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 - Professor Plum

#21
Alright, well I changed Room to Rm and I'm no longer getting the "Room is already defined" error. Although, I assumed that it was important to have it say Room as we're trying to encompass all the available rooms as the locations.

However, now I'm getting a different error involving that same bit I posted before. The error will indicate the scripting directly below the character struct and say "missing semicolon after struct declaration".

So, I go back to see where there is a semicolon still needed and I can't seem to find anything specific within the character struct. As you say the script is untested, I figure it would make sense that errors will pop up here and there, and hopefully, they will be fixable. Right now, I'm baffled as to where that semicolon is supposed to go.

Here's a visual reference to what I'm talking about:



#22
Okay, so I am going to start working around with your code you've generously created.

I've created the custom functions under the Script Header. However, I had to fix one detail and that was to add in function after import. Otherwise the script would not allow me to proceed with testing:

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


So far, so good.

Now... Here's where I'm getting my first error.

Code: ags
// Define the info needed for each suspect (npc) and their possible locations 
struct suspect {
   Character *Ptr;                              // Pointer to character
   int Location;                                   // Current location index  
   int DwellCount;                              // Time in current location  
   int DwellTime[MAX_LOCATIONS];   // Time to stay in each location
   int Room[MAX_LOCATIONS];          // Room number for each location
   int X[MAX_LOCATIONS];                 //  X coordniate for each location
   int Y[MAX_LOCATIONS];                 //  Y coordniate for each location
}



Under
   int Room[MAX_LOCATIONS];   the error box is telling me that Room is already defined. I'm guessing that means I will have to choose something other than Room. However, won't that screw the rest of your script up?
#23
Not a huge update picture, but a nice shot of Mustard, Brunette, Peacock and Pry chillin out in the Cloak Room.

#24
Is this script advisable to be tested while my work is in progress? Or should I wait till I have all my rooms and characters before playing around?

I just figure it would be good practice to start working around with it for further knowledge. From the looks of your original post, there's a huge bulk that I'm assuming is to be copied and pasted into the original script.
#25
Agreed. Thank you.

I haven't implemented your suggestions yet (and I will), but I'd like to kindly thank you Rick for the time you've invested in helping me out on this issue.

#26
Oh wow. That's rather complicated to figure out at the time being. Although your incode explanations help a little, I find myself still lost.
#27
For my Clue: Master Detective game, I wanted to make the characters feel less static by moving around the mansion over a period of time.

How would I script it properly so that say,

e.g. Colonel Mustard starts off in the Library. After 10 seconds, he will move to the Billiard Room. After another 10 seconds he will move to the Studio......ect.....ect......eventually returns to the Library.

I'm assuming it would involve a timer, but I'm not certain where to go from there.

Thanks.
#28
Another screenshot taken of Mrs. Peacock in the Drawing Room.

#29
Thanks again. Yes, I'm sure Quintin Blake has inspired me one way or another.


Anyway, I redid the Cloak Room. It seemed it didn't seem to capture the elegance beforehand.

Old Cloak Room:



New (and improved) Cloak Room:

#30
Thank you all!


Another progress update. Col. Mustard and Inspector Pry have been created as sprites. Here's how they look.

#31
Quote from: Scarab on Sun 04/10/2009 05:44:04
This looks good
Ive never plaued the game myself, but I remember ages ago I once saw the book, Clue which included adventure-esque logic puzzles such as 'find out who is lying based on contradictions' puzzles and things like that. I'd love to see some of them make an appearance.

Quote from: Professor Plum on Fri 02/10/2009 12:29:19
I think it will be a single murderer. The reason being is that I honestly would have no idea how to script to the game in order to randomize the suspect, weapon and room. Plus, I'd have to make artwork for every single solution!

You could always release an expansion pack afterwards which has the randomisation.

This could be done by having the indefidual storylines and events for
e.g. Miss Scarlet is the killer
       The weapon was the revolver
       The room was the Conservatory

and the puzzles that lead to the player coming to this conclusion are adjusted accordingly, but it depends on how the gameplay is run (inventory puzzles vs dialog puzzles etc.).
peace
scarab


Hmmm. Too complicated for myself personally. I'd rather create sequels with the same artwork; different murder.

Anyhoo, I've got more room paintings done.



The Gazebo


The Fountain


The Library
#32
Quote from: Green Boy on Fri 02/10/2009 08:39:02

Will the murderer always be the same (ie most adventure games.) or will it be different every time you play?



I think it will be a single murderer. The reason being is that I honestly would have no idea how to script to the game in order to randomize the suspect, weapon and room. Plus, I'd have to make artwork for every single solution!
#33
This is an adventure game I'm making based on the classic detective board game by Parker Brothers; Clue.




You play as Inspector Pry, an PI investigating the vicious murder of Mr. Boddy. Like the game, the classic suspects will be there, plus a few extra from the advanced version, Master Detective.

Of course, everyone remembers Miss Scarlet, Col. Mustard, Mrs. Peacock...etc. But also joining the list of suspects is Miss Peach, M. Brunette, Mme Rose and Sgt. Gray.

As Pry, you will walk around the mansion, interrogate suspects, examine weapons and clues...before solving the murder of Mr. Boddy.


Though the game is based on Clue...




Pictures are hand-drawn by me.

The Cloak Room



The Courtyard




- graphics 10%
- puzzles 0%
- scripting 10%
- music/sound 0%

#34
Thank you. Much obliged. Forgive me for such a simple question, but I couldn't find a specific answer anywhere else.
#35
Alright, so I'm new to AGS and I'm starting to feel more and more confident to jump into making my own adventure game. However, I'm still fuzzy over a lot of aspects.

One of them is to use hotspots in order to immediately fade to a new room. The reason being is that I'm using different rooms for my cutscene intro and I want to jump to a new room when the player clicks. What is the appropriate thing to write for scripting in the Hotspot Events box?

Please and thank you.

Matt.
SMF spam blocked by CleanTalk