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Messages - Persephone Rose

#1
So I'm sure that I'm probably just over-thinking things, but this problem has taken me longer than usual to figure out a solution to, so I thought I'd ask for some help.  I'm not even sure how to phrase what I'm asking, but goes nothing...

I'm working on a game with a fighting system that is a combination of RPG and button-mashing.  This code is still in its early stages, and it only works for attacking an enemy, not taking damage (which I haven't tried figuring out yet).

Here's how [what I currently have] works in my head:
Whenever you press the "Z" key on the keyboard, the character throws a punch.
If he's close enough to the enemy, he'll do damage (currently based on a random(10) integer), otherwise a message pops up that says "Not close enough!").
The enemy will run away if their health drops below 50.
When the enemy's health drops below 1, their view changes and they stop moving/attacking.

What I want to do is make it so that anywhere, anytime, you can throw a punch.  And if you're close enough to ANY enemy, you can do damage to it.  So I'd like to have one script that makes this possible, and have the enemy attacks be defined on a room-by-room basis.

So, the following is the current code in my GlobalScript.asc:

(For reference, "c1984" is a transparent, pixel-sized character that follows the player around the whole game and is used to activate/deactivate various things; in this case, once you enter a room with an enemy for the first time, the enemy starts following c1984, but appears to be going after the player).

Code: AGS
  //Setting up distance between character and enemy:
    xDiff = cRoy.x - c1984.x;
    yDiff = cRoy.y - c1984.y;
    enemyDistance = xDiff*xDiff + yDiff*yDiff;
    
     
  //PUNCH:    
  if (keycode == eKeyZ){
     
    //currentEnemy = enemyHealth; //<-- My first attempt at making it possible for the punch command to be used against any enemy, rather than just one.
    //^^ This didn't work.
    if (cRoy.View != 29){
    cRoy.ChangeView(29); //<-- Throws the punch!
    
    if (cRoy.View == 29){
      if (enemyDistance < 20500){ //<-- Ensures that punching on the other side of the room won't damage the enemy.
      damageDone = Random(10);
      enemyHealth = enemyHealth - damageDone; //<-- enemyHealth is declared in GlobalScript.ash and should be set when the player first encounters an enemy.
      //This next bit's just for me while I'm testing, I plan on having a GUI display this info later:
      Display("%d damage inflicted!", damageDone);
      Display("%d enemy health left!", enemyHealth);
      } else {
        Display("Not close enough!");
      }
    }
    
        Wait(5); //<-- So we have time to enjoy the visual of Roy extending his arm and pulling it back, maybe there's a better way to do this?
        cRoy.ChangeView(1);
       
    }
   
   if (enemyHealth < 50){
     c1984.Move(588, 100, eNoBlock); //<-- So the enemy runs away when it gets weak... Is there a way to make it do this without inputing specific coordinates, which obviously can't work in every situation...?
     c1984.FaceCharacter(cRoy, eNoBlock);
   } else if (enemyHealth < 1){
     /*"cCurrentEnemy"*/.ChangeView(8); //<-- How do I do something like this?  This is what I'm really trying to figure out.
     /*"cCurrentEnemy"*/.FollowCharacter(/*"cCurrentEnemy"*/); //<-- Stay put, you're dead!
     c1984.FollowCharacter(cRoy); //<-- Since we'll need c1984 later.
   } 


Thank you in advance for your help.
#2
Added a new screenshot :)
#3
Hey, thanks for checking it out; what'd you guys think?
#4




Hello everyone!  It's been a really long time since I've been to the forums here, or really, done much of anything online.  I've dabbled with AGS before, but I'm back now, and very seriously working very hard on my first full length adventure game, of which I am very excited to share a fully playable demo!  So, without further ado...




Welcome to the first installment of the "Persephone's Diary" saga.

"Secrets of the South" opens with a black Union Soldier in the Civil War who, following his true love, must infiltrate a Confederate camp in order to gain access to a timespace rift into the future.  The full game will feature a healthy mix of brain-tingling puzzles and social commentary.





Persephone's Diary: Secrets of the South

I'm very excited to release the demo of what I have so far.  I'm looking forward to hearing what everyone has to say.

Please also let me know if you're interested in auditioning for a voiceover role in the game, because I absolutely will not release this without a fully voiced cast!

#5
*UPDATE*

The V 1.0 Demo is now available for download: http://www.mediafire.com/?h32y9z5pm4l3td1

Feedback would be much welcomed!
#6
Annnny chance you have any voice openings left?  I <3 Space Quest and Sierra, and I'm a fan of your KQIII remake.  I'd love to help out if I can. Voiceover samples.
#7
AGS Games in Production / Re: Primordia
Mon 04/10/2010 10:57:54
This looks amazing.  Any chance you need more voice actors?  I'd love to help; I can provide samples of previous works.
#8
Quote from: Da_Duke2000 on Thu 30/09/2010 15:36:13
As I'm dating a social worker, who experiences psychologically volatile youths on a daily basis (and this I have a unique perspective), I probably won't play this.

Also, your main character in screen shots almost looks arabian, with the skin tan, vest (although he has a shirt in the cover shot) and the hat which looks oddly turban like.

Beyond that, really goodluck with your game! I can imagine your intentions are to make a mockery to the genre, keep it light and playful, you should do fine :).

It's still supposed to be a shirt.  Haha.  I know my drawing skills are quite impressive!

Thanks for your comment. 
#9
Golden Lobster Entertainment Presents...

From the Creator of Lance The Penguin....

JIMMY GOODLOVE: Serial Killer Fugitive

DEMO V. 1.0 NOW AVAILABLE FOR DOWNLOAD!!
DOWNLOAD HERE: http://www.mediafire.com/?h32y9z5pm4l3td1


STORY: You are Jimmy Goodlove, a mentally unstable serial killer who has just been identified by the FBI and must now use his cunning and wit to evade the law at all costs!

Jimmy Goodlove Will Feature High Quality Voice Acting!
















#10
Quote from: Wyz on Wed 29/09/2010 12:57:10
I think setting this should help:
Code: ags

game.narrator_speech = NARRATOR;

Okay!  That worked, thanks so much!
#11
Hints & Tips / Re: Lance the Penguin
Wed 29/09/2010 20:58:10
Quote from: Ozzie on Wed 29/09/2010 15:22:37
I guess it would make sense for the nail and plank to fit together, but wild clicking didn't result in anything. :(
Actually, I already tried out every single item combination.

Oh, okay. Nail and plank - doesn't work.
Plank and nail, does?
Sounds like that needs a fix! *grumbl*

Okay, I hope the game doesn't continue to be so bugged.
As it turns out, it didn't have the chance to be. ;)

Yeah, I'll see if I can fix that.  I'm working on a new game thanks to yours and a couple other people's suggestions that should run smoother.
#12
Quote from: bicilotti on Wed 29/09/2010 12:49:47
Quote from: theroachyjay on Wed 29/09/2010 12:40:42
Spoiler
Are there any items in your inventory that fit together?
[close]

Oh, now I get it! But

Spoiler
using the plank on the nail works, while using the nail on the plank gives me no action/feedback.
A bug, I s'pose
[close]

Spoiler
I coded it so it SHOULD work both ways, I'm not sure why it doesn't.  Hmm.  I'll see if I can figure it out.  Thanks!
[close]
#13
I can get voice files to play no problem with the CHAR#.wav convention, however I would like to have a voiceover read the narrator text boxes.  The automatic script generator has compiled all the lines needed for the narrator, but I don't know what to name the files so it can call them.  I tried NARR#.wav, but it doesn't pick it up.  The only way I can get it to work is if I name them EGO#.wav, which is a problem because it will conflict with the actual Ego's voice lines.

Thanks for your help!
#14
Quote from: bicilotti on Wed 29/09/2010 11:28:04
Quote from: theroachyjay on Tue 28/09/2010 22:20:11
Those of you looking for a hint:

Spoiler
Perhaps there's another way around the beast without going into the cave?
[close]

I... I am still puzzled. I need more informations. :P

Spoiler
Are there any items in your inventory that fit together?
[close]
#15
Hints & Tips / Re: Lance the Penguin
Wed 29/09/2010 12:38:06
Quote from: Ozzie on Wed 29/09/2010 03:28:43
Okay, I got
Spoiler
the nail, plank and flashlight, but the battery is dead.
[close]
Apparently, I don't have to enter the cave, as the creator said that there might be another way around the monster. My suspicion is that the boulder blocks a hole in the ground, but I can't interact with it! I think I already tried everything on this screen, but nothing happens!

Spoiler
Do any items in your inventory fit together?
[close]
#16
Thanks for the insight, Ozzie, I'll definitely take that into account as I work on "Lance 2"! 

Thanks for the comments about my voice acting!  I'd be more than willing to provide voices for anyone else's games if needed.

Those of you looking for a hint:

Spoiler
Perhaps there's another way around the beast without going into the cave?
[close]

#17
I'm not sure why it's not working, but here's a new link that should work: http://www.mediafire.com/file/v05850bd4x77avp/LanceThePenguin.zip
#18
Hey, everyone!  I'm new here, and have just finished my first game.  It's more or less an experiment I put together as I tried getting a feel for AGS, but I'm quite proud of how it turned out so I thought I'd share.

In "Lance the Penguin" you assume the role of Lance, a blue-footed boobie who decides he needs to get out of the house.  Unfortunately, a large beast makes that difficult!








Download Link: http://www.mediafire.com/file/v05850bd4x77avp/LanceThePenguin.zip
Mirror: http://www.megaupload.com/?d=PRR96VS0

Please, let me know what you think, and if you have any suggestions I'd greatly appreciate it.  Me and some friends are planning to use AGS to put together a full-length adventure game soon (with a better artist than myself, haha) so any input is greatly appreciated.
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