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Messages - Scarab

#341
Quote from: Gord10 on Sat 10/10/2009 20:45:18
Am I stuck or is it only
Spoiler
the 'look' command?
[close]

I am at the same stage with your new version
Spoiler
The game recognises look, open and close, but i cant find any nouns or verbs that work
[close]
#342
+++=
Jorgen the Midget, who is tone deaf, plus a grenade, plus an awkward schedule, plus a slingshot equals...........................................

A midget called Jorgen with one eye who hangs around in the alleyways behind hotels whose names begin with U on Tuesdays when Venus is in the twelfth house at midnight with a crew cut holding a hand grenade between his teeth while whistling Never Gonna Give You Up slightly off-key.

Take THAT, Tihan :P

One down... 29 pages to go...




Scarab
#343
Greetings AGSers, I've been wandering arount the forums for a few months now, but only just spotted this thread, and have decided to take this opportunity to formally introduce myself... which you've all no doubt been waiting for with bated breath... :P

My name is Alex, I'm 17 and live in Australia, I'm finishing my last year of school and I'm planning to go into engineering next year.

I'm currently trying to convert ags into a tile engine, which is going quite well, and I will probably be able to release the demo game in a few weeks.

This will not be the last you hear of me!
#345
Quote from: monkey_05_06 on Tue 06/10/2009 20:34:05
What version of AGS are you using?

3.1.2

Quote from: monkey_05_06 on Tue 06/10/2009 20:34:05
Is that what you're wanting to do?
Quote from: RickJ on Tue 06/10/2009 18:12:12
I'm not sure what you are trying to do...

Im sorry if I'm not coming across clearly, what I am trying to do is find a way to run SayAt() through the dialog system. I see how Monkey's method would work , however it requires each parameter to be entered every time, but because these parameters never change, surely there's a way of making it easier.

I just looked up Extender functons, which appear to be able to get around this to an extent;
Code: ags

function SayNew(this character*,string Dialog){
this.SayAt(0,280,300,"%s",Dialog);
}


Hopefully achieving:

Code: ags

cEGO.SayNew("How appropriate...");  //?



Which would cut out having to add in the extra parameters every time, but finding a way to run this from:

Code: ags
Ego: How appropriate...


...is what I'm aiming for.


Quote from: RickJ on Tue 06/10/2009 18:12:12
...a custom dialog system.

How exactly would I go about this? and how extensive would the process be?
The reason I'm being so picky about this is because I feel that any time that features of a code are repeated, it's wasted space, and I feel like I'm cheating the player or something...
I guess I just don't like cutting corners and want to make this script as neat as possible. ;D

I hope I managed to make sense. If not, third time's a charm :P

peace
scar
#346
Just thought I might pick some brains before I dive back in and try to take a second try at this...

I was wondering if there was a way to create a function which built upon other functions that already occur within the script, specifically, replacing Say() with SayAt().
Firstly, I'm assuming that dialog functions run through Say() (not some other function which do not appear in the editor), and there's currently no way to change this. (If I am wrong, stop me now)

I was thinking something along the lines of
Code: ags

bool CharacterTalking
string FromSay
if (CharacterTalking==true){
//somehow access the string...
string FromSay="blah";//the contents of the Say() string
}

and then access this file for the contents which can then be placed into
Code: ags

character.SayAt(0,280,300,"%s",FromSay);


I understand that my way is unlikely to work with my rudimentry understanding of coding, but I was just wondering if there was some way to run dialog scripts indirectly through the SayAt command (even through the File function perhaps? Not sure how to use them yet) :-[

Peace
Scarab
#347
I like to think that if I'm going to release a game, I'm going to do it right, and the idea of the whole "just remember it" approach seems a bit too There, I fixed it style for my liking.
I have found a way to do it that I think should be acceptable:

A modification GUI on the Options panel of my main GUI (currently openned by Enter, making it 7 buttons total needing changing, not 6), which displays all the keys that the player is using, although to change one of them, you must change all of them (using the "press Up now" caper).
I'm happy for feedback on this, however if these mods are-a-frowning then it might be best to send me a PM, or for a mod to move the posts about this to Adventure?

peace
scarab
#348
Quote from: NsMn on Mon 05/10/2009 18:32:22
The problem would probably be that there is no way to get the name of a key, unless you make a beastly-long if-construction!

My thoughts exactly
#349
@Ben304:   Thanks!  :D Glad you think so
@ProgZ: I will be sure to, as progress is being slowed atm bym exams :(
@Khris & Mr Matti:
I would like the game to be accessible, and will look into making an alternate set of controls, (I can definitely see wasd being a possibility) but I'm afraid that a key editor is, at this stage at least, out of my reach in terms of scripting. If I do end up following through with the tile module though, I guess I will have to come up with something... (in my naivety I completely forgot to consider foreign keyboards *slaps head*)
In the meantime, would you consider wasd and, say, nm, as an acceptable alternative?

Peace
Scarab
#350
New Code:
Code: ags

Button1.Visible=false;
Button2.Visible=false;
Button3.Visible=false;
Button4.Visible=false;
Button5.Visible=false;
Button6.Visible=false;
Button7.Visible=false;
Button8.Visible=false;

     if (activebutton[0] == 1) {Button1.Visible=true;}
else if (activebutton[0] == 2) {Button2.Visible=true;}
else if (activebutton[0] == 3) {Button3.Visible=true;}
else if (activebutton[0] == 4) {Button4.Visible=true;}
else if (activebutton[0] == 5) {Button5.Visible=true;}
else if (activebutton[0] == 6) {Button6.Visible=true;}
else if (activebutton[0] == 7) {Button7.Visible=true;}
else if (activebutton[0] == 8) {Button8.Visible=true;}


I feel this is much cleaner, as although the other code 'worked', it locked up the mouse, causing small inconveniences, like not being able to close the window.
I had actually thought of using buttons first, but I was going about it the wrong way (Using invisible butons to process clicks, before I had the activebutton[] array)

Thanks for the hint Discordance, sometimes the simplest soluton is right under my nose :P
Code: ags

Problem[2].soved = True

Scarab
#351
My first game (not the first one I started, but the first one I will finish)

Plot Synopsis:
Davy has a test tomorow, and he has not studied. At all.
The only solution he can think of is to steal a copy of the test paper from his teacher's house, and study it all throughout the night.
But how will he get the teacher away from his house...?

The goal of this game is mainly to create the tile engine which I have been trying to implement, but I have tried to make the storyline and gameplay as good as possible.

There will be no mouse use in this game, just arrow keys and 'z' to interact with what is in front of you, and 'x' to cancel the current action/ close menu screens etc.

A lot of the tiles are ripped from various rpg's on Spriter's Resource (mostly the Pokémon games, beacuse they are abundant and so the graphics 'flow' from tile to tile), this is because drawing my own would severely increase production time, and this game is more about the code anyway.

Screenshots:
These may not be the final product, but they're quite close.
There are no backgrounds and walkable areas in this game, and these backgrounds are drawn entirely using the DawingSurface functions.

This is the right hand side of the town square, with Davy standing outside of YahtzeeBrand Store

Davy out at the farm

Production:
Story                                100%
Puzzles                            100%
Dialog                              100%
Character art           65%  97%
Room art                              2%
Sound/Music                        0%
Scripting:
    Tile Engine Mechanics    70%
    Interactions                   10%

Your comments/opinions are appreciated
Peace 8)
Scarab
#352
This looks good
Ive never plaued the game myself, but I remember ages ago I once saw the book, Clue which included adventure-esque logic puzzles such as 'find out who is lying based on contradictions' puzzles and things like that. I'd love to see some of them make an appearance.

Quote from: Professor Plum on Fri 02/10/2009 12:29:19
I think it will be a single murderer. The reason being is that I honestly would have no idea how to script to the game in order to randomize the suspect, weapon and room. Plus, I'd have to make artwork for every single solution!

You could always release an expansion pack afterwards which has the randomisation.

This could be done by having the indefidual storylines and events for
e.g. Miss Scarlet is the killer
       The weapon was the revolver
       The room was the Conservatory

and the puzzles that lead to the player coming to this conclusion are adjusted accordingly, but it depends on how the gameplay is run (inventory puzzles vs dialog puzzles etc.).
peace
scarab
#353
Code: ags

Problem [1].solved = True;

Thanks Monkey ;D

As for problem 2, I have created a workaround, locking and bounding (binding?) the mouse to the necessary co-ordinates for a given value of 'activebutton[0]' (I have had to make this an array, as I need a different one for each GUI)
Code: ags

function repeatedly_execute() {
if ((gStartMenu.Visible == true) && (mouse.Mode != eModePointer))
  {mouse.Mode = eModePointer;}
     if (activebutton[0] == 1) {mouse.SetPosition(263,024); mouse.SetBounds(263, 024, 263, 24);}
else if (activebutton[0] == 2) {mouse.SetPosition(263,040); mouse.SetBounds(263, 040, 263, 40);}
else if (activebutton[0] == 3) {mouse.SetPosition(263,056); mouse.SetBounds(263, 056, 263, 56);}
else if (activebutton[0] == 4) {mouse.SetPosition(263,072); mouse.SetBounds(263, 072, 263, 72);}
else if (activebutton[0] == 5) {mouse.SetPosition(263,088); mouse.SetBounds(263, 088, 263, 88);}
else if (activebutton[0] == 6) {mouse.SetPosition(263,104); mouse.SetBounds(263, 104, 263,104);}
else if (activebutton[0] == 7) {mouse.SetPosition(263,120); mouse.SetBounds(263, 120, 263,120);}
else if (activebutton[0] == 8) {mouse.SetPosition(263,136); mouse.SetBounds(263, 136, 263,136);}
}


This works for now, but I was really hoping to be able to get a non mouse dependant interface.
I basically need a way to draw an my arrow of slot 355 onto a given screen co-ordinate. Is this possible with the DrawingSurface commands?
cheers
Scarab
#354
Quote from: Calin Leafshade on Mon 24/08/2009 02:46:22
Conduction in a gas is really quite small.. think about touching something metal which has been in a room for along time.. its still cold.

Actually, all objects sitting long enough become 'room temperature', and the reason metal or tiles feel cold to the touch is because they are good conductors. The sensation of the coldness is due to a large amount of energy from your hand being transferred to the other object quickly (so we do not so much feel the 'coldness' but we feel 'negative' heat). This is because the human body is not good at quantifying things, just good at comparing them. e.g. If you put your left hand in cold water, and your right hand in hot water, then put them both in a bowl of warm water, your right hand will feel cold, and your left had will feel hot. Or you can only smell something in a room for a few seconds until your brain accepts this as the 'norm' and stops processing it.

So a metal object which has been in a room for a long time is not still cold, it just heats up really quickly.

S.
#355
A couple of months ago I was at my mate's party which got out of hand at the end, and resulted in the cistern in the bathroom being ripped off the wall. With me being the resident great bloke/handyman, I wound up being the one who had to fix it. I had my toolkit there, so I didn't have any trouble re-attatching it to the wall, but it still kept leaking. With no plumbing experience thus far, it became a real trial-and-error experience, resuting in:

Emptying the cistern so it wasn't too heavy for the screws before they got a proper hold on the wall,
Finding that it would just fill up again,
Tracing the pipes to the tap in the corner of the bathroom,
Turning off the water,
Emptying the cistern again
Attatching it to the wall
Fitting the pipes to the bowl
Still leaks
Taking out the buoyancy-seal for better access to where it was leaking
Trying to shove the rubber seal into the connection where it was leaking
Still leaks
Finding another, sneaky component that looked like it couldn't be removed, but could, allowing the seal to be placed inside it,
Fitting it all together again in the correct order,
Receiving much praise that I saved the cost of hiring a plumber.

The whole time I was doing it, I just felt like I was in one of those one room games, and I had all the inventory items at my disposal, and it was just a matter of fiiting them together the right way.
#356
Hello.
In the game I'm making atm, I'm trying to completely eliminate use of the mouse, and this is going quite well with the character movement, but I'm having trouble with the GUIs.

The plan is: to  create a menu which opens with the enter key, pausing the game, and has the options of Save, Load, Inventory, etc. of which each can be highlighted, one at a time, using the up/down arrow keys, activated with the "z" key.

Currently I have a menu with 8 options which opens on 'Enter', and an int that is flows one through eight as the up/down keys are pressed. When 'Z' is pressed, the gui corresponding to the int is opened.
The 8 options are simply painted on to the GUI graphic currently.

The main things I'm struggling with at the moment are:
    1. Getting the game to pause when the GUIs are up (whenever I run PauseGame(), the arrow keys don't work)
    2. Finding some way to indicate which option is highlighted at the moment, such as a little arrow next to the option.

Any help/suggestions are appreciated
Peace 8)
Scarab
#357
If I found that snake?

Red on black: Friend of Jack
Thank you Bear Grylls ;D
#358
Critics' Lounge / Re: How to stop 'marching'
Wed 30/09/2009 02:34:55
I think one of the main problems is that he's square gaiting (same raised arm as leg) which creates an awkward looking walk when people are doing it, let alone animations. You should change this before you make any modifications to this animation.

Peace 8)
scar
#359
Agent Hans Markovnikov: Master of Disguise




Left to right: Markovnikov in his work clothes, Schoolboy, Nun, Golfer, Nurse, Batman, Flamboyant Latin Dance Instructor, Red Power Ranger, Ninja, Wally/Waldo, Pokemon Master!

8 Colours plus background

Look out, villains of the world!

ps. Oh, and the reason he seems to be coloured like a Simpsons character is because, as an added challenge, I made these sprites only with 8 colours out of the default pallette for paint.
#360
Adventure Related Talk & Chat / Re: The THUMB
Thu 17/09/2009 16:56:30
Well if you wanted to make the 'thumbs up' sign essential to use it, you could just have a device that slips ovar the thumb (like a thimble or a ring), with the two buttons you mentioned on the inside of the hand. Therefore you would have to lift your thumb to access them.

S.
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