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Messages - Ponch

#4781
Hi, Desimaui. Thanks for playing the game.

As for what to do with the ornament...
Spoiler
You need to take the ornament to the old man in the cabin - Use the Multi Tool to open the door, if you haven't done so already. Then give the ornament to the old man.
[close]

And there you have it!
#4782
It is indeed ED-209 you face off against. Actually, every robot in the Barn Runner games is taken from another work of fiction, some obscure some readily identifiable. Half the fun of putting the games together is researching the more obscure robots.

I'm glad so many liked it and sure, I wish it recieved more comments than it did but the download numbers are really good and a lot of people have visited my website for the walkthroughs and the other free goodies so I guess I can't complain.

Also, the puzzles were a little easy but I like my funny games to be funny and not frustrating. I leave the serious stuff and harder puzzles to people who are better suited to it than I am.

Thanks for playing,

Ponch
#4783
Troy McClure: "Don't kid yourself, Billy. If he thought he could get away with it, a cow would kill you and everyone you care about."

A close second would be just about anything Grounds Keeper Willie has ever said.

"Lunch Lady Doris, do you have any grease? ... Then grease me up, woman!"

-Ponch
#4784
Larry Vales 1 & 2, no question about it. Short of Sam and Max, no other game has ever made me laugh as much as Larry did.

"Coffee is for closers" is a phrase I tormented my co-workers with for at least a month after I played Larry Vales 2.

And thanks to the nice person who mentioned Barn Runner! If I couldn't make funniest of all time, I'm tickled pink to make funny enough to be stored in short term memory.
#4785
Not sure if this is exactly what you're looking for, but this is the program I use for ALL my audio needs.

http://www.goldwave.com/release.php

-Ponch
#4786
The Rumpus Room / Re: Sam and Max Cancelled!
Wed 02/02/2005 02:18:43
According to The International House of Mojo (and the Bad Brains site) negotiations with LucasArts for the rights to Sam and Max 2 have failed.

That bites.

But maybe Purcell will let Bad Brains do something all-new with Max.

Here's hoping, anyway.
#4787
Beginners' Technical Questions / Re: Load();
Wed 02/02/2005 02:07:12
RestoreGameSlot (x);
Where "X" is the save game slot
#4788
I did my best to provide a "bare bones" tutorial of how I made the shooter game. TerranRich moved it here:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18949.0

Hope it helps.
#4789
Yeah, it did seem strange to find it here. But, hey, I go where the wind (and moderators) take me... like that guy in Kung Fu... if he were named after that guy in CHiPs...
#4790
Beware! Lengthy post follows!

Wabbit, thanks for downloading the game:
http://www.adventuregamestudio.co.uk/games.php?action=download&game=486
I'm glad you liked it.

The code wasn't too hard. It just takes a while to type it all in. Mostly it's just a lot of timer checks and other assorted repeatedly execute bits. But bear in mind that I coded it with AGS v2.61 so some of these commands are probably out of date. I don't plan to upgrade to a newer version of AGS until I finish The Forever Friday later this year, so anybody using the newer versions please feel free to correct me.

Keep in mind that this is a VASTLY simplified explanation. I think a lot of beginners may take a look at this so I want it be as easy to understand as possible. If you're at all handy with code then you'll want to use more advanced operators to check your variables. These will streamline your code and make it easier to include more bells and whistles but for the moment, please excuse the clunky but easy-to-follow code that follows. Basically, this is how it was done...

First off, let's define a couple of game design points:
The gun will only hold three shots (as it did in my game).
The gun will start fully loaded.
The player will have two spare clips for the gun (each with three shots).
The gun will have no muzzle flash (this is easy to include later but isn't important right now).
There will only be a simple reloading graphic, nothing spiffy.
The targets will not shoot back, respawn, or summon help. (This can be done later).
The player only has one type of weapon available. (You can add as many more as you want later).
Distance is not a factor. If the player can see it, he can shoot it. (This can be changed later too).
There will be only two targets to shoot at. (Throw an army at the player later).

So let's get cracking...

----------GLOBAL SCRIPT----------
In the Global Script you'll need a few variables. (We'll use Global Integers because everyone who wants to attempt this should understand the basics and GlobalInts are VERY basic -- but in your own game you might want to use custom integers... I did.)

    SetGlobalInt (2,3); // Gun Ammo Status (3-shots in gun)
    SetGlobalInt (3,1); // Gun Clip status (spare clips number remaining)
    SetGlobalInt (4,0); // Jon HIDE check (0=no shoot, 1=shoot now, 2=too late)

----------CURSOR STUFF----------
You'll need to create a spiffy "Gun Sight" cursor in the UserMode1 cursor slot. I'll rename the slot to SHOOT! so it will be easy to spot in the editor.

----------ACTOR AND OBJECT CODE----------
You'll need a few targets for the player to shoot at. We'll name ours Ponch and Jon. Ponch will be a simple target that runs in from one side of the screen and off the other side. Jon will be a hiding target that will "pop" to face the player just one  time and then go back to hiding (where he can't be shot).

For PONCH, include the following code under the actors SHOOT! tab:

// SHOOT PONCH
if (GetGlobalInt(2)>0) { // If the gun has any bullets left
StopMoving(PONCH);
  {// Move Ponch off screen
  character[PONCH].room=0;
  character[PONCH].x=0;
  character[PONCH].y=0;
  }
SetGlobalInt(2, GetGlobalInt(2)-1);//Minus one shot from pistol
  }
else {} // Gun is empty, do nothing.

For JON, let's make him an object instead of an actor so you can see how that's done. Under the objects SHOOT! tab, put the following code:

// SHOOT JON
//if gun is loaded & Jon is in 'Shoot Now' mode
if ((GetGlobalInt(2)>0) && (GetGlobalInt(4)==1)){
ObjectOff(0); // Remove Jon from room
SetGlobalInt(2, GetGlobalInt(2)-1); // Minus one shot from gun
  }
// otherwise if gun is loaded but Jon is hiding
else if (GetGlobalInt(2)>0) {
SetGlobalInt(2, GetGlobalInt(2)-1); // Minus one shot from gun
  }

----------ROOM STUFF----------
First off, create a room that is larger than what the player can see and place the player in the middle of it. This allows you to place Ponch off-camera where the player can't see him or shoot him until you bring him into view. This also makes it easy to have Ponch easily run off-screen where the player can't shoot at him. Plus, he won't "pop" into view as he would if you used .room commands. He'll enter and exit frame smoothly. Just make sure that you make the room big enough to allow your target to be completely out of frame on either side of visible area of the room.

Next, draw a nice HUD on top of the screen. In the future, you can use a GUI for this but they're tricky for beginners so we'll stick with a nice picture with HotSpots at the top of the screen. Put a RELOAD button somewhere on the HUD, make it a HotSpot and add this code to it's SHOOT! tab:

// SHOOT RELOAD BUTTON

if (GetGlobalInt(3)==2) { // If the player has two clips left
SetGlobalInt(3, GetGlobalInt(3)-1);//lose one clip
SetTimer(1, 90); // Set Reload Timer
//AnimateObject - Reloading Graphic
HideMouseCursor(); // so the player can't shoot while reloading
  } 
else if (GetGlobalInt(3)==1) { // if the player has one clip left
SetGlobalInt(3, GetGlobalInt(3)-1);//lose last clip
SetTimer(1, 90); // Start Reload Timer
//AnimateObject - Reloading Graphic
HideMouseCursor(); // so the player can't shoot while reloading
  }
else { // the player is out of ammo
//Display Message - Out of Ammo!
  }


Also, so the game can keep track of missed shots, make the rest of the room (not to include the HUD) a different HotSpot and add this code to it's SHOOT! tab:

// SHOOT BACKGROUND
if (GetGlobalInt(2)>0) { // if gun is loaded
SetGlobalInt(2, GetGlobalInt(2)-1); // minus one shot from gun
  }
else {} // gun is empty so do nothing.
Now place the actor Ponch just off-screen and the object Jon somewhere on-screen and get ready to add the room code.

----------ROOM CODE----------

(Enter Before Fade In)

//Disable all cursors except the the SHOOT! mode.
// Disable all GUIs
//Set Jon Object to proper view


(Repeatedly Execute)

// Reload Timer
if (IsTimerExpired(1)==1){ // Timer 1 expired
  ShowMouseCursor();
SetGlobalInt(2,3);//give gun three shots
    }
// Jon timer
if (IsTimerExpired(2) == 1) { // Timer 2 expired
   if (GetGlobalInt(4)==1) { // Player has not shot Jon in time
      SetGlobalInt(4,2); // Jon goes back to hiding and cannot be shot.
      //Animate Object to "Hiding" view
          }
   if (GetGlobalInt(4)==0) { // Jon was hiding
      SetGlobalInt(4,1); // Jon is in "Shoot Now" mode
      //Animate Object to "Exposed" view
      SetTimer(2,80); // Player has a limited amount of time to shoot Jon
   }
}


(Enter After Fade In)

SetTimer(2,200); // Jon waits to reveal himself
MoveCharacterDirect(PONCH, x, y); // Ponch makes his dash for freedom.


(Leaves Screen)

//Be sure to enable all the cursor modes and GUI as the player leaves the arcade room.


And that's it. These are just the basics of what I did with the first build of the arcade code but you can do a lot more with it after some practice. In the current build of the Forever Friday, I have one arcade sequence with over twenty bad guys that attack you with crow bars and pistols with varying degrees of accuracy. Some attack from sniper positions while others dash back and forth between buildings for cover. They even call for reinforcements that arrive in cars. Plus you can choose two (of three) different weapons to carry, each with a different range, rate of fire, ammunition capacity and accuracy. Please bear in mind that it sounds a LOT cooler than it actually appears. This is NOT Halo 2 by any stretch of the imagination but I think it's a pretty cool action sequence for an AGS game. Hopefully when the Forever Friday comes out this summer others will think so too. (In the meantime, that code is classified "Double Top Secret" and isn't up for grabs.)

In the mean time, I hope this serves as a nice starting point for you to drop your own action-ish bits into your games. Good luck and other posters should feel free to criticize / modify this code as needed.

-Ponch
#4791
Well, I guess it depends on the size of the game. The Armageddon Eclair took me about six months to do whereas something smaller like The Prick Who Came In From the Cold took only a week and a half. Something really short like Don't Jerk the Trigger of Love took a single weekend. My magnum opus, The Forever Friday has been in production for over a year now.

I do all the writing and coding myself and split the art duties with Kelly. The music is mostly comprised of MIDIs I found on the net so that saves time. Personally, other than using playtesters, I don't think having a team of people speeds the work up very much.

Way back in the olden days, I made games with other people and it seemed like half the time we were struggling to keep everyone on task. Since no one is getting paid, it becomes a low priority in your life when things like kids or school demand attention. So one week you're giving the project 100% but your partner may be having personal problems. Next week, you're tangled up in other commitments and your partner is wondering when you're going to get back on track now that he has his affairs sorted out.

Personally, I find it easier to just be an "Army of One". It may take longer to get a game finished, but somehow it seems less stressful. And since it's really just a labor of love, that seems to be the most important thing to me. When I finish the game, I don't want to be so sick of it that I never play it.

Just my two cents.

-Ponch
#4792
Hints & Tips / Re: eclair
Fri 21/01/2005 16:13:02
If you're really stuck, then a complete walkthrough for each chapter can be found here:

http://home.earthlink.net/~anvilpress/eclair.htm
(Scroll down to the bottom of the page. They're in the "Free Goodies" section by the desktop wallpaper and screensaver.)

You'll miss most of the game as these are "Point A to Point B" style walkthroughs, but they'll get you from start to finish.

Thanks for playing my game!

-Ponch
#4793
Hints & Tips / Re: Eclair part 2
Wed 19/01/2005 22:29:06
Quote from: Tina on Wed 19/01/2005 10:10:13
hi thanks for the help but i am stuck again, i have given my multi tool to the man with the truck but i cant get past the fallen tree can you help again please

Tina, here is the answer to that puzzle. Hope it helps.

Spoiler
Use the axe on the fallen tree. In case you haven't found it, the axe is stuck in a tree stump behind the ruined house you passed on the way.
[close]

Thanks for playing the game!

- Ponch
#4794
Quote from: Czar on Sun 16/01/2005 17:28:18
I downloaded the file and when i get to extract it with WinAce, i only get the 20 kb manual, and later the 4 kb pic.
c.

That's wierd. I just downloaded it at work and unpacked it with WinRar. The manual directory and both game self-exe rars were there and worked just fine.

Has anyone else had this problem with the download?
#4795
The gun should already be loaded when you enter the room. Use the Gun Cursor Mode to shoot him with. That should do the trick.
#4796
Yes, your eyes do not decieve you - It's another Barn Runner game.

After this one, I swear I'll stop for a while!

This is actually the first real game I made with AGS back in 2003 and now that I've discovered the joys of MicroTech Instant File Hosting (free plug!), I've decided to inflict it upon you all.

This game serves as a real introduction to the world of Barn Runner and will, hopefully, make some of the more abstract jokes of the previous two games make at least a little sense. And, yes, I know that I should have made this game available first but I just got my high-speed connection today so this was my first chance to upload it.

The game comes in two chapters, each compressed into a seperate, self-extracting rar (both bundled into one big rar) along with a game manual to help you get started. The second part is in a password protected rar so you'll have to use the code given in the credits at the end of part one to unlock it.

The game was originally built for my niece and nephew so you may find the puzzles a little easy but if you get stuck, there are walkthroughs for each at my website:(http://home.earthlink.net/~anvilpress/barnrunner.htm)

Also, my coding skills weren't as sharp back in 2003 as they are now (and that's not saying a lot!) so please keep that in mind when playing it.

Now for the screenshots!


Prick eyes the free samples.


Remember to always wash your hands when you're finished.


A backroads showdown ends badly for our hero.

Well, that's it. I promise I won't subject you to any more Barn Runner games for a while (at least until The Forever Friday comes out this summer, hopefully). These are just the ones that were cluttering up my hard drive these last few years. So be a pal and let them clutter up your hard drive too!

Download it here.
http://www.adventuregamestudio.co.uk/games.php?action=download&game=488

I hope you enjoy it,

-Ponch
#4797
Thanks for the new feature, CJ.

To answer your question: Blocking sequences of animation and HideGUI and HideMouseCursor sort of things.

And for the record, I already have a shrine to you: A blue cup filled with thrice-blessed scotch every friday night (and downed shortly after filling).

I really should upgrade my old version of AGS but I started this mammoth game with it back in the forgotten mists of yesteryear and, by God, I shall finish this game with it!

More scotch for the sacred blue mug!

- Ponch
#4798
Solved!

I am forced to confront my own shocking stupidity and admit that I had been saving the game before the "cutscene" was finished playing. That accounts for the lock up, I think.

I've been beating my head against the wall for two days due to my inability to RTFM. I am tremendously ashamed. I will have to shave my head and go on a pilgrimage or something.

Scorpiorus, I'll craft a paper mache shrine to you and sacrifice a delicious breakfast pastry to it every morning before work.

Barbarian, thanks for the link. There was some useful info there and I may be able to use if for an upcoming game. I shall build a smaller shrine to you and sacrifice a length of dental floss (mint flavored) to it every night before bed.

Thank you both.

-Ponch
#4799
Hello all,

My next game features a pair of arcade sequences and I'm looking for a way to provide the player with an Auto-Save that will back the game up for them shortly before they stumble into a life or death situation. (BTW, there will be an Arcade Lite feature available to strip out the arcade sequences altogether for those who prefer their adventure without action.)

I would like to handle this is a fashion similar to "Prisoner of Ice" and it's "TroubleJoker" feature that saved a game before throwing you into the middle of the action. That way, if you die, you can just load the autosave slot and won't be penalized for not saving your game every ten minutes.

I've tried room enter functions (both before and after fade in) and walk onto region functions. I try to save the game in a slot the player would not normally have access to but when the game is reloaded, it seems locked up. No cursor, no GUI, nothing.

I've tried several flavors of code but have had no luck. Has anyone ever implemented this and if so, could anyone please post some of their awesome scripting to help me out? I will build a small shrine to you on top of my monitor.

Thanks,

Ponch.
#4800
Well, I just discovered the joys of MicroTech Instant File Hosting. (Thanks to Rui Pires for telling me about it).

This is a mini-game I made last summer when I was first writing the arcade code for my long-in-the-works Barn Runner: The Forever Friday. This early build of the code is pretty primitive. The targets only track left to right at various speeds and at various distances and altitudes relative to the player. They also "pop" to face the player in a shoot/no-shoot scenario that requires you to make the decision to pull the trigger before the target disappears. Also, the targets don't shoot back or spawn other targets when destroyed (this is only a gun range, after all.) The gun reloading animation also had yet to be implemented at this stage of coding so you have to make do with a flashing "Reloading" graphic.

So while many of the features that are now coded into The Forever Friday do not appear in this early build (nothing shoots back at you and there are no hit points for you or the targets, for example), I think it still serves as a nice demonstration for the arcade possibilities of AGS.

You can retry the ranges as many times as you like until you pass them (or switch to the Hand icon and USE the door behind you to leave the game) and the Spatha pistol holds three shots per clip so keep that in mind when squeezing the trigger.

And with that, let's roll those screenshots!


Debbie looks on while Prick prepares to get it done.



Behold the awesome power of my first person shooter code!!!1!



Sometimes range trials drag on late into the night.


Well, that's it. It's not a true adventure game but I hope that it serves as a mild diversion until I can get the full-sized Barn Runner: The Armageddon Eclair (which I made way back in 2003) online in the next week or so.


http://www.adventuregamestudio.co.uk/games.php?action=download&game=486
Click here to immerse yourself again in the mind-numbing experience that is Barn Runner and I hope you might even enjoy it!
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