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Topics - ScottDoom

#21
Ok. First I have a little intro where some characters talk back and forth, and one moves around. That all works fine. Afterwards, I added these lines of script:
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
ObjectOn(0);
DisplaySpeech(JER, "...");
ObjectOff(0);
ObjectOn(1);
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
(ObjectOff(1);
ObjectOn(0);
DisplaySpeech(JER, "...");
ObjectOff(0);
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
ObjectOn(2);
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
DisplaySpeech(JER, "...");
ObjectOff(2);

I don't know of any "wait this amount of time" command, so I figured having a character pause to think would be good enough. However, AGS thinks it's funny and it is deleting all of the above lines as soon as I save the script. The objects I'm trying to turn on and off are text images (logos, you could say) I've created that I want to show (which contain the game name, credits, etc.).
#22
Critics' Lounge / Another Character
Fri 02/07/2004 12:12:23
Oldest:
Old:
Newest:
He's supposed to be a rich 26-year-old biologist, and I want him to match my 39-year-old physicist in style...
(Click here to comment on the guy with the beard.)
#23
Ok. Here is my long and weird looking script:

if (character[GetPlayerCharacter()].inv[1] > 0) {Ã, 
Ã,  Ã, DisplaySpeech(JER, "GIVE MESSAGE");
Ã,  Ã, }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  FollowCharacter(1, -1);
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  SetCharacterView (FISH, 5);
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  What goes here?
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  ReleaseCharacterView(FISH);
Ã,  }
if (character[GetPlayerCharacter()].inv[1] == 0) {
Ã,  DisplaySpeech(JER, "NO GIVE MESSAGE");
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  LoseInventory(1);
Ã,  }

I've been using the built-in functions to look up commands to write in my scripts, and for this one I looked up how to make a character play through an animation before doing anything else. It was right there, titled "Character - run animation loop." However, unlike the other functions, it didn't give a script example at the bottom so now I'm stuck.

Thanks for the help.
#24
Ã,  // script for room: Player enters screen (after fadein)
if (character[GetPlayerCharacter()].inv[1] > 0) {Ã, 
Ã,  Ã, Display("Jeremy, I believe you have everything.");
Ã,  Ã, }
if (character[GetPlayerCharacter()].inv[1] == 0) {
Ã,  Display("Jeremy, I think you missed something.");
Ã,  }
if (character[GetPlayerCharacter()].inv[1] == 0) {
Ã,  Display("If only there were some way you could go back in time and get what you needed...");
Ã,  }

Maybe I'm blind, but I'm getting this error: "Function still open, missing }"
#25
Since I'm still a newbie at scritping I'm just posting this in the beginners area, but I guess it could go in the advanced...

Anyways, I had a hotspot on my background with an interaction script like this:

Ã,  Ã,  if (rock == 0) {
Ã,  Ã,  AddInventory(1);
Ã,  }
Ã,  if (rock == 0) {
Ã,  rock += 1;
Ã,  }
Ã,  if (rock == 1) {
Ã,  Ã,  Display("MESSAGE ONE");Ã, 
Ã,  }
Ã,  if (rock == 2) {
Ã,  Ã,  Display("MESSAGE TWO");
Ã,  }
Ã,  if (rock < 2) {
Ã,  Ã,  rock += 1;
Ã,  }Ã, 

It worked out pretty good. But now I replaced the hotspot with a character, and I want this same script on the character. For that, I can no longer put int rock; at the top of the room script, but I need to put it in the global script somewhere...

I'm not sure where or how to insert the int into the game (without having it reset if the game is loaded).
#26
Ok. I'm working on finishing up my mini/test/whatever-game, and I'm trying to put in a tentacle-like character coming out of a hole in the ground. The tentacle is supposed to wave back and forth.

I added the character, set all of his views (idle, blinking, talking, etc.) as VIEW3, and for VIEW3 I put his animation files in for "Loop 0 (down)." When I tested the game, the character wasn't moving.

I sat there thinking about it for a while, and then all of a sudden the character waved back and forth slowly, then stopped again. After a while it repeated.

How do I make loop faster?
#27
Critics' Lounge / Main Character
Wed 30/06/2004 12:39:35
A 39-year-old physicist...

Oldest:
Old:
Newest:


I've got a new character for the same game. Click here to check him out.
#28
PUZZLE TIME

Rules: Every week a post will be made with a list of items and a scenario. Using your wit, skill and lack of mental health; 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 this Puzzle Time contest, you can only start with 5 items (which can be your items), and you must use at least 8 items to solve the scenario.

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 voting shall commence!

What If I win?: The winner chooses the next scenario and list of items.

Scenario: You're traveling across the country in 1845 with your horse, and you pass through a small trading outpost. You become enemies with Henry, a local man, because you flirted with his woman. After traveling past the town, you awake to find that your horse has been stolen.

You go back to the town, and you have to find your horse, and steal Henry's woman.

Items:
Revolver
2 bullets
Short rope
Long rope
Hook
One match
Axe
Chewing tobacco
Poison
Bottle o' whiskey
$3 (remember, it's 1845)
Plus 2 items of your choosing.

Go forth and puzzle!
#29
I've never programmed before, so I decided to make a test game with a bunch of different scripts, as well as an intro, cut-scene, and outro. The game doesn't have a storyline or anything, I'm just practicing on scripting.

Anyways, I was reading through this tutorial and I came to the part about giving an object a different response to a command every time you click it. I followed the example exactly, but it's not working. It'll only display the first message.

What am I doing wrong?


Ã,  // script for hotspot4: Look at hotspot
int cool_thing;
if (cool_thing == 0) {
Ã,  Display("The TV is off.");
}
if (cool_thing == 1) {
Ã,  Display("You can see your reflection.");
}
if (cool_thing == 2) {
Ã,  Display("Your reflection is sexy!");
}
if (cool_thing == 3) {
Ã,  Display("You can't see anything else.");
}
if (cool_thing < 3) {
Ã,  cool_thing ++;
}
#30
Hints & Tips / Apprentice Secret Puzzle
Wed 23/06/2004 02:28:02
Yes, I used the search function. I found the solution and read it, but I still can't seem to find the tape.

I spent a good 10 minutes moving my cursor around in the supposed location. Do I need to have all the items (powder, cucumbers, etc.) before I can see the tape?
#31
Critics' Lounge / Feb. MAGS Characters
Tue 03/02/2004 04:31:58
These are for a MAGS game, so I don't want to put too much effort in to 'em. But I still want to know what everyone thinks...


Mann, the main character. Strong, but with a kind heart.

Moe, the clown who will help Mann.

A zombie.
#32
These are two characters the character artist (not me) has drawn. So praise should go to him, and not me.

The reason they are so different in size is because the character artist draws them to match the backgrounds after I draw them, so we don't have to scale them with the AGS engine. The only character that will be scaled is the main character, who is not drawn yet.


What we need suggestions on:
1. The beanie on his head. Right now it sort of looks like a really weird head-shape with a bad hairdo.
2. The "cig" in his hand. It looks a little strange.
3. Possibly the lip. I see it as a big lip, but others may think it's a beard.
4. Anything else you want to change.


1. Possibly her entire image. She's supposed to be a prostitute that acts like a business-woman, but right now she almost looks like a flight attendent. I think making her a little sexier would help.
2. Her face. The character artist just couldn't get this to look right. She's standing in the very back of a largely scaled room, so that's why she appears so small. Actually, she needs to be about 10 pixels taller...
3. Anything else you want to change.
#33
Critics' Lounge / Background - Hotel (Outside)
Tue 27/01/2004 05:48:27
This is another background image for my upcoming game. It's considered 50% done at the moment because I still have some details to add.

I'd like some comments on how I can improve shading and texturing though, especially with the plants.

This background will only be in the game for a very short time, during the intro cut-scene. Ironically, I spent more time on this background than any other (about 4 or 5 hours). Probably because of those damn plants.
#34
Critics' Lounge / Background - Hotel Lobby
Mon 26/01/2004 02:00:31
This is the incomplete background for my upcoming game. It's a hotel lobby. The hotel is called Le Monde de l'Argent.

I will add more details later, but I will not post it here as it's part of the game's surprise.

What I do need help with is the stairs, and any perspective/shading problems you guys can see.

#35
Critics' Lounge / Background - Vehicle
Sun 25/01/2004 23:02:26
This is a background I made for my upcoming game. The background will be used in a cutscene, and when finished it will be animated to show the car moving and buildings in the background passing by. For now, only the car is "finished," and the background is empty except for some base colors.

What can I do to fix it up?

Oh yeah, that front wheel is missing the rim, so it's supposed to look like that and not the back wheel. And it's a 1985 Volkswagen Golf, if anyone is wondering.
#36


Game site: Click here.

Screenshots:
Backgrounds:
Screenshot 1
Screenshot 2
Screenshot 3

Characters:
Two characters

Story:
Mike Hawk, an 18-year-old fresh out of high school, is relaxing at home when his best friend Justin Sane calls him up and tells him about a party down at Le Monde de l'Argent in room 26. Mike refuses to go, until he learns that the hottest girl from his high school days, Sarah Brown, will be at the party. However, when Mike arrives at the hotel, the door to room 26 is closed and locked. Mike isn't about to leave though, because he desperately wants a chance with Sarah. So it is up to Mike to find a way into room 26, and join the party.

Gameplay:
The player takes the role of Mike Hawk, on his mission to get into room 26. The gameplay is simple point-and-click. The dialogue will either be straight-through, or the player will be able to choose from a few options. When talking to a character, a full view of their bust and background will appear, as in the LSL games (6 and 7). It is possible to die, so be careful about your choices. There are also a few hidden surprises to be found. The game will use a normal Sierra-style GUI, with custom graphics. I may use a verb-coin style GUI, if the demand is high.  

Rooms:
There are 13 rooms. 2 of the rooms are hidden "Easter Egg" rooms. 8 of the rooms (including 1 hidden room) are interactive. 5 of the rooms (including 1 hidden room) are only seen in cut-scenes, and are not interactive.

Mike's room - Not playable.
The street - Not playable.
Outside Le Monde de l'Argent - Not playable.
Hotel lobby - Playable.
Hotel hallway - Playable.
Hotel kitchen - Playable.
Kitchen pantry - Playable.
Alley - Playable.
Room 25 - Playable.
Room 26 - Playable.
Back side of the hotel - Not playable.
Secret room 1 - Playable.
Secret room 2 - Not playable.

Characters:
There are 11 characters. 2 of the characters are hidden in secret rooms, as "Easter Egg" characters.

A few of the characters are:

Serge: The French hotel manager. Although somewhat stupid, Serge will attempt to answer all of your questions.

Pablo: The Spanish bum in the alley. He can answer all of your questions about life, and death.

Kat: A very fine woman who hangs out in the hotel lobby, and conducts business.

Music:
As of now, Scorposer has promised to make the music tracks.

The game will only need a minimum of 7 songs, but could always use more.

Artwork:
The game contains 13 background images, 3 of which are animated. The game contains 11 characters, 1 of which will need all four walking cycle animations along with an idle animation, a talking animation, and other minor animations such as picking up objects. The other 10 characters will only require talking and idle animations, except for 1 which will need a left walking cycle animation. There will be 5 unique animations amongst 4 characters. There will be 2 cut-scenes, employing 4 of the previously mentioned 5 unique animations. The first cut-scene will span over 5 of the previously mentioned 13 backgrounds, and the second cut-scene will take place in 2 of the previously mentioned 13 rooms.

For the first release of the game, I will be drawing the backgrounds and my friend will be drawing the characters. However, I hope that talented artists will want to help me remake the graphics. If anyone is interested enough in the project as of now, please contact me and tell me so I don't waste valuable programming time by drawing horrible graphics.

Puzzles:
The goal is to get into room 26, and join the party. This is somewhat simple, but the real challenge lays in finding the two secrets.

Progress:
Storyline - 100%
Dialogue - 95.5%
Graphics - 10%
Music/Sound - 0%
Programming - 0%

I have finished the storyline, which is rather simple but is still entertaining. The player will be able to interact with some very interesting characters, and I have already written most of the script which is 9 pages long. All I have left to write are a few lines from the end, and the messages Mike says while interacting with various objects. The dialogues are complete though, and if anyone wants to see them (big spoiler), then just contact me.

I will be able to do all of the programming, and as soon as I obtain graphics I will be able to start programming. The puzzles are all designed, and for the most part they will be easy to program.

For artwork, I am drawing the backgrounds. My friend is doing character artwork. I would appreciate it if someone would like to be an animator.

The music is, hopefully, being composed by Scorposer.
#37
Size limit: No larger than 100x250.
Color limit: No limit.

Subject: Draw a suit. Any type of suit. A formal suit, a space suit, an underwater diving suit, a Mini-Man-From-Mar's Butt-Raiding Suit, a suit of armor, etc. Be creative.
#38
Critics' Lounge / Character and Backgrounds
Fri 02/01/2004 23:11:16
I just made this background last night, along with the character.

They're going to be used in a game I will make, currently titled Jiang Li Lin. It is about a Chinese girl who goes on a quest to save her father, by escaping her home and joining the military.

Here's the background:

It's the side entrance to a Chinese city. I will add building rooftops later.
Is the lighting correct? Is the sky ok? Could the clouds be better? Should I add something to the right side of the road?

Here's my main character:


I'm not really happy with my character. I can't draw characters very well, let alone females. Maybe darker colors on the dress/better shading would help?
#39
Critics' Lounge / Rolf und Joachim
Tue 09/12/2003 04:32:33
Here are our characters for a game currently titled R&J: A WWII Adventure. Rolf is on the right, and Joachim is on the left.


(These characters were drawn by our artist, Wesley.)

Joachim was previously commented on, but if you feel you have anything to add please do so.
#40
Critics' Lounge / New Game Characters
Mon 08/12/2003 07:28:33
I don't have a game planned yet. I'm just practicing things while I wait for art from my other game to be made.

But I might use these in a small game later on.




Errr... I'm not happy with the girl's side view, and the guy's head on the side view makes him look older than he's supposed to be.  :P
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