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Messages - Rocco

#101
thx for this tipp, this should work without to much complications.
Most of the door-areas are rectangular.

The walking is as usual, and you control only one player Character. 
#102
well i try to use them in different spots if its possible, but in this case its difficult.
i try to make a top-down burglar game, like the clou.
so lets say, you see a large bank with 20 different rooms from above.
the biggest problem are the walking area limitation, cause i need one for every single door,
and cant use it twice. One Door could be open another one is shut, so there must be different areas.

it is for sure possible to activate only the surrounding ares, when you stay in one room,
but this must be the hell of saving states and dealing with vars.
#103
what can i do, if there are all 15 walkable areas are used?
Whats the best workaround?
#104
bigthanks,  ;D
i will check that soon.  :D
#105
i want to add a FLoating RGP-Stats system, like the old rpg games,
to give the player direct visible feedback, if he takes a  few dollars, or reach a higher skill level.


Maybe like this - the text (dollars +25) is faded in at player position, maybe moves a bit up and disappears a little over the players head.
I guess i saw a code snippet with similar functionality around here, but cant find it.
If i have to code this by myself, was would be the best approach to achieve this?




#106
renaming hotspot descriptions would be very useful, i also have to deal with this issue.
#107
very very cool.  :)
great functionality, allows to make giana sisters-mario clones and a lot more, with the mouseaiming.
i'm really impressed, outstanding job.
#108
This episode is now available in 4 Languages.  :)

Englisch, German, Spain, French

Bigt hanks to Damien "Narushima" Poussier who did the French Translation and send it to me last sunday.
Also to Cossack for the Spain translation,
Hansa and Chris for the Englisch one.
#109
Advanced Technical Forum / Re: math problem
Thu 18/03/2010 18:47:11
thx, it works now.  :)
#110
Advanced Technical Forum / math problem
Thu 18/03/2010 17:26:08
i have this code
Code: ags
  index_pic = (sprite_ammount * (-currentPosition)); 

but get not the result i expected.

example
index_pic = 10 * (-7);
if i type this in my calculator i get = 3
if this code is executed in AGS i get = -30

how must this statement look like, to get the result i need?
#111
Quote from: v3nge on Sun 21/02/2010 15:56:28

function oObject0_AnyClick; <-- wrong - also is one bracket missing in this function - format your code more clearly
{
 
   if (GetGlobalInt(key) == 1) {
   Display("You have already chosen a key.");
   }
  else {
  SetGlobalInt (key,  2);
  oObject0.SetPosition(900, 900);
    }
} - missing bracket

function hHotspot1_WalkOn;  <-- wrong
{
Penguin.StopMoving();
Penguin.ChangeRoomAutoPosition(3);
 Penguin.x = 145;
 Penguin.y = 145;
 Penguin.PlaceOnWalkableArea();
 Penguin.StopMoving();
}

Thanks in advance.  :)

function definitions should look like your first one -> function oObject1_AnyClick()
without semicolons
#112
you are welcome,  :)
and so everyone who can improve the module.

what i would like to see enhanced is,
a better collision response, (against walls and in the ideal case against other moving objects, like other cars)
and maybe a better car driving physic.
#114
very cool remake, with a great ammount of humor and good puzzles  :o
A must for all Maniac Mansion Fans,
and to all Undecided - give it a try, you will never regret.
#115
congratulations really great game, i love it.
outstanding atmosphere, very good graphics and music.  :)

2 little problems:
game crashed as i try to load a saved game in the cemetry.
now im stuck on the sea, cause im very low on health and after going to death (3rd tentacle)
i start again with the low health.
maybe theres a way to get over the tentacles without being harmed, but i didnt manage this.
The 1st and 3rd always hitting the boat from below, without a chance to avoid it.
#116
Yes, the way i calculate the hundredths is nearly as you suggested:
Code: ags

timer.hundreths = (100/GetGameSpeed()) * timer.frame_counter;  
timer.hundreths = 99 - timer.hundreths;


I guess, hundreths make a counter much more dramatic.  ;D

Stop and Pause are the same, the only difference is the flag, so the developer can different between a timer who is aborted or stopped.
Dont know if this makes much sense.

I developed this module to be used in my own game, but wasnt far enough with the game to implement and test the module within,
this is also the reason why i didnt release the module so far, cause i always try to test the modules in real game situations, to see if all works as supposed.

So, when you implement this things, i'll use yours.  :)


#117
lol, seems that this is some kind of poetic justice.  ;D

well, the difference between our modules is, that i have more of a short term timer, which uses
only minutes, seconds and hundreds without hours,
the other thing is that you can choose between count backwards or forward to a specific value.
this is the whole functionality, without comfortability as you provide with special functions like TimesUpText,
so the developer had to write something like
Code: ags

if(timer.over)
{ 
player.Say("OMG we'll die like rotten sheep!!");
timer.over = false;
// Explosion Code
}


here is a little demo:
http://www.virtual-illusion.com/rocco/Countdown-Timer_Demo.zip
#118
sorry, i dont want to hickjack your thread.  :-\
I also have a finished countdown module on the harddrive for a while (without documentation).
I planned to make a demo and documtation over the holydays and release it accordingly.
but im not sure now, cause it doesnt make much sense to have different modules with the same functionality.


#119
Version:      1.00
Date:           21 November 2009
Author:        Rocco
Description: GTA-Style Drive Modul

Requires AGS 3++



Setup Instruction:
============================================================================================
-------------------------------------------------------------------------------------------
create one room where the driving takes place
import one car sprite - up-view (carnose must be straight up)
remember the sprite slot number of your car sprite.

---------------------------------------------------------
this is the only required function to run the module, so with only calling this function you can have a driving car on screen
call function (for instance in the after fade in section of the drive room) :
FUNC_RocGTA_Driver_Init(26,100,180,315);    // first is the sprit slot number of the car, then are the starting coordinates - x and y, the 4th value is the starting angle of the car where 0 = ->

-----------------------------------------------------------
if you want carsounds you have to call this function
here it is important that the rpm sounds are in one row.
FUNC_RocGTA_SetSounds(int engine_rpm_first = -1,  int engine_rpm_last = -1, int engine_start = -1, int engine_idle = -1, int crash_sound = -1, int horn_sound = -1, int backgroundmusic = -1);

---------------------------------------------------
use this function if you want to stop driving
FUNC_RocGTA_Stop_Drive();

----------------------------------------------------
now its also possible to abort driving and go to the last room or quit the game with the <escape> key
you can change this behavior in the Drive.asc script at the bottom in the rep_execute function

**************************************************************************************************
REGIONS:
Region 1 are walls
Region 2 are oil slops where you cant steer
Region 3 are areas where the car slows down

// Use this functions to alter the Car behavior during game play (at gamestart you can set up this values in the DriverInit Function)
import function FUNC_RocGTA_SetTempo(float maxspeed, float minspeed);   // set Tempo
import function FUNC_RocGTA_SetSteering(float steering_angle);            // set Steering Angle
import function FUNC_RocGTA_SetFriction(float friction);                     // set Groundfriction
import function FUNC_RocGTA_SetAccel_Decel(float accel, float decel);   // set Acceleration and Decelaration
import function FUNC_RocGTA_SetDamage(int damage);                           // set Damage
import function FUNC_RocGTA_Change_Driver_Sprite(int vehicle_sprite); // set new car sprite


---------------------------------------------------------------------------------------
in this module-version the handling of tyre-wear, fuel consumption, and car damage is deactivated
you can see this behavior in the demo, where this functionality are in use


-----------------------------------------------------------------------------------------



DOWNLOADS:
AGS-GTA-Style Driving Module (AGS Version 3.00 and above)
AGS-GTA-Style Driving Demo (module included) -> AGS GTA Demo and Source
AGS-GTA-Style Driving Module -> AGS GTA Driving Module


This Game also uses this module -> Super Pitstop Racing


Big Thx and Credits:
Chris Jones - AGS,
KhrisMUC & AGS-Community - 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 their game is finished
so i can play it. :-)

greets,
Rocco


sidenotes:
This module is far away from perfection, the car physic is very basic, the collision response is somehow crappy, and you can get stuck on the oil slops.
I have this module a long time on my harddisk, and think its better to release it as it is now, before it rottens on my computer. (thanks NsMn for making enough pressure)  ;) Maybe someday developers with more physic and math knowledge can enhaunce the module.

#120
i use a birdeye view.
So when i click some where on the screen, and the player walks to this point,
he doesnt stand in the right spot (allways to far above), cause the offset point is set to the feet of the characters (down-edge of sprite) per default.
how is it possible to change that point, within the character views?

the other problem based on this fact is, that the character moves way to far beyond walking areas
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