Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Pixelton

#61
Quote from: Khris on Mon 26/04/2010 17:11:45
I think that was CJ when he wrote the manual ;).

Ah that will be it ;)
#62
Xbox 360? Does that mean you can build ags games to run in a kind of XBLA environment? That is awesome! It would be great to see the indie xbox live scene flooded with quality AGS games!
#63
Someone once tried to explain the difference between LockView and ChangeView and I kind of understood it and also kind of didn't.

When would it be correct to use ChangeView over LockView and does UnlockView() restore the character's view to the previous state? I hope these questions are good ones, I'm kind of guessing my way through AGS scripting at the moment, its quite frustrating.
#64
Banana and ham??? crazy shit Ben. I'll have to try that Questionable - I live off sandwiches so its nice to get new ideas. Sorry if this seems like a trollish post....I actually didnt know what that was until I googled it...this is the first time I've really used a forum (no joke!)

On a side note Sandwich unrelated; Fried egg in tomato soup is also worth trying especially if the egg yoke is still runny; its not all that pleasant to look at but it goes down well, and cheese and union crisps with strawberry jam (jelly for the Americans). Youd think thats disgusting but by god that's good too.
#65
Whats the craziest things you put on a sandwhich.

I rememberf back in my university days....a long time ago now, when my student grant had just come in I remember:

1) frying mince with some onions
2) added a bolognese sauce to the mix (as if I was making spagbol)
3) oven cooked some onion rings
4) threw the saucy mix on my toast
5) added a cheese slice on top of that
6) added my onion rings ontop of the melted cheese

It was very messy and pretty darn tasty although the onion rings didn't work too well; to confess I did have to eat this with a knife and folk.

#66
Thanks Khris

That doesnt fix my problem but it cleans up my little script and now I know better about player checks

Cheers man :)
#67
Hey guys I've hit a wall with my scripting in that I can't get the thing to do what I want it to do. Now Scripting is a real weakness of mine and I really wish I was better at it so hopefully this will help me out and I also learn a few things.

I have a broken gas pipe in my level, when the player colides with it he dies and it displays a GUI, when the player switches to a different character he can pass under the gas safely but its causing problems; so I'll get to my scrpt.

The gas Script:
Code: ags
function room_RepExec()
{
    if (cJohnny.IsCollidingWithObject(oGasleak)) {
    cJohnny.ChangeView(34);
    cJohnny.Animate(0, 3, eOnce, eBlock, eForwards);
    Wait(60);
    Display("You step under the sub-zero cloud, the Trigenon vapour turning you into a petrified, crystal statue: a monument to stupidity.");
    gDeathWindow.Visible = true;
    }
}


On the Room Load function
Code: ags
function room_Load()
{
    if (cJohnny.PreviousRoom == 5) {
    cJohnny.Walk(110, 155, eBlock, eWalkableAreas);
  }
    
  if (cStorebot.PreviousRoom == 5) {
    cStorebot.Walk(105, 150, eBlock, eWalkableAreas);
  }
}


Now I thought that because the gasleak is looking for a player called cJohnny then the death effects would be ignored once the player was now the storebot but it doesnt and I get an error: The character Johnny could not be displayed because there were no frames in loop 2 of view 34......This is also strange as I've never used that loop (which is empty)

So I thought I'd try this:
Code: ags
function room_RepExec()
{
    if (player.Name == "Johnny") {
    cJohnny.IsCollidingWithObject(oGasleak);
    cJohnny.ChangeView(34);
    cJohnny.Animate(0, 3, eOnce, eBlock, eForwards);
    Wait(60);
    Display("You step under the sub-zero cloud, the Trigenon vapour turning you into a petrified, crystal statue: a monument to stupidity.");
    gDeathWindow.Visible = true;
    }
}


Now the death sequence is ignored when the bot passes through the gasleak but when Johnny enters the room the screen fades to black through the room transition but it remains black and the room doesn't load (I get no errors here).

I know I'm giving off the concept of a puzzle here which is in the game but I have no other option :( I've tried to solve this problem in a number of ways before posting here.

Any help is much appreciated!
#68
That looks really nice man, you can tell by that simple screengrab that there is potential.
#69
well I've always been a wan of wonder boy, had everything you wanted, NPC's, shops and special items, lots of monsters, it had that mario style gameplay but a little slowed down....or even Fantatic Dizzy.
#71
Yeah...I no longer eat anything green...she looks like my ex...
#72
I agree with Calin in that you should choose a path and design the module or AGS platformer engine towards that goal rather than trying to fill your plate with too many platformer concepts. For me AGS is a fanatastic tool for creating a story driven adventure game so why not develope of platformer that works along the same lines.

I also played 1213 and while I think it had a few control issues ultimatly it did what it set out to do, throw the player into a really interesting world with lots of shooting and climbing...and still felt like an adventure game.  :)

Well...thats my two cents.
#73
I love this genre and I think over standard adventure games, the run and jump, action genre like Flashback, Another World and the Prince of Persia series are the kind of games I'd really like to make, I just don't have the scripting know-how to produce them and alot of people I've asked about this have told me it's alot of work on the code side of things.

I've submitted my thoughts and would love to see this come to fruition, on a side note if you need some placeholder artwork for an example demo (abit like the demo game that comes with AGS) then please let me know as I'd love to help; I'd do anything to support this really and get it into circulation (I think I even have some prince of persia style sprites I've made for something...I'm not sure what now).

I did add in the survey that I think Xbox style achievements would be great too for replay value and as a nice kind of point system.

I'll be watching this :)
#74
I've missed the deadline by a day...I only just realised after finishing my little pic...oh well.



#75
Theres some free graphical programs out there such as Gimp which is abit like Photoshop and also Open Office Draw, I've not used that but it looks a little like MS paint but with better features. They're all worth checking out :)

Hope that helps.
#76
AGS Games in Production / Re: Wretcher
Fri 23/04/2010 12:42:32
Yes that looks tasty really nice man.

My only crit and I hope you take this as coinstructive....stop making me looking bad!

Keep up the good work it looks like you've put in a good few hours there so try not to lose steam on this and keep yourself in 5th gear. I find whenever I decide to take a small break from a game production it actually kills it. I can't wait to play this.
#77
Completed Game Announcements / Re: Downfall
Fri 16/04/2010 20:17:05
Wow nice artwork Grim, I'll be giving this a download and a play! :)
#78
AGS Games in Production / Re: Isolation
Fri 16/04/2010 12:55:54
This really does look good, if the characters animate half as good as they look then this is a winner :) Keep up the good work man!
#79
General Discussion / Re: Evil Dead 4
Fri 16/04/2010 11:34:28
I have heard that the Evil Dead is to be remade - that seems to be the way these days with horror and the'Naughties' cinema. If they're not remaking Japanese Horror's they're remaking making 70's/early 80's horror.

(Theres only so many ways you can skin a cat with a chainsaw....)
#80
ah cheers guys...now I've sorted that I feel kind of stupid :p
SMF spam blocked by CleanTalk