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Messages - Sephiroth

#41
This is of course on top of what Khris told you, I mean you still have to include the check if(party_members<3) before adding party members. (edited the code)
#42
If it hasn't been updated in the recent AGS release, I think FLC animations and the game depth have to be 8bit, otherwise you will have to convert it to movie format like avi or something.
#43
If you use the tab I described, you'd just have to fill it with the selected characters, change cNPCs to the characters you have:

Code: ags

//global outside functions
int party_members;

//hire button1 click
if(party_members<3)
{
 party[0] = cNPC1;
 party[0].ChangeRoom(2);
 party_members++;
}

//hire button2 click
if(party_members<3)
{
 party[1] = cNPC2;
 party[1].ChangeRoom(2);
 party_members++;
}

//hire button3 click
if(party_members<3)
{
 party[2] = cNPC3;
 party[2].ChangeRoom(2);
 party_members++;
}


Then when the player changes room and meets them, you'll need to use this  to change the playable character ( either in dialog or button_click or whatever ):

Code: ags

party[1].SetAsPlayer();


This should teleport to the NPC you've chosen as the player, if you wanted him to replace the player at his current position then make him changeroom to the current room before setting him as player.
#44
I suppose you have one specific character assigned to each button, so maybe you'd need to keep track of who's in the party after the selection. Using a character tab could help. You could have something like that inside the on_button_click of your "hire" buttons:

Code: ags

 //global script outside functions
 Character *party[10];

 //global script end
 export party;

 //global script .ASH
 import Character *party[10];

//button1_click
 party[0] = cChar1;

//button2_click
 party[1] = cChar2;


Then you can set the one you want to be playable with:

Code: ags

 party[1].SetAsPlayer();
 //hide others, changeview or changeroom

#45
Don't you need a fixed end_point? I mean you calculate the impact point according to whatever(wind, force accuracy etc) then make the ball go to that point with a curve? Or did you mean it should rather have an impact on a random point inside a restricted area?
#46
One solution would be to use a function to move the ball, then you could use basic curves maths, I'm not that good with maths, but I think parabolla function would look like this: y = ax²

So you'd need to update the coords with something like this, assuming the ball moves from left to right on the screen.

Code: ags

function parabolla_movement()
{
  cBall.x = start_x;
  while(cBall.x < final_x)
  { 
    cBall.x++;
    cBall.y = 2 * FloatToInt(Maths.RaiseToPower(IntToFloat(cBall.x),  2.0)); 
    Wait(1);
  }
}


This is just a basic example, you'd need to set the ball's starting point coords, the ending point coords, and then create the appropriate curve function.
#47
I usually never change my mixer settings (for this kind of music), I don't think the second part's volume is too high, and after listening to it a few more times I think what bothered me  was the sound of the instrument itself (in the second part), like it's slightly saturated on the highest notes. But I'm no expert and it already sounds great to me!
#48
Hello,

When I was saying the sound in the second part was too clear/sharp, I meant I first thought the volume was too high, but then I realised it was either the first part which had low volume, or the second part being too "sharp". I'm not english so it's a bit hard for me to describe this, but the sharpness I'm talking about is like when you move the 16khz slider in media player mixer,(treble?) it gets sharper when you tune it high, this is how it appeared to me, but I may be wrong and this is no major issue :)
#49
So who's the true Winner?
#50
Hey,

I'm not a composer, so I won't be able to give you technical input, but since you don't mind comments I guess I could say this is really nice, it starts slowly, like some classical piece, then switches to a more adventurous/heroic pace in the second half ( is that what you call crescendo?). I could really feel some kind of oldschool rpg in this (it may be just me) especially when it switches at 1.15, lovely.

I just thought maybe the overall sound output in the second part is a bit too clear/sharp, nothing to do with the volume but this is just so I can find something to say :P

To be continued I guess, you've got a really nice 2min track, if you can get a good finish it should be awesome.

PS: I wouldn't have posted here because I don't think I could give relevant advice, but I realise music composers may find it harsh not to receive comments, it's a shame because I'm sure custom soundtracks are really appreciated and sometimes can make some titles Epic.
#51
Quote from: BaronI've tried to be very open thinking the more swarm members know the better the game will turn out

I was saying this about spoiler tags only for the actual players and those who don't want to read the details and possible solutions for puzzles, but of course anyone intrested in knowing/expending the plot would just have to highlight the text, I d'ont see any problem :)
#52
Quote from: TabataWhat powers are needed for Merrick (primarily physical or mental power) to do some  interesting puzzles?

I thought turning into a bat/gaz and yeah mental powers (could be used in dialogs to trigger more options) would be a nice addition, but it could be hard to implement and/or not fit the plot.

EDIT: Would it be possible to use spoiler tags to hide the dialogs/puzzle solutions in the thread?
#53
You can create a global var "hotspot_active" boolean default value "false" and use the room_before_fadein (where the hotspot is) like this:

Code: ags

if(hotspot_active)
{
  hotspot[1].Enabled = true;
} 


And in your dialog you could put:

Code: ags

player: blah
 hotspot_active = true;


If you only need to activate a hotspot in a different room than the one where the dialog happens , then this should work.

Edit: Btw, the command Khris gave you should work directly inside the dialog, but then the dialog must occur in the room where the hotspot is to be effective, because like he mentioned, the array always points to the current room.
#54
Quote from: HuddersI really don't think he should have any thing to do with being a marine. Robot vampire is good enough. If he's a marine, he needs to completely lose the costume which, in my opinion, is the best bit of the sprite right now.

Totally seconded! The latest reworked version (towards military style) isn't really good looking to me, changing the colors totally messed it up IMHO. I really like the classy costume he had with the black cape. But then again this is just an opinion.
#55
I wanted to say I liked the Anonymous version as well (with a cyber-parts rework), or the latest one Baron has been posting because:

1- It is simple enough to animate, yet good looking.
2- You can tell at first sight what it's all about, when I look at it I see a vampire whose head is partly mechanic (like kanu in mortal kombat? :p), a cyber-vampire.
3- It looks classy/conceited/evil enough to be a vampire, I don't mind the stereotype at all :)
4- There's a great silly/creative feel to it...

abstauber's version is excellent, maybe too much details like others mentioned,  I love it, but he looks more like a cyber-zombie to me because of the blue skin. Could be added as a cyber-ghoul NPC along with Frankenstein?  :P

#56
Maybe you could create a function that will "fill" the textbox/label used for speech instead of the classic lines 'player: "blah"' then you would replace these lines with your own display function, this would not work for dialog options tho, and I don't see how you could dynamically change the dialog options text, unless you have, once again, your own dialog options display function.
Even the 'DialogOptionsRenderingInfo" doesn't have a .SetOptionText(int optionId);
#57
Putting a space before the command inside the dialog should work.

Edit: I didn't read carefully, and I don't think you can include variables directly in the dialog lines, you'd have to use a script command to display the text with variable content.
#58
Hello,

I like this idea and tried a really quick edit of the sprite, made the skin paler, added some hair/eyebrows to make him look a bit more evil rather than old :p

And of course the vampire's favorite weapon, the cane with hidden blade! Ok it doesn't look great but I liked the idea, feel free to do whatever you want with it  ;)



Best Regards
#59
I didn't notice the bug with the door until I restart the game, that's quite annoying because the savegame is automatically set to this room so you have to start over.

The game is awesome, I liked the intro, although the eyes of the main character seemed strange, maybe due to the distortion it looks like the entire eye was moving, not just the eyeball. The giant birds and all tiny animations in the backgrounds are cool.

Stunning graphics and atmosphere, the music/ambiant sounds fit the theme well. Of course how could anyone miss the so obvious reference to Another World, how nostalgic...

I have to say I stopped playing because of frustration 2 times, but it was mainly because I couldn't find the controls. And I'm not telling you how many times I stopped playing Another World because of real frustration  :P

Just one thing I didn't like is the fact the player can't jump right away, you have to wait for the character to finish the walking animation (like 2 steps) before you can jump so I ended up hitting the up key repeatedly while running.

Thanks for the great game!
#60
Ah well, I should have used the quote, sorry for the misunderstanding ptpt88, my comment on Concurrence had nothing to do with it, it would have been clear if I used quote and named the game I was referring to :p

Anyways I just finished playing and casted my vote, thanks for the great games!
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