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Messages - Professor Plum

#1
Of course, but it might be a while before I post more screen shots. Right now, my focus is on the game itself.
#2


Right now, I'm working on the secret passage animations. I've also decided to include the Garden Walk passage that will connect the Courtyard with the Carriage House. When Pry reaches the bottom of the screen, there will be a short animation showing Pry automatically passing through the gate.

You can watch the testing animation here:

http://www.youtube.com/watch?v=D_VEqnqyB-Y
#3
Nevermind. I fixed the issue.

I still don't understand why but it seemed that only baseline 1 was being affected. As soon as I recoloured the walkbehind for baseline 2 the character obeyed the object.
#4
Okay, I've gotten some good progress on my game. I recently added a new room that contains a walk behind.

However, when I was testing the game I couldn't understand why the walk-behind wasn't being obeyed by the sprite. Then I realized the baseline was RESET back to the top of the window! I keep dragging it down so that it's aligned with the walkbehind, but it's still not saving. It just keeps resetting itself to the top of the window whenever I navigate away from room editor and then come back to check.

I don't know what to do. Is my AGS glitched?
#5
Here's a teaser trailer for you all. The song was created specially for the game by my friend Andrew at school. As mentioned before, it's entitled Serenade to a Dark and Stormy Night. Enjoy! 

http://www.youtube.com/watch?v=fv6V06-Ui80
#6
Yeah, it's on purpose.

For the sprites, I was aiming for a playful, cartoonish look. Something to evoke the childish spirit of the playing pawns from the actual game.
#7
After a little bit of consideration, I've decided to include an upstairs.



Here are the extra non-suspected rooms:

Upstairs Hall
Master Bedroom (Boddy's Room)
Autumn Room (Mustard and Brunette's Room)
Spring Room (Plum and Green's Room)
Winter Room (Peacock and Rose's Room)
Summer Room (Scarlet and Peach's Room)
Servant Room (White and Gray's Room)
Bathroom
#8
Nothing totally different, but just a nice little update to show that I have been working on it! :)

Here, you can now see that I've got M. Brunette's animations in the works, as well as the newly created sprite for Miss Peach.

#9
I've been working on a few things here and there. All the main 12 rooms are drawn and have been inserted into the game.

I've been working a little on testing the inventory.



And some suspect idle animations, watch in the game as Colonel Mustard obstinately fixes his monocle...



or Mrs. Peacock wipes her widdle nose!

#10
Unfortunately, this is starting to get out of my know-how. I've very new to AGS and this sort of thing was definately going to be a challenge for myself right from the start. For the moment though, I think it's best I get more comfortable with the basics. Thank you for the help that was provided and special thanks to you Rick for going through the trouble to create a script that apparently has not been used before on AGS.

Sadly, I find the effort is not working out on my end, and I've decided to tackle the problem with different method. It's just I got to move on for now and possibly come back to this later.  

By all means, this thread can be used for if any of you wish to post moderation to the scripts given if they will prove to be more successful in the testing stage for anybody else who wishes to do something like this in their game.

#11
Alright thanks, I think I've fixed the definitions issue, but I'm still getting the Unresolved import: SuspectSetLocation issue.

It's an error that pops up in a box, doesn't show up in the errors dialog below.

#12
Yeah, the headache look is my classic style. Some like it, some don't. More importantly, I hope the story will turn out nice. Did I mention I have a friend composing the score? That way, I don't have to rip music from the net. :D
#13
Alright, alright. I understand. Oh an I realized I was making a mistake earlier. I was putting the final bit with the individual characters and their movements under Global Scripts rather than Event Handler Functions.

Now my next issue is getting rid of the error message that says Undefined token: SuspectInitialize.

I thought it was defined in the Global Script here?

Code: ags
// This function initializes the Suspect array with default values
function SuspectInitialize() {
   int i;
   int j; /code]


#14
Of course, what evil lurks in the depths of the Cellar?

#15
Okay, I fixed it, as well as fixed SuspectsMove to MoveSuspects.

Here's my next encountered error:

Script link failed: Runtime error: unresolved inport Character::SuspectSetLocation
#16
How about I show you what I have (not including the edits monkey gave which I used after taking this picture):


Here's my global script.



Here's my script header.


So far, my game runs with these written into the scripts. Is there anything off?
#17
First of all, your bland introduction doesn't feel like it would conjure much interest in your "game" as it doesn't come off as though your are seriously interested in the undertaking. Second, why so vague? What exactly do you need help with? From the looks of it, your not going to get anywhere with such a stale, misspelled lead-on.
#18
Thank you monkey, that allowed the script to continue running.

Now I'm at one final error after trying to implement a character test in the form of:

Code: ags
function game_start() 
function InitializeSuspect() {
   cMustard.SetSuspectLocation(800, 3, 330, 500); 

.....


Here's what I'm getting when I attempt to run.




I went back to the Script Header functions as I assumed there was something wrong with it. The only difference I can see is that the imported function reads...

Code: ags
import function SetSuspectLocation(this Character*, int dwell_time, int room, int x, int y);


...with the character inside the bracket, while the Global Script function has the character placed outside next to the function....

Code: ags
cMustard.SetSuspectLocation(800, 3, 330, 500); 




Hopefully this will be the last issue to be resolved as I seem to getting close to the desired effect needed.
#19
Okay, everything up to this point appears to be working. However, I'm getting a parse error at this line. I'm not really sure how to fix this:

#20
Quote from: monkey_05_06 on Mon 12/10/2009 18:29:38
As per the manual struct definitions must be followed by a semi-colon:
struct suspect {
  Character *Ptr;
  int Location;
  int DwellCount;
  // ...
};
;)

Ack! Your right. I should have known that. Bear in mind this is the biggest piece of scripting I've worked with on AGS and sometimes I stupidly forget simple logic like that.

Sorry about that. I'll get back to you once I encounter any real errors.
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