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Topics - Sektor 13

#21
Critics' Lounge / Crashed Ship - Adding stuff
Sun 29/01/2006 13:10:59
Here is a picture of crashed ship, far from final
Ship crashed an hour ago.

So what could i add to it, it feels half empty !?
And what seems wrong with it?



???
#22
Here it is:
I have a translation file(.txt) to fix my "bad" english with "correct" english (grammar fix), but all original lines from my games were replaced with "correct" english in translation TXT file(they were no written below original lines, but only replaced) . I thought i could replace all "bad" grammar in my game with it, but as i found out i think it cannot be done !? (it can be done with a lot of copy/paste procedures, but it will take a lot of time.) Any better solution !?
#23
Critics' Lounge / 2 different gui to choose
Thu 19/01/2006 16:30:07
OK, here is the thing, i made 2 different guis for my game, first is a bit easier to use but a bit boring, second is much bigger but i  think much nicer, but which is really good and usefull GUi ?

If first is picked I will make game in 320x200 if second then the resolution will be 320x240.

I added both guis on the same background for easier selection. !please do not judge background, only the GUI! and please describe why is one better then the other, what are the downsides of each or what king of gui would be best.


#24
Critics' Lounge / Background - Jungle
Fri 30/12/2005 22:55:58
In the jungle... please advice.



!???
#25
Here is a voice from the undead, inspired by latest zombie movies :). Zombie can be male or female and em.. zombish.

TIP: Bones are desired  :D

Restrictions:
* maximum image size  60x120
* must be completly made by you  :)
* max colors: 13
* sprite should look usable in real game
---------------------------------------------------
#26
Critics' Lounge / A man in pants
Tue 01/11/2005 14:16:48
Here is possibly the intro picture of a man (not finished yet)

What do you think ?

I know that body is not perfect at all.. i must repair it

#27
Critics' Lounge / Logo - for my future games
Mon 31/10/2005 20:02:03
This one is in 800x600


What do you think ?
#28
*****UPDATE 28.3.2006 Here it is, Stargate Adventure
---------------------
Version 1.21 avalible ! ;D (for Linux too, see below)
---------------------
(Download size aprox. 48 MB)

--Mirror version 1.21--
http://sektor13.bsod.biz/SGAv121.zip

--"American Girl Scouts" server (ver. 1.21):-----------------------------
part 1: http://www.americangirlscouts.org/agsuploads/files/SGAv121.part1.rar
part 2: http://www.americangirlscouts.org/agsuploads/files/SGAv121.part2.rar

--Adventure.Eu.com----------------------------------------------------

http://www.adventure-eu.com/index.php?option=com_repository&cat_id=1&game_id=69&file_id=63

--mirror 1 by DeepHitz - (ver. 1.21):-------------------------------
Part 1:Ã,  Ã, http://rapidshare.de/files/12253258/SGAv121.part1.rar.html
Part 2:Ã,  Ã, http://rapidshare.de/files/12255486/SGAv121.part2.rar.html

--mirror 2 - (ver. 1.21):-------------------------------------------
(single file download - wait 45 seconds and then click X on the adds)
http://www.megaupload.com/?d=J1WUNTY2


-------------------------------------------------------------------------------------------------
Czech TRANSLATION for the game :
http://freeweb.siol.net/zagar413/KZ/Czech.tra

Spanish TRANSLATION:
http://freeweb.siol.net/zagar413/KZ/Spanish.tra


To use it, you must place the file under games directory, run WINSETUP.EXE and select Czech under translation !
--------------------------------------------------------------------------------------------------
*-Bug fixes in v1.21:
Ã,  Ã,  Ã,  -Added sounds for knocking, opening and closing the doors in Chulak
Ã,  Ã,  Ã,  -Different speech text after the DHD is fixed in the first mission (when lookingÃ,  Ã,  Ã,  Ã,  at DHD, Stargates)
Ã,  Ã,  Ã,  -Fixed text overlaping in intro scene (bug from version 1.2)
Ã,  Ã,  Ã,  -Added extra speech when using empty or full bottle on the torch fire in ShillÃ,  Harm tomb
Ã,  Ã,  Ã,  -Fixed incorrect color (first planet) of the device which holds the Z.P.M after sunset (from gray to redish)
Ã,  Ã,  Ã,  -cursor will no longer change to UPARROW when hovering over the "Device" (that holds the Z.P.M.)

*-Bug fixes in v1.2:
Ã,  Ã,  Ã, -Full grammar fix by CoyoteJack (set as "English translation" in winsetup.exe)
Ã,  Ã,  Ã, -If you killed a second Jaffa (inside) and the go back trough teleport ring and push the monster offÃ,  Ã,  Ã,  Ã,  the cliff, you could get stuck inside
Ã,  Ã,  Ã, -Fixed death screen that now says Jack O'Neill, not O'Neall
Ã,  Ã,  Ã, -You can no longer get stuck if looking Shill'Harm crystal while looking at door panel/engravingsÃ,  Ã,  Ã,  Ã, panel
Ã,  Ã,  Ã, -You can no longer get stuck in Chulak if you spent all the money for the rope and couldn't buy a map
Ã,  Ã,  Ã,  (now you get it for free if this happens)
Ã,  Ã,  Ã, -Added easter egg in Chulak
Ã,  Ã,  Ã, -Added bubbeling sound in lava planet
Ã,  Ã,  Ã, -Options in WINSETUP.exe are now changed to res. 320x240 and DirectSound.

*-Bug fixes in v1.1:
Ã,  Ã,  -Sometimes Jack could walk in the air in tomb where Shill Harm crystal is
Ã,  Ã,  -When player moved mouse on elevator doors or elevator switch an "hotspot x" name was given
Ã,  Ã,  -When talking in Chulak (with Daniel or Teal'c, names of dialogues were incorrect
Ã,  Ã,  -Using Blue cup with water now gives proper response (Blue Cup has a hole on bottom, so it cannot be filled with water :) )
Ã,  Ã,  -When moving to the left (off screen) in SGC on level 9, sometimes player just stoped and nothing happened
Ã,  Ã,  -You can no longer light the torch after Daniel arrives with his team in first mission
Ã,  Ã,  -Changed graphics for hole in the wall (spoiler- when you bash it with metal rod-end of spoiler), you can see some light from other room not the dark hole like before
Ã,  Ã,  -Teal'c no longer follows to the secret room in the first mission.
Ã,  Ã,  -Changed intro logo
Ã,  Ã,  -Wall walk bug in laboratory 3
Ã,  Ã,  -some other minor details changedÃ, 


------------------------------
It is a medium sized game, in Stargate world.

You play Jack O'Neall and communicate with your team to solve a upcoming danger from Anubis.
Adventure takes place between 8 and 9th season

PLEASE READ GAME MANUAL BEFORE PLAYING.

Some screenies:





As much as I tried to make game as nice as I wannted and bug free, It may still contain a lot of bugs I didn't found during tests.
As it become very complicated in some parts (to script.). My English is not among the best neither, so be prepared to face my poor english :).

There are few different solutions to some problems...

I hope you enjoy the game.


******************************************


ONLY if the primary link doesn't work, please try this one, version 1.1, by Rui "Brisby" Pires (ver. 1.1):

http://aafiles.bicycle-for-slugs.org/full/Stargate%20Adventure/Stargate%20Adventure%201.1.rar


******************************************
#29
So, I am using some chasing, but main characters speed is 3 and other character (who wants to kill player) is set to 1 as he is limping. Ok, so let say there is a big room. So main character is on the left side and killer on the right. Killer starts to follow, so if i move main character to the right side (towards the killer) but a bit lower so he is not collinding with the killer, then the killer would walk a few seconds (about 3 to 5) towards the left side, and it doesn't look like he is chaseing player. This effect happens if killer is much slower that the player. I used cKiller.FollowCharacter(cPlayer,0,0) (and tried different settings too) as it says in the manual to use it for chaseings.... ? Any ideas?
#30
I am trying to use GetObjectAt(x,y)... But it just doesn't work, i tried with object based (2.7) command too.
Like this:

if (GetObjectAt(93,37)==1) cJack.Say("blabla");

or.

if (Object.GetAtScreenXY(93,37) == oPIC1) cJack.Say("xdalkhjd");

I puted the code on the hotspot -> interaction click code (so if you click on hotspot and object is in those coordinates Jack should say the lines..) but it doesn't.

I even tried to put the code to "Enter room for the first time" script, but it still doesn't work.

Object is set on those coordinates, i checked in the editor, and later even used move command for object to 93,37 co. but it still doesn't work.

Using ags 2.7...
#31
As i have used all loops(15) in my main charaters VIEW, i must asign him a view if i want for him to animate, ok Lock.View..., character is turned up, he does an animation, and the i call UnLock.View, but when i do that, character turns down (i think it calls the first picture of the original VIEW), i call cript that he turns back up again, but this looks like quick flash and it doesn't look very nice. So how can you make character to face location the same location as he did befor animating, (if you must use another loop).

By the way, it would be nice if there would be more that 15 loops in each view. At least 30 would be fine. ;D
#32
I got:
ERROR:Out of memory:Failed to allocate 1756690944 bytes (AT =3336)

I get this eeror when loading room 7. I think i got it when i upgraded from 2.62 to 2.7. As i tried old back up, that works normaly under 2.62 but even if i copy room7 to my current game it still shows the same error.. Any idea ??
#33
Is it possible to move inventory items freely trough out the inventory slots, like in the DIG when you could rearange all items wherever you d like. As i see, this is possible to some limit, you cannot have a blank slot betwen two items, item is always added in the first new empty slot.. or is there any other possibility /i know that in 2.7 you can manipulate items a bit more, but still doesn't allow enpty slots betwen.. ???


Edit by strazer (to not bump the thread):

Quoteitem is always added in the first new empty slot

The new Character.AddInventory function has an optional index parameter.
#34
Advanced Technical Forum / NewRoom Bug !??
Wed 06/07/2005 14:44:57
I have a room that has two exits (left and right). When you enter the right side it works normaly, but for left side throws and ERROR that says, NewRoom..** is already quied....

This is the code i wrote:

//enter new area arrows----------------------------------------------------
     if (GetWalkableAreaAt(mouse.x,mouse.y)==11) SetMouseCursor(0); //up
else if (GetWalkableAreaAt(mouse.x,mouse.y)==12) SetMouseCursor(1); //down
else if (GetWalkableAreaAt(mouse.x,mouse.y)==13) SetMouseCursor(3); //left
else if (GetWalkableAreaAt(mouse.x,mouse.y)==14) SetMouseCursor(5); //right
else     SetDefaultCursor();

if ((IsButtonDown(RIGHT) || IsButtonDown(LEFT)) ==1){
if (GetWalkableAreaAt(mouse.x, mouse.y) > 9){
   RestoreWalkableArea(10); 
}
else    RemoveWalkableArea(10); 
}
//if (GetWalkableAreaAt(player.x,player.y) == 11) NewRoomEx(87,40,89);
//if (GetWalkableAreaAt(player.x,player.y) == 12) NewRoomEx(87,40,89);
if (GetWalkableAreaAt(player.x,player.y) == 13) NewRoomEx(104,299,130);
if (GetWalkableAreaAt(player.x,player.y) == 14) NewRoomEx(102,53,145);
//end of mouse cursor interface--------------------------------------------

Explanation of the code:
When mouse cursor goes over the walkable area 11,12,13 and 14it shows custom cursor (left,right, up and down arrow). In our cas only the left and right. When player clicks on that walkable area, walkable area 10 goes ON, so player can move trough it. But as i complicate thing while writing :) i uploaded this picture:
If I put line"if (GetWalkableAreaAt(player.x,player.y) == 14) NewRoomEx(102,53,145);" higher than "if (GetWalkableAreaAt(player.x,player.y) == 13) NewRoomEx(104,299,130);" it works, but this is still strange. (i tried using {} too, but it is the same).



All other rooms work normaly with this code, except this one.
#35
AGS has text lenght limits, so you can't actually write text over the whole page, you can make two different labels and show them both together but you must adjust their positions, it is not very handy...

And other thing, how to make different sound for steps, when character is walking on wood, concrete, mud etc... :=

I didn't found any solution in HELP file or this forum... ???
#36
AGS Games in Production / StarGate Adventure *
Wed 13/04/2005 16:28:28
**updated 29.7.2005** ::)

Here is my newes effort, Stargate adventure :D

Story is set in the middle of the (SG-1) 8  season, after /spoiler/ Anubis was stoped by Ancients. A month later stargate command gets a warning that Goul'ds have found another forgotten Ancients weapon...

You will play with General Jack O'Neall. Other SG-1 members will assist you in missions.
You would be able to walk freely in SGC (stargate command) betwen missions and interact with personel....

In some case there will be multiple solutions for the problems etc....
**updated**
- graphics 55%
- puzzles 20%
- scripting 50%
- music/sound 20%
- overall 35 %


**There will be a story background explanation for all who are not familliar with StarGate world....

PICTURES:






**new(old) pics**



**story update**
Stargate Command gets message that Thor was kidnaped, possibly by Anubis, as he has found a powerfull crystal, but little is know about it. First mission is set on some old planet, as they may be a Zero-Point Module (ZPM,great power source) there, or even more...

------------------------------------------------------------------------------
this is old link from AGS criticts launge, you can find some pictures there too:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18935.0
#37
hey what about you can click trought "transparent GUI", if you import GUI picture that has some transparent parts or just text (label). You could make different shaped buttons. Well you can make lets say triangular shaped button, but when you click on it it still acts as it isÃ,  rectangular..

brrr i hope you understand this :D

Edited by Gilbot:
The following discussions were originally part of this thread, which now belong to this new thread splitted from the original.
#38
Hey..

I searched the forums, but nobody asked anything about Pausing the music. I have cutscene that is "connected" with music, but if i press ALT-Q (my custom GUI quit menu) cut scene pauses, but music doesn't. I didnt found anything in HELP file that pauses music, except STOP command, but i want for music to continue after canceling custom QUIT GUI.
#39
!!!!!!! EDIT: SOLVED !!!!!!!

ok i made custom GUI for QUIT window, i made that CTRL-Q opens it and if you CLICK quit game it quits, normaly, if you click cancel it goes back to the game, ok, and game works normaly, BUT if you hit any keyboard key while QUIT GUI is opened and than click cancel i cannot move character anymore, sometimes even CTRL-Q doesn't work anymore.. ?? Same problem is with SAVE and LOAD gui ...

here is code for GUIs (if it is enough ..:

Code: ags

 
//-------QUIT MENU----------------
if (interface == QUITM) {
  if (button == 0) {
    QuitGame(0);
  }
  if (button == 1) {
    GUIOff(2);
    UnPauseGame();
  }
  }



//--------START MENU BUTTONS ------------

if (interface == MENUBUTT) {
  if (button == 0) {
      GUIOn(4);
      Wait(20);
      GUIOn(5);
      Wait(23);
      GUIOff(5);
      GUIOn(6);
      Wait(20);
      GUIOff(3);
      GUIOff(4);
      GUIOff(5);
      GUIOff(6);
      GUIOff(7);
      NewRoom(4);
      
    }
  else if (button == 1)   // load game
      RestoreGameDialog();
    else if (button == 2)   // quit
      QuitGame(1);
}
//------------HUD-----------------

if ((interface == HUD)  && (IsGUIOn(2) ==0)){
  
if ((button == 1) && (IsGUIOn(9) ==0)) {
    GUIOn(9);
    }
    
else if ((button == 1) && (IsGUIOn(9) ==1)) {
    GUIOff(9);
  }
  
if (button == 6){
    GUIOn(0);
    }
    
    if (button == 7){
    GUIOn(1);
 }

    
 
 
  if ((button == 3) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
      game.top_inv_item = game.top_inv_item + (game.num_inv_displayed/2);
    if ((button == 4) && (game.top_inv_item > 0))
      game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2);
    }

   
//-----------RADIO HUD-----------------
   
if ((interface == HUDRADIO) && (IsGUIOn(2) ==0)) {
 
if (button == 0)  {
  SetCharacterView (JACK,4);
  SetCharacterSpeechView(JACK,5);
  AnimateCharacter(JACK,1,5,0);
  Wait(25);
  SetCharacterView (JACK,5);
  Wait(16);
  GUIOn(10);
  RunDialog(0);     }

 if (button == 1) {
  SetCharacterView (JACK,4);
  SetCharacterSpeechView(JACK,5);
  AnimateCharacter(JACK,1,5,0);
  Wait(25);
  SetCharacterView (JACK,5);
  Wait(16);
  GUIOn(10);
  RunDialog(1);     }

 if (button == 2) {
  SetCharacterView (JACK,4);
  SetCharacterSpeechView(JACK,5);
  AnimateCharacter(JACK,1,5,0);
  Wait(25);
  SetCharacterView (JACK,5);
  Wait(16);
  GUIOn(10);
  RunDialog(2);     }
    
}

//-----------------------------------------------------

//	Restore game GUI
//-----------------------------------------------------
 if (interface == LOADA) {
    if (button ==2) GUIOff(LOADA); //cancel
    if (button ==1){ //click on listbox item
       int index = ListBoxGetSelected(LOADA,1);
       if (GetSaveSlotDescription(index+100,buffer)==1){ //if there is a savegame here
         GUIOff(LOADA);
         RestoreGameSlot(index+100); 
        }
       } 
 if (button == 3){ //scroll up
         if (GStopsaveitem<5) GStopsaveitem=0;
         else GStopsaveitem-=5;
      ListBoxSetTopItem(LOADA,1,GStopsaveitem);
      }
    if (button == 4 && GStopsaveitem<90) //scroll down
      GStopsaveitem+=5;
      ListBoxSetTopItem(LOADA,1,GStopsaveitem);
    }    

  
//-----------------------------------------------------

//	Save game GUI
//-----------------------------------------------------

 if (interface == SAVEA){
    int index=ListBoxGetSelected(SAVEA,1);
    if (button == 3){//cancel
      GUIOff(SAVEA);
      GUIOff(SAVETEXTBOX);
    }
    if (button == 1){ //click on listbox
     int stbypos;
      StrFormat(buffer,"%d.",index+1);
      SetLabelText(SAVETEXTBOX,1,buffer);
      if (GetSaveSlotDescription(index+100,buffer)==0) StrCopy(buffer,"");//GetSaveSlotDescription(index+100,buffer);
      //else StrCopy(buffer,"");
     SetTextBoxText(SAVETEXTBOX,0,buffer);
     stbypos=28+((index-GStopsaveitem)*(DEFAULT_FONT_HEIGHT+2)); //28 is set by trial-error. Deppends of the savegames listbox position
     if (index<9)  SetGUIObjectPosition(SAVETEXTBOX, 0, 12, 0);
     else SetGUIObjectPosition(SAVETEXTBOX, 0, 18, 0);     
     SetGUIPosition(SAVETEXTBOX,29,stbypos);// 29 is set by trial-error. Same as above.
     GUIOn(SAVETEXTBOX);
    }
    if (button == 2 && index>=0) { //save
      GetTextBoxText(SAVETEXTBOX,0,buffer);
      GUIOff(SAVEA);
      GUIOff(SAVETEXTBOX);
      SaveGameSlot(index+100,buffer);
    } 
     if (button == 4){// scroll up
       GUIOff(SAVETEXTBOX);
       ListBoxSetSelected(SAVEA,1,-1);
         if (GStopsaveitem<5) GStopsaveitem=0;
         else GStopsaveitem-=5;
       ListBoxSetTopItem(SAVEA,1,GStopsaveitem);
    }
    if (button == 5 && GStopsaveitem<90){ //scroll down
       GUIOff(SAVETEXTBOX);
       ListBoxSetSelected(SAVEA,1,-1);
       GStopsaveitem+=5;
       ListBoxSetTopItem(SAVEA,1,GStopsaveitem);
    }
    
  }
 if (interface == SAVETEXTBOX){
    int index=ListBoxGetSelected(SAVEA,1);
    if (button == 0){
      GetTextBoxText(SAVETEXTBOX,0,buffer);
      GUIOff(SAVEA);
      GUIOff(SAVETEXTBOX);
      SaveGameSlot(index+100,buffer);
    }
    if (IsButtonDown(RIGHT)) GUIOff(SAVETEXTBOX);  
 }
//-----------------------------------------------------



#40
Critics' Lounge / 4 different GUIs to judge
Sun 20/02/2005 12:20:13
Hi, which of the 4 GUIs seems to be best !??

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