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Topics - Phemar

#61
General Discussion / I'm leaving.
Thu 07/10/2004 14:55:48

I ... I'm leaving and I'm not likely to return.

It's been a pleasure knowing some of you.

Cheers.
#62
AGS Games in Production / Flaccid Carnage
Thu 23/09/2004 16:50:04

Hooray for totally abstract titles.

I've been erming and ahing over what would be a good time to post a GIP thread. And I came across today. Today was significantly important because school had been let out for a measly one week holiday. Anyway, after all my off-topic rambling you'll probably find out more about the game. That is if you want to know about my latest game. Do you? Then carry on reading. Unless you don't. In which case just press the back buton on your browser. Now.

Thank you for wanting to know more... And you shall be rewarded because of your generosity/curiosity. You shall be rewarded knowledge. Knowledge of a power, knowledge of a game, a game that is to be Zor's latest production until his next production.


Storyline:

You play Mark. Or guide Mark. Or pretend to be a pile of pixels which simultaneously change color to give the effect of animation, and/or gameplay.
Mark is a graphics designer for a well-reputed software company. A company which can't afford to let their employees slack off. A company which finds it imperative that you arrive on time everyday.
For some unknown reason, Mark winds up being late. He winds up being 'sacked'.
That and being teleported to a faraway prison cell. What a day.
Later he finds out that some mad scientist dude is in dire need of his help, his help to save the planet. Save the planet from a power so great that it will wipe out the entire human civilisation. Just for the hell of it.
Of course Mark doesn't believe a word of it, and soon escapes to seek his fortune in a nearby town.


Screenshots:





Specs:

256 color
320x200 Res
LEC VerbBox style gameplay.
(hopefully) Comedy.


Production:

Artwork
Characters: ??? Not decided upon yet.
10/25 Backgrounds.
13/20 Inventory.

Coding
4/25 Rooms fully coded.
4/25 Rooms partially coded.
All GUI coding done.



Proudly brought to you by ZorTech.

PS: Don't forget to visit the forums: ZorTech Forums
#63

Have you heard about this?

http://amberfisharts.com/

Go to the FOA2 section.

Apparently they've been working on this for four years now, and are rebuilding the engine from scratch.
They seem to be doing a good job so far.
#64

Well... I saw this in the Future.txt that came with AGS:

Quote* tutorials on:
    - basic LEC GUI - in particular, how to make 'Give X to Y' mode
    - custm save/load window
    - keyboard walking
    - save game screenshots

So I though I'd contribute to society and so now I bring the forth the (apparently) long-awaited tutorials of LEC MAKING and KEYBOARD WALKING!

Get 'em here:
Keyboard Walking
LEC Tutorial

They're in rtf format, so if you don't have wordpad, well...

Oh BTW Redrum could you update the template on Skimbleshanks to the newer version in the tutorial's zip, thanks!

Enjoy people.
#65

I see no sensible reason as to why this doesn't work:

Script header:
short SharpBlade; //Whether the sharpener is a blade or normal.

Other Click on inv 10 (sharpener)
  if (GetCursorMode()==8) {//if open
    if (SharpBlade==0) {//if blade is not removed
      Display ("Mark opens the sharpener and removes the blade.");
      SetInvItemPic(10,92);SetInvItemName(10,"Blade");//Switch to blade
      SharpBlade=1;return;}
    else if (SharpBlade==1) {//if blade is removed
      Speak ("That doesn't open.");}}//unhandled event
  else if (GetCursorMode()==5) {//else if pick up
    Speak ("I already have it.");}//unhandled event

Interact with hotspot 1 (floss dispenser)
if (player.activeinv==10) {// If sharpener/blade
    if (SharpBlade==1) {//If blade is out sharpener
      Walk (123,103);
      AnimateCharacter(MAR,13,15,0);Wait(15);
      Display ("Mark places the blade in the dispenser.");
      bladein=1;LoseInventory(10);}//Set it so the blade is in
    else if(SharpBlade==0){//if blade is still in sharpener
      unhandled_inv();}}//unhandled event
else {
  unhandled_inv();}//unhandled event


Well that's basically it. All it gives me is unhandled_inv everytime I use inv 10 on the hotspot.

Please help. I really see absolutely no reason for this not to be working.

Thanks, z0r.
#66

Well I dared myself to write a LEC template. So I did. Not based on any particular LEC game as such, just the general concept.
There's a lot less script than Proskrito's template so perhaps it's easier for beginners to understand.

Here it is, a mere 26 kb (no idea how it got that small): http://www.2dadventure.com/ags/lecgui_ver1.zip

Well enjoy.
#67
General Discussion / Son of the Beach
Thu 29/07/2004 18:35:38

Anyone watch the undoubtedly great programme?

I was suprised at the ending of the last episode. Too bad it was cancelled.

So, what do you think about this series, and the last episode?
I really enjoyed, and think it's brilliant...
#68
General Discussion / Hidden Features in AGS?
Mon 26/07/2004 18:25:11

I pressed a random number of keys in an AGS game one day, and found some cool results.
I started experimenting and came up with this:

ctrl + v = Some info on game (sprite cache etc.)

alt + F<12 = Some Room info (requires debug)

shift + F<12 = Walkable areas (requires debug)

alt + r = Is it me or could there be a hidden recording feature in AGS?
Press this once to start recording, press a again to write a *.agr file?

alt + x = Abort key? Exits the programme.

alt + prntscrn = Show some info, (requires debug)

alt + [ = Default Restore (not sure about debug)

ctrl + alt + end = Quits. Nothing more said.

ctrl + i = Inventory.

I was wondering if everyone else knew about this...
#69
General Discussion / New Comp: "Vector Sector"
Wed 14/07/2004 18:02:25

"Vector Sector"

Hello my fellow AGSers.
A recent post in the Comp Forum brought an issue to my attention...
Many people seem to think the Sprite Jams should be reserved to pixelised stuff. I myself think anything that can be imported into a game is a sprite.
With this competition entry's do not have to be vectors, but the rules must state they should not be pixelised.
The person who started shall choose a winner. The winner shall start a new comp.

Okay with you guys?
#70
COUNTERFEiT



Is here!
Currently being hosted on 2dadventure, as I don't feel like updating my website, but I will in near future...


Storyline

Basically you play a crook who prints funny money, going by the name of Kevin Sanders, disguised a photocopying agency.
One day you get an anonomous call from some guy, warning you the cops are coming to bust your ass.
So what do you? Gather your stuff, fool some cops, a little GTA while you're at it, and you're a free man!


Graphics:

A screenshot of the start-up screen:
http://www.zp.eds.saix.net/starter.gif

A screenshot of your office:
http://www.zp.eds.saix.net/office.gif

A screenie outside your office:
http://www.zp.eds.saix.net/outside.gif

Note: Screenshots are out of date. Character has new eyes. Oooh!


Notes:

Size: 810 KB
Length: Short Game
Resolution: 320X200
Colour Depth: 256 Colors


Download

What are you reading this for? Just start your download HERE!

UPDATE: New version 2.2, with readme.
Get it HERE!



        ZorTech

Hope you enjoy!
#71
Okay for my next extremely short test game I need the game to write a file to the game's directory telling a high score. Next time the player opens the game he can view the previous score and overwrite it if his current one is higher.

I've got this:

//GlobalInt (42); is the score in integer form.
string scorelabel;Ã,  //score in string form, for displaying on GUIs.
string scoredisplay; //erm, the high score for displaying...I can't really remember...

/**////I don't know where to put this:////**/
int scorewrite=FileOpen ("temp.tmp", FILE_WRITE); //I don't understand this whole
part (about which filename to specify, copied from manual)
if (scorewrite==0) {
Ã,  Display("The Game could not retreive the requested file.");
Ã,  }
else {
Ã,  FileWrite (scorewrite, scorelabel); //Writes string 'scorelabel' to the file
Ã,  FileRead (scorewrite, scoredisplay); //Read the file into a string called scoredisplay
Ã,  Display ("Your current high score is %s.", scoredisplay); //Displays your score.
Ã,  FileClose (scorewrite); //Close the file.
Ã,  }


The main problem lies in the fact that I can't grasp the whole concept...

What I want it to do, is kind of repeatedly execute the function to check for a new high score then write it.
Then when the player clicks on a button in the GUI, it displays his current high score.

Ignore all my script, I just wanted to show I did attempt it...

EDIT: But also, instead of displaying it, you could also do a SetLabelText () thing...
#72
The Rumpus Room / How did you find AGS?
Mon 14/06/2004 14:59:24
So, as the subject implies, How did you find AGS?
...
Were you just browsing the net and found a link?
...
Did you hear it from a friend?
...
Etc?
#73
I'm sorry for bugging you, but why won't this work, and how do I geta string to display properly?
string inventory;

function repeatedly_execute () {
  if (GetCursorMode()==4) {
    GetInvName (player.activeinv, inventory);
    SetLabelText (MAINGUI, 13, "Use %s with @OVERHOTSPOT@", inventory);
    }


All it says is invalid parameters for SetLabelText. All I want to do is get it to display the current inventory by the %s?
#74

I was just thinking...there's been adventures where you can choose your own name, (space quest), so why not and adventure where you can choose the colors for your chracter clothes?

You could have a GUI with three sliders, each going up to 63, one labelded red, yellow and blue or something, and then use:

SetPalRGB (1, GetSliderValue (COLOR, 1), GetSliderValue (COLOR, 2), GetSliderValue (COLOR, 1));

Usually now I would implement this in my game, but I don't think it would fit in with it...so here I offer it to anyone you wants to try it..!

Cheers!
#75

Well, it's been quite a while since I posted here now, (but don't worry, I've been doing lots and lots of artwork :) ) and I'd like to share my AGS screen.



That would be it. Yes, I will allow you to shout "TEH GRADIENTS!!11!1" as much as you want, because I deserve it.

Please help me improve this one.

-Cheers, Zor.
#76
Advanced Technical Forum / Script Gone...
Sat 22/05/2004 06:35:12

Please...help me. This be my last desperate plea for help...

Today...I opened up my game. I wanted to edit the GUI. So I pressed [ctrl]+[G] to open the Global Script. I looked.

I looked again.

I looked again.

I looked yet again.

My script was not there. Gone. Wiped off the face of the Earth.

Be there not a way to revive the Script?

Anyone? You must understand how desperate I am...That is alot of work to rewrite...

PLEASE! I AM FLIPPIN TELLIN YOU THERE BETTER BE A WAY OR ELSE!

I am using AGS Beta...So maybe?
#77
Critics' Lounge / My first vector image...
Thu 20/05/2004 16:11:54
Well, I just got Moho, and decided to work on my first vector:

Scaled:



Full size link:

http://www.2dadventure.com/ags/banana.jpg

I've never had any experience in vectors before...so there...

Took me roughly 30 minutes...

C&C welcome...as well as crits, harsh or kind.
#78

Right, a well-stated subject. I really don't understand what I'm doing wrong...

Perhaps I should start at the beginning: You see, a while ago I decided to start various evil plans for world domination. They were all particurlarly evil. I went over them a couple of times, and even tried a few of them out.
The problem comes in here. It just doesn't give me the same thrill as it used to. It's just...kinda lost it's touch.
I've got everything, according to the "SO YOU WANT TO BE A REALLY EVIL GUY NOW, DON'T YOU?" book by I. R. Evillingie.

1. I managed to acheive a super mainframe pc, which doesn't have a mouse or runs any known operating system.
2. I bought a program that makes an annoying beep everytime I type a key.
3. All codes and stuff have nice 3D graphical representations.
4. Got an irritating search engine that shows all the files it's searching throught while it's searching, also using nice 3D graphical representations.
5. I've trained my super-evil henchman to attack the good guy one at at time, and get knocked out with one punch.
6. I've been training my evil laugh, and it's randomness. I'm not sure I've perfected it though.
7. I have an underground lair, though I don't think that's necassary, as I heard some Evil Guys work out of their own bedroom.
8. I put up a sign by the entrance to my evil lair, saying "This is not an Evil Lair of Zor, so piss off and go back home." I'm pretty sure that one gets the point across.
9. I bought a really evil skin-tight suit from Walmart, and it looks so cool!
10. I've practiced, and I'm getting really good at randomly saying "Yes! My plan worked!" everytime something bad happens.

Well there. So what am I doing wrong?

Is anyone else in the same predicament? Perhaps we can all share tips on World Domination...

Please help me...
Do you guys use evil suits? I'm not so sure I need one...
#79
Talking:[/u]

Right, so I was wondering if it was possible to create something like this:



I hope it's pretty self explanatory...but if not:

Using Sierra-style speech, Where you would usually see the player character talking I want a pair of lips to be shown so that you can distinguish between the thoughts and the speech, and I also want his taling anim to be shown like in lUcas arts style speech...

Is this possible?

Inventory

So I have another problem: (I know, this is more of a beginners techinical question, but I didn't want to waste two topics....) So I have this inventory placement problem, I set my inventory two 32x96 pixels wide and high...Because each of my inventory graphics are 32x32 pixeld high and wide...So that means my Inventory window thingy should be able to diplsay 3 inventory items at one time. The problem is it don't! It displays 2 inventory items, leaving a little space inbetween them...I don't want that little space....I want the together?

Do anyone know the answer? Hm?

Thanks in advance! To all. And those who have helped me previously...greatly appreciated....thanks....

you:  8)
me:   :-[
#80
Well, earlier in this topic I got some negative responses about my character's side view. So I did an edit:



Yes, that's it. Note there are alot of them. Mix and match the bodys and heads, then please tell me which one is the best, and  critisize them in anyway possible. Yes, that was ANYWAY possible. Hehe.


Well screw the wood, I need some crit on my latest of late backgrounds...yep, that's right, a background!



Right, there it is....Tear me apart for the shading, I don't care! You hear that? Hm? I DON'T CARE!
Oh wait, no actually I do...Yes I do alot...Sorry for the inconvenience....Haha, hehe...Damn I'm funny   :) :D ;D ;D ??? :( >:( :o




Well, I really need some tips on this wood:



Yeah, tell me what you think, I really need some C&C.

Does it look like wood, can it be improved? If so how so?

Paintovers: Definately welcome!




Yay, I did some animation:



Oooh, another one:



The first one is of my guy (called kevin) crouching down as he notices the police are coming through the window, it didn't take me that long to do it. Well yes it actually did. Well not really to animate, moreover to get his crouching pose right...

The second an animation that will display whenever kev gets an inventory item. That took me quite a while to get his arms in the right postion, and they still definately aren't. You might notice some jumping pixels on his shoulder...Those I have changed, just not uploaded...

So there you have it! My little wee animations, all up for critiscms....

Cheers![/s]
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