of your room script make two new variables to hold the total number of objects and the number of objects the player has found
Code: ags

// room script file
int TotalObjects=10;  //set the total number of objects in the room to 10
int FoundObjects=0;  //make a variable for the number of found objects (initially 0)


Now make a new function for any click on the object and write something similar to the code below in it:
Code: ags

function oBall_AnyClick()
{
  oBall.Visible=false;  //hide the ball (make it look like its disappearing)
  GiveScore(1);  //add one to the player's score
  oBallList.Graphic=1;  //set the ball's list entry graphic to the number of the one with 'Ball' crossed out
  FoundObjects++;  //add one to the number of found objects
}


Finally in the repeatedly execute function of the room's script add
Code: ags

function room_RepExec()
{
  if(FoundObjects==TotalObjects){  //if the number of objects found equals the number of objects hidden
    player.ChangeRoom(1);  //go to room 1
  }
}


Of course you'd have to add similar AnyClick code to every object, and setup the variables and RepExec code for every room using this method.

This is a simple and rather bad way of doing it, repeating far too much code, needing too much put in by hand and it won't allow you to monitor anything globally or change the objects that are hidden in rooms etc, but it should get you off to a bit of a start if you're just starting out coding and Khris' draw functions look a bit scary.

Next step would be to start putting things in a global script, and building only one global function that would deal with the removing, crossing out and scoring of clicking on objects.

In short, yes it can be done and it would be much easier using scripting. Its a while since I used the interactions editor, so I'm not sure if this is the sort of thing you could do in it, but you'd be following a similar method if you could. (Even if you can use the IE, you should learn to script it ;))
#645
Mines on board and I can't really tell the difference. That is they both sound like a MIDI. I'd say to use MIDI unless you're going for high quality sound, in which case use OGG (I think its lossless and its smaller than MP3 anyway), and obviously make your music for that quality.

Scaling MIDI up to MP3 or OGG is fairly pointless, and I reckon most modern sound cards will handle MIDI in pretty much the same way.
#646
Thanks Leon, and glad you liked it! What's an amateur game without a few typos anyway? ;)
#647
I thought this was interesting:
http://www.youtube.com/watch?v=up5jmbSjWkw

Followed by the explanation:
http://www.youtube.com/watch?v=lLRbTtd8IKM
#648
General Discussion / Re: Which Style?
Mon 14/01/2008 22:57:06
Play around with a few ideas. You don't have to make entire character sets or backgrounds but try out some different styles. Think about how long they take, how good they look, whether they fit the mood of your game and so on. Maybe you could sketch stuff out on paper if you can do that quicker than on the computer. Try and get a lot of different styles and narrow them down, thinking about what you like and what you don't like, then combine and build on these.

Its really up to you and what you can achieve. If you can produce sprites with lots of detail, but aren't much good at animation you could look at a sort of cardboard cut-out style (like Paper Mario). Conversely you could go for sprites with low detail but lots of animation. There's all kinds of styles out there, you just need to find your own style.
#649
General Discussion / Re: Pranks and Hi-jinks
Mon 14/01/2008 22:46:36
Agreed! Hand me my screwdriver!
#650
Critics' Lounge / Re: Criticism on Shading
Sun 13/01/2008 22:20:35
Quote from: Crazy on Sun 13/01/2008 21:14:56
Don't forget the height parameter aswell.
You only need one unless you're changing the ratio. Anyway. Shading advice. Yes.
#651
General Discussion / Re: Naming my game
Sun 13/01/2008 20:17:55
How dare you disagree with me!

I Have No Mouse And I Must Click is also great, but with a title referencing something else you set yourself up for a game full of references and spoofs, rather than the in-depth examination of the human psyche, gritty commentary on obsession and sobering look at the effects of mental instability that I fully expect this game to be.

;D
#652
Critics' Lounge / Re: Criticism on Shading
Sun 13/01/2008 20:07:34
I'm still learning, but I'd suggest picking a strong light direction then working out which bits would be lit and which wouldn't. For example you could light him from above, which means putting light on his shoulders and lower down on the outside and fronts of his trousers, and some highlights on the tips of his shoes.
#653
Cruising through space in your brand new Stellar-43DT you catch a glimpse of a strange shape out the port window...



What is that thing, and what is it doing out here in the middle of space?

Rules
*Follow the theme of a strange object in outerspace, though you can have pretty much anything as long as you can explain why its there and why it hasn't frozen or exploded (unless it is frozen or exploded ;))
*No colour limit
*You can flip and rotate the outline
*You can resize the image but not the outline
*The outline can be modified slightly, but must be recognisable
*You can place objects on top of the outline but the outline must remain recognisable
*Feel free to include a background
*Have fun!
#654
General Discussion / Re: Naming my game
Sun 13/01/2008 19:33:51
Quote from: Twin Moon on Sun 13/01/2008 15:27:58
Does Pixel Hunt exist?

Yes, an entry of Radiant's for a MAGS competition.

Quote from: Snake on Fri 11/01/2008 14:08:35
Click <--I actually like this one
I agree!
#655
General Discussion / Re: Jury Service
Sun 13/01/2008 00:14:13
Well... if you're sure... I'd hate to rip apart a letter you just sent, or give you the impression that it's awful or anything (which it isn't ;D)

MY opinion:
You start off fine, but when you say "Don't intend to sit on a Jury" you come across as a little aggressive, almost as if you're threatening to not show if they won't let you off (maybe you are, but that's not really a great idea :)). I don't think you should have the sentence about the cleaning guy stealing money as it sounds like you're belittling the legal system. Finally you say "My mind will be elsewhere" and "I will not be a very good juror for you", which again comes across as a threat - if you do drag me in there I refuse to pay attention. I know that's not what you're saying, but it does sound a little like that.

If you want my advice (which you are very welcome to ignore) instead of an aggressive tone try and go for a more apologetic and understanding one, explain your situation before stating that it will make it awkward to sit on the jury. Offer a compromise, try and find the least difficult time that you could sit (maybe the summer before you go to university, when the sort of things you'll need to be doing - applying for accommodation etc - can usually be done online or over the phone wherever you are) although you can try and put across that sitting on the jury isn't ideal. Remember you're writing to people in some kind of power so be polite and business-like, and come across as cooperative (and a dash of sucking up might work too)

There's my $0.02

Oh, and good luck with escaping it and your uni application  ;D
#656
There's an option in the room settings to hide the player character in that room.

If you're using the default control system with right mouse cycling modes, you can set the mouse mode to interact then disable the other modes upon entering the room, something like...
Code: ags

function room_Load()  //this is one of the default room functions, enters room before fade in
{
  mouse.Mode=eModeInteract;  //set mouse mode to interact (or you could use pointer or another mode)
  mouse.DisableMode(eModeLookat);  //disable the other mouse modes
  mouse.DisableMode(eModePickup);
  etc...
}


You could also change the mouse cursor
Code: ags

mouse.ChangeModeGraphic(eModeInteract, 0);  //change mouse cursor for interact to sprite slot 0
mouse.ChangeModeHotspot(eModeInteract, 0, 0);  //change mouse hotspot to x=0 and y=0


Then run your interactions with the computer terminal as either any click on object or interact with object. You'll have to enable the other mouse modes before the player leaves the room.
Code: ags

function hExitBtn_AnyClick()  //run when you click the exit hotspot on the terminal for example
{
  mouse.EnableMode(eModeLookat);
  mouse.EnableMode(eModePickup);
  etc...
}

If you want a text parser you'll need to make a new GUI that is only displayed when you enter the room. Take a look at the text parser entry in the manual. Any other GUIs you have might need to be enabled or disabled when you enter or exit the room.
#657
Critics' Lounge / Re: C&C for a character
Sat 12/01/2008 14:40:08
Right, I've doctored the side view a bit following Babar's advice, and tried to raise the crotch as Tuomas mentioned. Also as everyone is adamant that she should have less colours I had a go at a different shading style...



To be honest I do actually quite like it, and its going to be a lot easier to animate.

RE: 3/4 views, is the general idea to use a 3/4 view for when a character is standing but facing left or right, and a 1/2 view when they're walking?

Any more comments or ideas? Looking at the sprites with different shading I'm slightly worried her arms seem a bit too thin, especially her left arm, what do you think? Does the shading have too much contrast?

Yarooze, your version is great. She looks like she's saying "Where did those come from?" ;D

Thanks for all the help guys!
#658
General Discussion / Re: Jury Service
Sat 12/01/2008 11:15:35
Do you want critique on that?
#659
I bet he's got Alt and X buttons hidden somewhere...
#660
General Discussion / Re: Jury Service
Fri 11/01/2008 23:10:30
On your first day point to the judge and shout "He paid me £15 to vote guilty!".

See if they want you back again
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