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#121
General Discussion / C&C on my cake!
Fri 11/11/2005 22:09:04
Just spent all night making this cake for my girls' birthday parties:



and had to share my creativity with you lot!

for compariosn, here
is a Josie Jump doll
#122
General Discussion / Iran
Fri 28/10/2005 10:46:33
Well, if we want to be political, but stop the anti-american stuff, then lets talk abotu Iran's recent statements. Personally, I had thought that the US, etc. were ebing pretty intolerant about Iran's nuclear stuff but their recent remarks have completely changed my position. When The President can say "As [Ayatollah Khomeni] said, As the imam said, Israel must be wiped off the map." they've obviously got some agenda beyond power.

However, they're now copying the Monty Python Oscar Wilde sketch:

"Your Majesty is like a stream of bat's piss"
"WHAT???"
"I merely meant, sire, that you shine out like a shaft of gold when all around is dark"

Now, they have said "It's absolutely clear that, in his remarks, Mr Ahmadinejad, president of the Islamic Republic of Iran, underlined the key position of Iran, based on the necessity to hold free elections on the occupied territories."

Now, if you'll excuse me, I'm just going to have free elections with the crumbs on my desk...
#123
scotch said I could... and sorry dkh for stealing your idea, but here we go:

We have competitions for artists and musicians and stroywriters  but none for the REAL wokrers who make AGS games great, yes, I mean coders.  Slogging away behing a hot keybaord for hours, they recieve little credit and deserve more. So, lets test their skills and raise up one above all the others. When I win, you will see me for the god-like figure I am. Or the remote possibility that someone else wins...

Anyway, after some discussion or IRC, here's the Theme:

FIGHT!

Many adventure games have fight engines, but they are all different, so take your pick and script one up in AGS. It can be turn-based or realtime, Indy-like, RPG battle systems, street fighter style, shooting, anything really

I propose that we spend a quick day talking about any rules changes, time changes etc that might be required and start coding at the end of Friday. Don't jump the gun, as the rules may change!

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: if you want to use another, say quickly before we finalise the rules. Certainly, no NEW plugins are allowed, this is AGS scripting we're competing at
4. Must provide sample game using the fight 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.

I propose that we set a 3 week deadline for the end of the competition. Not too long or people lose interest, not too short so we can be ambitious.

And please, like MAGS, post here if you're thinking of enetering. And please post if you're a spriter, etc. who can offer their services to scripters who need a few images of a guy throwing a punch.

Let the fight commence!
#124
There is redundancy and a bit of hassle in the current system of having the declaration and export of varaibles done separately:

Code: ags

int my_long_variable_name_that_i_might_type_wrong;
export my_long_variable_name_that_i_might_type_wrong;


wouldn't it be possible to add a new mechanism where you can just do:

Code: ags

exporting int my_long_variable_name_that_i_might_type_wrong;


or some other syntax, I'm not fussy  ;)
#125
The normal download now includes the source for a demo game. Demo game requires 2.72beta7 but the module should work with AGS v2.71 or later. Version 1.19 now makes translations work properly (which 1.18 failed at).

Credits module.

I never used the Creditz plugin, but I read the help file and tried to match its functionality.

Where n is credit seuqence number, staring with 0
//   Credit[n].AddTitle(const string t, optional int x, optional int font, optional int colour)
//   Credit[n].AddCredit(const string t, optional int x, optional int font, optional int colour);
//   Credit[n].AddImage(int sprite, optional int x, optional int valign)
//   Credit[n].Run();
//   Credit[n].Pause();
//   Credit[n].Stop();
//   Credit[n].IsRunning();

Example:

Code: ags

Credits[0].DefaultCreditFont=3;
Credits[0].DefaultTitleFont=3;
Credits[0].DefaultTitleColour=65000;
Credits[0].DefaultCreditColour=15;
Credits[0].Delay=1;

Credits[0].AddTitle("Scripting by");
Credits[0].AddCredit("SSH");
Credits[0].AddImage(12, eCreditCentred, eCreditAlignBelow);
Credits[0].AddTitle("ScrollingCredit Module by");
Credits[0].AddCredit("SSH again!");
Credits[0].Run();


Have fun!

Download Credits module here (Requires AGS v2.71!)
View Full instructions
#126
It would be nice if multiple sprite import had an option to automatically order the imported sprites in the same order as any numeric value in the filenames, i.e.

spr1.png, spr2.png, spr3.png, spr4.png, spr5.png, spr6.png, spr7.png, spr8.png, spr9.png, spr10.png, spr11.png, spr12.png

As it is, if you just click on them all, they can get imported in the wrong order.

Also be nice if you could select multiple sprites and export them with an auto-numbering (based on ags sprite number?)
#127
OK, good old built-in cEgo.Walk doesn't go very slow. Amaze your firends with your snail-like pace on both objects and characters:

Download here (Requires AGS v2.71!)
Mirror

--
Edit by strazer: Not needed anymore since AGS v2.72 Beta 3:
* Added ability to use movement speeds slower than 1 (-2 is now 1/2, -3 is 1/3, etc)
--

There are two functions:

slowmove.obj(Object *o, int x, int y, int delay, optional BlockingStyle)

Moves an object from current position to x,y with delay game cycles between each pixel moved

slowmove.cha(Character *c, int x, int y, int delay, optional BlockingStyle)

Moves a character from current position to x,y with delay game cycles between each pixel moved

Default blocking style for both functions is non-blocking

Have fun!

EDIT: Fixed small buglets, documentation, added blocking option and we have version 1.1
#128
Those that don't understand the concepts of scope, garbage collection and so on might have trouble understanding why this code doesn't do anything in AGS 2.7 and later. I post this so people can understand the problem, and is there anythign we cna do to help people not do this by mistake?

With old AGS overlays you had to create them and then get rid of them (unless you used DisplaySpeechBackground that got rid of them for you after a bit). However, if you do this:

if (myvar == 2) {
  Overlay* testOverlay = Overlay.CreateTextual(50,50,120,2,15,"This is a text overlay");
}

You will probably not see your overlay at all. Why? becuase the Overlay you create is a manged type and automatically garbage collected when the testOverlay variable goes out of scope: i.e. when you reach the closing brace "}" within which the variable was declared. So the overlay is created and destroyed almost instantly.

Instead, do:

Overlay* testOverlay;
if (myvar == 2) {
  testOverlay = Overlay.CreateTextual(50,50,120,2,15,"This is a text overlay");
}

except, of course, if this is inside a function. The safest thing to do is only declare Overlay *s outside ANY function. That way it will stay in scope all the time.


I just helped a friend (who will remain anonymous) sort out this problem on #ags, so its already happenign and I can just see lots of questions like this occuring.
#129
See also http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22652.msg277775#msg277775

When I declare a local variable, for example in a module function, it can clash with other modules loaded earlier if their script headers import a variable with the same name. In just about every other language I know, local variables mask out any globals of the same name, so it would be nice if AGS cold do this to. As it is there is no way to protect yourself from this, other than giving local variables inside any mdoule long prefixes, which is a pain.

And I just had an idea that will make life easier: If you could right-click on a variable declaration (or CTRL-SOMETHING) and it would automatically add an export command for that var to the end of the script, and an import to the relevant header file. Now THAT would rock.
#130
I've been trying to use a-v-o's TCP/IP plugin to write a game (see http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22650.0) but it crashes out without any message a lot, and I'm having a nightmare debugging it. Can any plugin writers offer any advice or help or even do a remake of the plugin with some kind of diagnostic/logging capability?

Or any other ideas on how to debug!

Thanks!
#131
Well, welcome to another GiP thread. This one is for an incredible 2-player adventure game. Yes, thats right, through the wonder fo the interweb you can recreate the old Spectrum/C64/GB/etc game Spy vs Spy.

This is still very much a work in progress, but its quite hard to test a multiplayer game by myself, so I'd really appreciate anyone who wants to beta this DEMO and help me develop the final game.

To play, you need to know your IP, and that of the person you wish to play with. You can get it at: http://www.whatismyip.com/. Click on the RogvRog logo and enter the IP to connect.

Oh yeah, you prob need to enable a firewall exception for port 28166 too

Eventually, I hope to eliminate IPs by some nice front end and server, but that might be hard! Anyone with ideas on that is most welcome, especially if they have used a-v-o's TCP/IP plugin.

The game will eventually be to get the briefcase and fill it with secret papers, passport, money and key to get out of the "Embassy". However, just now you can just go around collecting things and setting traps. Final version will have a fight engine, too. Now THAT will be tricky to do.

If you left-click on things, it will search them for hidden objects. If you right click on doors, it will open/close them. If you click on your traps (bomb, bucket, spring, etc) then the cursor becomes X and you can click on a closed door or object to booby-trap them. Each trap has an antidote, so for example you can disarm a trapped door by using the umbrella then right-clicking on a trapped door. Only doors can be trapped with the bucket and only non-doors can be trapped with the bomb and spring. The time bomb is not implemented yet. The animations aren't all done yet, either, so you've just got the umbrella/water bucket ones.

If you get killed by a trap you are frozen for 10 seconds.

Um, and that's it, I think. Please report lots of bugs or suggestions for improvement, or volunteer to improve the anims, etc. Thanks so far to those on #ags who have tested it a bit already and Progz for a winning anim (not seen yet) and a-v-o for the TCP/IP plugin. And of course CJ for his awesome AGS.

Screenshots:

Use the umbrella to stop the water:

When both players in same room, split-screen disappears (and eventually fight engine comes into play)


DOWNLOAD the demo/beta here: http://www.lumpcity.co.uk/~ssh/RogvRog.zip

For those of you interested, here's my todo list:

// timebombs: room only, and implement timer on room enter/bomb set
// need to add code for sending these: use obj, but special case
// weapon pickup?
// simple rog anims
// set up map
// rog2 blue: do with tints
// Exit door and win sequence
// Game start sequence: set rog colours/tint?
// chat interface
// fight engine?
// trap doors: only go down, can open/close(RIGHTCLICK)
// ladder: can raise (RIGHTCLICK)when down or lower when up, up/down
// map screen: plan view, *color* sqaures/cirlces show
// essential items, colours of spies show their locations
// another colour shows traps (except time bombs)
// When 2 rogs in room, held item gets hidden somewhere in room
// Animations required:
// Whole room exploding (time bomb)
// Rog getting exploded (bomb)
// rog getting sprung (spring)
// rog using water on bomb
// rog using wirecutters on spring
// rog victory dance
// rog rummaging (3 directions)
// rog punching
// rog stabbing


#132
Does merging an object into the background make the game run faster than if you have the object on with its baseline set to 0? I'm using lots of objects onscreen and objects 0 and 1 are backgrounds, really. Would merging them make the game run faster?

#133
Finally and at last, I have taken my Savegames with screenshots tutorial and made it into a super-duper OO module.

as used in the AGS-Award-winning games Prodigal and Stargate Adventure

Download here (Requires AGS v2.71!)



The old zip file contains a game template which is basically the default game with the screenshots stuff added. The new zip file contains just the modules and GUIs necessary to add the GUI to an existing game:

There are actually two GUE/SCM (Individual GUI import file and Script module file) pairs. The first is YesNo, which is just a quick dialog to allow the question "Do you wish to overwrite this save game" to be asked with an OK and Cancel button. The YesNo module actually allows any Question to be asked here, by changing the GUI label.
The main one is the Saveload GUI and script module. The module must be listed after YesNo in the module list, as it uses it. Full instructions can be found in the README or in the top of the Saveload module's script header.

This module and GUI are released under the LGPL.

I got Darth to update the tutorial on his site to have a link to this thread, so that people pick up this instead of the old version there, which doesn't work with AGS 2.7.

Download site updated 29/03/06 due to Iqu's server dying
#134
Well, about this time last year it was quite clear which games were going to be the AGS Awards nominees: Cirque, TOAK, A2, etc. had all been out and had a lot of buzz. Now, this year it doean't seem to be so clear to me, but they maybe I just haven't been payign enough attention. But here's my impression of games that have been seen as good this year:

Ben Jordan 4 (and 5 will probably be in the running if it comes out in time)
Apprentice Deluxe (but will people go for a remake like this?)
Frank the Farmhand part 2
Barn Runner games
The Great Stroke Off
Yahtzee's Galaxies of Wonderment thingy (non-adventure?)
AGS 3D (non-adventure)
Chick Chaser
Jessica Plunkenstein
Noisy Mountain
Da New Guys
Where's M Hat Ma
Saturday School
Young Gabrial King
Robotragedy
Zooreal
Emily Enough


EDIT: Added EE... sorry, I thought i had it in there to start with!

#135
Yes, we're already at part 7 and still the quality of these games is maintained as good as it ever was...  :=

I forgot to release this back in May, and I think its not fair for me to withhold it from the poor public, so, enjoy!

The FUTURE! The Constabulary for Universal Time Enforcement police the sphere of Time Travel, making sure that naughty people dont go back and kill other people's parents, etc. Top operative Sara is at thier headquarters, preparing for a new mission. Meanwhile, President of the Universe Alba prepares to make her inaugral address...





Help Sara defat the Time Terrorists!

Visit the games page or Download here or here

Thanks to CJ for AGS and Iqu for hosting!
#136
The Rules:
Every week a post will be made with a list of items and a scenario. Using your wit, skill and large collection of 1950's Barbie dolls; find a way to complete the scenario with the items provided. You can only use a set number of items of your own choice. When I say use your skill, use it.

For example: you have a boulder and a reinforced window. I advise not using Pick Up boulder, chuck through window. Think of something adventuresque to use.

Voting: After the week-ish voting shall start.

What If I win?: you choose the next scenario and list of items. Then you post it for all the world to see.



Here is your quest: Capture the Great International Christmas Pudding!

Many years ago in the year 562 BC
The Great monumental International Christmas Pudding was struck by lightning which also struck a tree.
And the magnificent International Christmas Pudding atop a temple tall,
Was broken into two portions by the knock it received during the fall.
And oh, these portions had been carried to a far corner of the earth,
And this terrible disaster is not an occasion for mirth, and oh...


Yes, it was in 1843 that the discovery in the Sudan of a large fossilised fragment of this long forgotten pudding prompted a question in the House of Commons, "And the discovery of this portion of pudding prompts me to suggest that if all the portions, if all the portions of this emblem of international goodwill and understanding could be reassembled and set up in some appropriate spot it might well be the turning point in the falling prestige of this wonderful country of ours."

So, you are in charge of the expedition to the jungle to capture the last potion of Christmas pudding, which has turned man-eater and is roaming the forest of Ying-Tong-Iddle-I-Po.


Here are the only items you can use:

One knee-action, self-reciprocating Christmas Pudding gun.
One hand painted inflatable Christmas Pudding decoy with rubber hollow.
One portable plastic and gravel road.
One long bent thing with a sort of lump on the end.
One waterproof cover for same.
One same.
Thirty-three boxes of yellow kosher boots.
Another long bent thing with a sort of lump on the end.
One uncooked leather trilby with sugar feather.
One sixty foot explodable granite statue with built in plunger
Detailed plans of what to do with long bent thing with a sort of lump on the end.
One semi-circular grass telescope.
One  quarter pound of jelly babies.
One plate
One pudding cloth
One dish cover
One hypodermic syringe with Rabies vaccine


Have fun!





#137
General Discussion / Name that song, purleeze
Mon 27/06/2005 13:53:15
OK, i rmember this song was the theme tune of a rally program many yonks ago, but i wondered if it is actually a track by a proper artist. So, can the hive mind that is AGS forums please tell me what tune is this?

http://www.2dadventure.com/ags/whatisit.mid

Probably was a bit faster, on an electric guitar, too
#138
General Discussion / Poetry corner
Mon 20/06/2005 16:53:26
I'm just sharing this silly rhyme I just made up:

Young Amish ladies who are energetic
And never indulge in cosmetics
Have a natural beauty
That's derived, you see
From aesthetic ascetic athletics...


I'll get me coat...
#139
So, I stuck together some photos from our last trip to the zoo...

Add text and win prizes!

#140
General Discussion / The not-FOREGOs
Tue 15/03/2005 15:37:08
OK, since my successors as FOREGO admins haven't got their act together, why not just lets do it in a thread. If someone really wants they can add up the noms. I'm not even going to bother looking up the categories: these things were memorable for me in 2004:

CJ's best deed: 2.7 beta and all its goodies
CJ's second best deed: The April Fool's thread
Best n00b: strazer... yes its hard to believed he only registered in 2004
Best avatar: My kicking baby one!
Best troll: poop666 or whatever number he is
Best mod: strazer for all the tracker stuff
Best Gen-Gen contributer: DG for all the BA pics
Most awaited release that failed to materialize: FoY demo, and I was working on it, too

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