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Messages - Rocco

#141
Quote from: Pumaman on Thu 05/02/2009 21:42:46
Quote from: Rocco on Thu 05/02/2009 21:34:34
yes, but nothing happens on leftklick regardless if there is a hotspot or not, the only menu which appears is the inventory menu,
but not the actual VC(look, use, say) menu.
here is the untouched compiled.exe - http://www.file-upload.net/download-1433466/Compiled_.zip.html

I downloaded and ran that EXE, and left-clicking on the skull, Games Factory or AGS Logo all worked and brought up the verb coin GUI fine. Are you sure you're holding the mouse button down for long enough?


Big  thx, your right i didnt holding down long enough, sorry for the unrelated question.  :-[
Maybe i can find a way to speed that up a little bit.
#142
Quote from: Pumaman on Thu 05/02/2009 18:24:10
Quote from: Rocco on Wed 04/02/2009 23:14:35
but i had a little problem with the verbcoin GUI.
Dont know if its my fault, but i the Verbcoin GUI doesnt appear on leftclicks.
i changed nothing, only compiled the empty verbcoin template game.

I tried out the verb coin template and it seemed fine. The GUI only appears when you click on something, are you sure you were actually clicking on a hotspot/object/character?


yes, but nothing happens on leftklick regardless if there is a hotspot or not, the only menu which appears is the inventory menu,
but not the actual VC(look, use, say) menu.
here is the untouched compiled.exe - http://www.file-upload.net/download-1433466/Compiled_.zip.html
#143
thanks im looking forward to start a bigger project with this version.  :)
but i had a little problem with the verbcoin GUI.
Dont know if its my fault, but i the Verbcoin GUI doesnt appear on leftclicks.
i changed nothing, only compiled the empty verbcoin template game.
#144
great work,  :)
covered nearly all circumstances.
#145
For your consideration,

   

Super-Pitstop-Racing

Its is a mixture between Pitstop and Super-Sprint, with the feel of the good ol C64-days,
with grandios SiD Music (c) by 20CC

Programming Features:
* C64 Style
* Top-Down View Racing Game
* Pitstops
* Tire-wear
* Fuel Consumption,
* different track surfaces
* Car damage
* Accurate and extensive Race-timers
* Highscore Lists

please keep special attention to:

- Best Non-Adventure Game
- Best Programming in Non-Adventure Game


HINT: When you want to leave the track during Race, you have to stop the car then you can go back to main menue with <Esc>,
and in the main menue you can exit the game with the exit button.
#146
great work, this is really brilliant, it will come a lot in handy with minigames and so on....  :D

#147
Hi tim,

great game with great graphics and music (the brake could be more loose and a little car exploding animation would be nice)
I made also a top down racing game, -> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35278.0
so i had a technical question to your game.

what was your maximum map-size?
and
have you tried to integrate moving objects?



#148
At least 2-dimensional Arrays.
Missed that very often.
#149
for loop would be nice, but one thing would be great.
I missed this very often, and the workarounds are laborious - multidimensional arrays.
At least 2-dimensional would be very nice for the future.
#150
Totally agree.
To see how much effort and work are you putting in AGS, is a great motivation.
Specially if the working on a game stucks on some points.

Big Thx, CJ.  :)
#151
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.  :)
#152
Quote from: Ryan Timothy on Sun 24/08/2008 19:06:04
Same here, I need at the most 5 days.
Now its the 6th day, are you entering yet?

Thank God, ProgZmax you saved this round with your entry.  :)
Looks very retro, with a decent gameplay.
I will comment it later, when i played through.
#153
Big thx, that was the mistake  ::)  :),
it seems that now all is working as it should be. :)
#154
I dont know if its my fault - but maybe its a bug.

here is an short example what i did and whats going on -

module header -
Code: ags

struct Test {

import function SetRunIntervall(int day_intervall, int timer = 14);
bool timer_activ;
};

Test calendar;
export calendar;


module script
Code: ags

function Test::SetRunIntervall(int day_intervall, int used_timer)
{
  
  this.timer_activ = true;
    player.Say("%d - this-timer, %d - calendar_timer", this.timer_activ,  calendar.timer_activ);
} 


and then in players enters screen after fade in
Code: ags

calendar.SetRunIntervall(100);

thats it -  and the result is
1 - this-timer, 0 - calendar_timer

i loaded an example up here ->  http://share-now.net/files/29323-this-test.zip.html
#155
I have only one instance in the whole game (script).
in the complete room_script this function works (also in the Room_rep_Execute) - calender.Increase();
in the modul rep_exe... it want.
it is also called and running (there is no errormessage, i can see a display message within, but the var wont increase);

the update function dont work neither, (is the update function a special function within structs? if yes, is there a detailed description about it?)

i have the rep_exec in the module, so there is no need when the thing is working, that the user must call it byhimself, or?
#156
i dont get the clou about this.

what is the difference between the function, when its called from room-script ->       this.Increase();
and works as it should be, or the same function is called from the rep_execute every here and there and dont works.  ???

also the update function won't work - or better to say, the commands they are in there ->  this.Increase();
is also called in the update function but doesnt change the value.  :(

Its the first time, that i try to make a module in object oriented manner, all went really good, major functions worked perfect,
and in the end - the only thing is to implement the timer function,
at this point things run out of control, and now i'm contemplating suizide.  :P


#157
But the Timer works without problems, and also the Increase function is called when it should be.
The only problem is, that it not really increase the value when its called this way, that is the mysterium.
#158
Well its an unbelivable engima.
The function works when i call it per Hand, or with your method - works perfect.

But if it is called automaticlly in the rep_execute, it doesnt increase the var.
And the function is called for sure, i verified this.
I dont understand it.

Code: ags

function repeatedly_execute() {
  // put anything you want to happen every game cycle here
    if( calender.timer_activ )
    {    	 
      if(IsTimerExpired(calender.used_timer))
	    {
 	       calender.Increase();
 	       Display("TIMER IS EXPIRED");
 	       SetTimer(calender.used_timer, calender.timer_intervall);
      }  

    }
} 




#159
Another problem:

I have an defined object now:

Code: ags
GameTimeCalender myCalender;


but when im calling this function:
Code: ags
myCalender.Increase();


with declaration
Code: ags

GameTimeCalender::Increase()
{
  this.day++;
  ...
}

the myCalender.day hasnt changed   :(
#160
you are right, i will declare the object within the module, thx for all the help.  :)

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