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Messages - Relight

#21
AGS Games in Production / Re: BOMBERMAN clone
Wed 14/07/2004 20:06:45
Suh-weet. I love Bomberman. Been re-enjoying it and BM2 with PNES on my GBA SP 8)
#22
Let me know if you need more help. You have to consider each position the player could be in, each box he could click on, and each possible combination of the positioning of the boxes. It's just about being methodical really, and thinking through each possibility.
#23
Critics' Lounge / Re: New Game - First BG
Mon 07/06/2004 23:50:12
I love it! ;D

That's all.
#24
Ahhh.... that makes sense. Thanks for the clarification.
#25
Yeah, as I said, I didn't implement climbing up onto the last 2 boxes, but that should be pretty easy for you to do once you see how I did the first bit.

Oh, and yes, you can delete the blank box of course, I did it to make it easy to visualize, shouldn't need to bother with it at all.
#26
OK, sorry, I didn't look at yours, I just scripted it. I don't know if this is exactly what you wanted, but should be close. I did it so you can move the boxes, and you can stand up to the first level. I didn't make it so you can jump up one more level. You can figure that out. Here's the source and a diagram. I imagine you can see my logic from the diagram and the source.

If you want to use GlobalInts or whatever, you can always just change around my variables and stuff.

http://www.sylpher.com/relight/download/box.zip
#27
This is probably old, but maybe no one ever stumbled across it.

DisplayAt(x, y, width, message);

Appears to use the width of the text message itself, instead of the width specified :o

Heh.

(You can look at my box thing in Magintz's box puzzle thread to see this in action - the opening message in player enters room after fadein).
#28
I love scripting - I don't know how really good I am at it, but I love it (am I sick, or what? ;D). I might take a look when I get home if no one else gets to it.

Well I managed to load up the game (somewhat dementedly) at work, but I can't run it or run your flash file. It doesn't help when you name all the hotspots and all the objects just "box" instead of "boxX" (X being the # of the box). I'll look at the flash file and the game more when I get home.

Here's the first problem. Your description in your 2nd post of what you can do is different than the depiction of what you can do in your flash animation. But all things considered, it shouldn't be that hard to take care of. I'll try something out here.
#30
Critics' Lounge / Re: Trying out new style
Wed 02/06/2004 23:47:04
Love it, it's fantastic! Very nicely done, that's real talent!

But, the background doesn't seem to fit the same perspective. That's just a minor quibble though.
#31
I'm not 100% sure, but I think you can't use displayedline twice like that.
#32
You could write a script to do it for you. Shouldn't be too difficult. Hmm... I suppose you want an example...

I would choose to do it using a GUI... but for that part, you could use any display method you want, you could use SetTextOverlay as in Strazer's example. You can get the theory from the rest of this code, which if you loop further and use arrays, you could get to do all of your credits in almost just this much code. I hope I did this right. I'm at work and I don't have AGS here.

string typecredits1; // the credit text
string typecredits1cut ; // the cut text
int typecredits1len; // the length of the credit text
int creditscounter=1; // to be used for the loop

StrCopy (typecredits1, "Example by Relight"); // sets what the credit will be
typecredits1len=StrLen(typecredits1); // sets length variable to the length of the string
GuiOn(x); // turn on a gui where you have a textbox

while (creditscounter != typecredits1len) { // starts the loop
Ã,  StrCopy (typecredits1cut, typecredits1); // copies the original text to the cut text var
Ã,  StrSetCharAt (typecredits1cut, creditscounter, 0); // will truncate the string
Ã,  SetTextBoxText(x, y, typecredits1cut); // set textbox y on gui x to the cut text
Ã,  PlaySound(x); // play the typewriter sound
Ã,  Wait(5); // delay
Ã,  creditscounter++; // increments the counter
Ã,  }
#33
Nice! But when anyone shows me an interior, the first thing I think is... Though it's not so off as to detract from the overall impression.

#34
Actually you have crazy perspective because at the "bottom" of the picture you are quite overhead, but towards the "top" of the picture with the hills and bridge, the perspective is almost straight-on from a side view. So that's where most of the awkwardness is coming from. I like Eric's sketch as how this screen would work "better" in a "typical" adventure game.
#35
You can "erase" an area by changing the color / spot # to 0, which is black / nothing, and then using one of the tools on your existing area.
#36
I think it's awesome. It's very atmospheric. If you keep working at it to get in the details, it'd be a very grand scene.
#37
You might try reading the manual. It's very helpful! You didn't even respond to whether or not Barbarian's comments were helpful.

That said, this might be what you're looking for (I don't know if it's the best way to do it, but it's one way to do it - I also don't know exactly what you're trying to do, so if you gave more and clearer information, including showing your scripts, people might be able to help more):

ChangeCursorGraphic (int mode, int slot);

This changes the graphic associated with the mode you specify, where int mode will be MODE_WAIT and int slot will be the # of the image in your sprite manager that you want to change that mode to use.
#38
This is an excellent idea, I hope it is implemented. There are tons of little things that just aren't documented (or that you'd find quickly in the documentation) that would be helpful to have in such a list, available just to read and in a Did You Know window.
#39
I think I should still have the MAX files for the area I was making... the 3D funky lights and blue force beams thingy hallway area, right-hand side door of the entrance room I believe... as well as a room that led from one of the doors in the hallway that I don't think anyone ever saw. If anyone wants those to actually use or just for fun, I can pass them along. I don't know what you guys are doing with Demo Quest, making it into a real Quest seems cool... though I can't help thinking what we really need is "yoga for dummies & become an AGS guru in 1 hour" two-for-one combo on DVD or something.
#40
Critics' Lounge / Re: SCI0 Drawing - C & C
Tue 25/05/2004 22:56:06
What I don't get is what the sign is attached to, and also it's attached at a weird angle, and the slab of turquoise in the background that it's attached to is also weird. It might help to take this from a slightly different angle... imagine the coolest way that you could show a drive through window screen... and after all, Roger can't just stick his hand through the glass and get the food.
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