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Topics - Rocco

#21
i have several rooms and walkable areas (hope the limit for them increases soon) in one game-room,
so i need an easy way to find out, if the player has reached his walking goal, to perform several actions,
otherwise the actions must be canceled.

Codeexample:
Code: ags

function oMoneybox_AnyClick()
{

  player.Walk(875, 655, eBlock, eWalkableAreas);
  player.FaceDirection(eDirLeft);
  
  
  if(mouse.Mode == eModeInteract) 
  {
   ..........................
       
  }  
  else if(mouse.Mode == eModeLookat)
  {
   ............................       

  }
  else if(mouse.Mode == eModeUseinv)
  {
   .............................. 
   }  
  else
  player.Say("Das funktioniert leider nicht.");

}


#22
Im wondering, cause i have set a walkable area:
RemoveWalkableArea(3);
but when the player leaves the room and come back again, he can walk on this area.

So i have to watch manually over the state of the Area and switch it off and on during roomchanges.
Is this behavoir normal?


#23
Maniac Mansion Mania is an project similar to RON and is located in the Maniac Mansion Universe.
We have over 70 regular Episodes now, and far over 100 Games with the Specials included.
Many of them are really great fangames.

The biggest problem is, Maniac Mansion Mania has started as an German Project,
and its very difficult break the barrier, to make it an international project.

Many Maniac Mansion Fans from the whole world sends emails, with the appeal to translate the episodes in englisch.
But this is not so easy, as it sounds.

For example:
I'm from an Austria and my native language is german, i have basic englisch knowledge from school.
But not enough to make an decent translation, as you can imagine when you read this text.  ;)
Most of the developers are very young, and they maybe have less englisch knowledge as i have ,
and dont want to spend their time to make translations in broken englisch, wich results in harsh critics for the bad spellings.

So i want to make an Overview Thread of what is going on in this case in Maniac Mansion Mania.
And if someone want to help us, we can hopefully pull together this project a bit more playable for non-german speakers.


Here is an Overview of already translated Episodes and
Episodes they are in waiting state for proofreading.
The Episodes not listed here, need complete translation.

Translated:
Episode 1: Sibling Love
Episode 2: Commotion
Episode 8: The rebuff
Episode 9: Radioactive
Episode 15: Place Machine
Episode 33: Carry on Smiley!
Episode 40: Trapped in the cellar
Episode 61: Bernard's Room
Episode 53: Klaus strikes Back - done by cinemaguy1 :-)

Need Proofreading:


And all people who can help us translate more episodes from german to englisch are anyway always welcome.  :)
#24
I have a struct, for a certain game task.
One functionality should be, that you can start a timer to initate an action periodicly.

But to see if the timer is expired, i need to check in the rep_execute, and when the timer is off i need to call the memberfunction.
Unfortunatly i can't call a memberfunction like this
this.SomeAction();
in the rep_execute

How can i solve this problem?




#25
This game is a mixture between Pitstop and Super-Sprint, with the feel of the good ol C64-days,
with grandios SiD Music (c) by 20CC and MAGS Winner 07/2008 Theme 'Retrofest'  :D

   

Super-Pitstop-Racing

* C64 Game  ;)
* Top-Down View Racing Game
* Pitstops
* Tire-wear
* Fuel Consumption,
* different track surfaces
* Car damage
* Highscore Lists


#26
if someone here around (with english knowledge)
have a few minutes time tonight, please let me know.  :)

I'm finishing my MAGS-Entry for tomorrow right now,
and it would be great, when the text is in the right grammar.
Unfortunatly i cant grant for that bymyself.

Its not an Adventure game, so its not so much text, i assume around 50 sentences,
in an english similar to the text here:-\
#27
I have a module in the making, its nearly finished and works well with AGS 2.72.
Now i want to use it for a game with AGS 3.1 and got problems.

The structure of the module is:
Code: ags

function Init(int xxx)
{
    RawSaveScreen();                    
    RawDrawImage (15, 150, 152);
}


function a(....)
{
RawRestoreScreen();
}
function b(....)
{
RawRestoreScreen();
}

function repeatedly_execute() 
  {
       

     
     RawClearScreen(0);

     RawRestoreScreen();

     RawDrawImage (15, 150, 152);
}



works fine, now i replaced the old commands with the new ones and come in trouble

Code: ags

function Init(int xxx)
{

    DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
    DrawingSurface *backup = surface.CreateCopy();


       surface.DrawImage(X, Y, 455);
}


so  surface isnt available in the other functions, and i cant call it with

Code: ags

     surface.Clear();
     surface.DrawSurface(backup);

in other functions

when i try to generate the surface on top of the script outside the functions i get:

Quotedriving.asc(7): Error (line 7): cannot assign initial value to global pointer
#28
Modules, Plugins & Tools / MODULE: Highscore
Mon 07/04/2008 22:52:11
HIGHSCORE MODULE VERSION v1.0 for AGS 2.72++

successfully tested with ags 2.72 and 3.01

Features:
############################################################################################
This module allows the creation of multiple highscore lists with multiple score entrys.
It uses the Encrypten Module from HeirOfNorton to save the data, and its based on the Highscore Sources from Macon.

Easy to use: (only 2 functions)
Code: ags

FUNC_ROC_HS_Submit_Score(12342);  // With this function you can submit a score to the first table.

FUNC_ROC_HS_Draw_Table(); // With this function you can display the first table highscore list


DOWNLOADS
AGS-Highscore Module -> AGS Highscore Module
AGS-Project (Ver. 2.72.920) with Module included -> AGS Project with Highscore Module


Big thx to:
Chris Jones - AGS,
MACON - Basic Highscore-Script
HeirOfNorton - EncryptedFile
naltimari & KhrisMUC - Forum help

I hope this module is useful and come in handy one day.
It this happens, I would be very pleased if the game creator sends me a message when thei game is finished
so i can play it. :-)
#29
I trying to make a module with user input - gui element.

but im struggling with the GUI activate function.
It seems that this function only works in the global script.
Is this true, and is there a possibility to make this function also callable in the module?
#30
I'll use partially bird eye view in my next games, so i have one question.
How can i avoid chars from walking cross by objects or other chars?
The baseline is not enough to achive this.
#31
i started to work on this module a few months ago, as the idea comes up in the coding competition thread,
but after the competiton was closed i left it alone.
now i want bring it to an acceptable state for release, but i have some problems,
cause i didnt have the mathe and physic knowledge to bring it to an good level.

the main problem is, that the choosen picture for the driving direction, dont fits 100%.
what makes the drive feeling a bit strange and unprecise.

here is the code for the pictureselection:

Code: ags
      // right picture in relation to angel calculated
      carview_winkel = (FloatToInt(winkel)%360);
      carview = FloatToInt( IntToFloat(carview_winkel)/rotate_value);
      if(carview < 0)	carview = carview + max_pics; 


rotate_value is this -> rotate_value = 360.0/IntToFloat(max_pics);

the second problem is the collision-handling.
in my dreams there is a handling code, which works good in every circumstance (corner, straight barriers)

the actual collision code (crap) is this:

Code: ags
  

// COLLISION
      if (Region.GetAtRoomXY(player.x, player.y) == region[2])  // kollision
      {

      posY = (posY * (-1.0));
      tempo = tempo/2.0;
        
      } 
      
      if (Region.GetAtRoomXY(player.x, player.y) == region[3])  // kollision
      {
      posX = (posX * (-1.0));
      tempo = tempo/2.0;
        
      } 

 


posX and posY is:

nWinkel = winkel*Maths.Pi/180.0;
       
posX = tempo*Maths.Cos(nWinkel);
posY = tempo*Maths.Sin(nWinkel);



here is the demo so far.
DOWNLOAD -> http://www.virtual-illusion.com/rocco/Drive_demo_alpha.zip

would be great if someone can help me out with this things  :)

#32
as the titel said, i want to make a little minigame, where the player have to
deactivate an alarm device.
but i dont know which minigame is the best solution for this.
in chrome the hacking part was a memory clone, but i guess there are better solutions possible.
thanks for suggestions. :-)
#33
i want to initialize a var:

float radiance = ((startAngle-90.0) / 180.0) * Maths.Pi;

but get this error:
---------------------------
Compile Error
---------------------------
There was an error compiling your script. The problem was:

In: 'Drive Module'

Error (line 15): Expected floating point value after '='


is there a workaround?
#34
hi all,

the problem is, i dont know which player is active at this moment, so i cant
use this command -> character[3].room to get the room number.
i need something like this GetPlayerCharacter().room or
game.room.
for a command similar to this
if(game.room == 30)
#35
I have 2 problems:

the first one is that the AGS-Help system doesnt work in all my installed ags versions.
I have running AGS-262 27 and 271 and it looks like this:



i have installed microsoft .net framework 2.0 a few days ago maybe this is the reason, but i dont know.

second problem is the error message in this thread:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25979.0

where i get this error with the particle-demo and the sources:

Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0045C87F ; program pointer is -195, ACI version 2.71.894, gtags (0,0)


thanks for help
#36
Modules, Plugins & Tools / MODULE: Shoot'em Up
Tue 28/02/2006 17:42:27
Easy to use, shoot'em up module.

I build this for the coding competition - theme arcade
I havent achieved my goal 100%, cause i aimed to rebuild Space Invaders, which isnt possible with the overlay approach at the moment, and it isnt that much costumizable,
but the result isnt that bad.

screenshot demo game:


Integration:
Draw a few Sprites, mix it with a few sounds.
Build a new room,
'in player enters screen before fadein' make the initialisations (4 functions),
and it should work (hopefully with all resolutions).
please read the readme for further explanations.

AGS-Invaders (AGS Version 2.71)
Here is the demo game -> http://www.adventuregamestudio.co.uk/games.php?action=detail&id=689

The Sources can be found here:
AGS-Invaders Source (module included) -> AGS Invaders Source
AGS-Shoot'em Up Module only -> AGS Shoot'em Up Module
#37
Ok, here is the theme for the 5th round Coding Competition:

Turn-based games

This is also a wide range field.
The Goal for competitors is, to release a code snippet
which supports a turn based situation in ags games,
regardless of which way you want.

Below are very good examples of turn based games:

fighting turn based:
jagged alliance
x-com
heroes of might and magic
Hovendall Tactics (independent game) - download (englisch 2,4 mb) -> http://gamemaker.nl/games_exe/hdtactics.zip

time turn based
where in the world is carmen sandiego
they stole a million (planning part)
the clou (planning part) - download (german 3mb) -> http://www.gohai.net/clou32.exe
24 hours (AGS 1 room Game) - download -> http://www.adventuregamestudio.co.uk/games.php?action=detail&id=679

economic simulation games (time turn based)
vermeer - download (german 130 mb) -> http://rapidshare.de/files/13755111/VEM.rar.html http://rapidshare.de/files/13755554/VEM.r00.html
oil imperium

general
Civilization

Here are the rules:
1. Must be open-source. We can hardly inspect your coding if we cant see it.
2. Must contain instructions for how to add to an existing game, this will obviously be easier if the scripting is done as a module
3. Only use of the 3D, TCP/IP and maths plugins are allowed
4. Must provide sample game using the turn engine (obviously!)
5. Team efforts are allowed, and you're probably expected to get help for sprites, etc from elsewhere.
6. As far as possible, entries will be judged on their scripting and gameplay rather than GFX, SFX, music, etc.
7. Winner will be decided by 1 week of voting at the end.

Please, post here if you're thinking of entering.
Im looking forward to see many entries, beside Ashens. ;-)

Let the turn begin.
#38
Completed Game Announcements / AGS-Invaders
Tue 14/02/2006 17:47:57
If you like Space Invaders, give it a try.
I build this game - module for the coding competition,
so the complete sources are available, and the module to easy adjust and integrate a shoot'em up
in your own games, as well.Ã,  :)

Screenie:


Get the game here -> http://www.adventuregamestudio.co.uk/games.php?action=detail&id=689
The Sources can be found here -> http://www.virtual-illusion.com/board/index.php?topic=8.0

Have funÃ,  :)
#39
How do you change the font, on a text diplay box??
there are only Bg-color, BG-Image or Txt-color on the scroll out.
can someone help me out?
#40
unfortunatly, i guess i encounter a bug,
who makes my intention much more difficult.

example code:
Code: ags

float test = 0.0;
player.Say("Value before %d", test);
test += 0.1;
player.Say("Value after %d", test);


this generates values like 1038457954
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