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Messages - Shockbolt

#1
I went back to the PSD file and saved the crosshair sprite as a transparent GIF instead.
When I imported it, using the new Gif sprite instead of the PNG, it worked as it should.

Thanks!
#2
I had the same problem with my Inv items when the edges weren't "clean" or sharp if You want.
It didn't help in any way, no matter what color I chose to set as transparent color.
After a few trial and errors, I found a way for it to work close to how I wanted my Inv items to appear, without the white/artifacts around their edges.

What I did was creating a dark border around the Inv item sprites and that fixed it for my game.
#3
I've never associated the word Shrooms with hallucinating drugs myself. It (The word/name Shrooms) doesn't mean anything here in Scandinavia where I live.
But I guess You really can be unlucky sometimes with names, such as when a  new Honda automobile was to be launched in Norway a couple of years ago.
They (Honda) had named it "Fitte" which obviously meant something cool and nice in Japanese or where they make the car, here in norway it was a rude version of the word "Vagina".  ;D

Anyways, the graphics and programming is going along slow but steady. I've added another preview in the first post today.
#4
I've made a sprite to be used as a crosshair sprite with my inventory items.

Trouble is that when I apply this sprite in the game settings(having set the option and
selected the .png file for the crosshair), the crosshair sprite area(the crosshair sprite) is subtracted
from the inventory item sprite image, leaving an empty space where it(the crosshair sprite) should've been.
Not a single pixel from the crosshair is seen.

What's causing this problem?
#5
AGS Games in Production / Re: Abominations
Thu 02/04/2009 17:08:45
Well...it looks like it would've been a great game, graphicswise :)
#6
Yikes, sorry for posting such large previews. I forgot to downsize them before uploading onto my site. *corrected now*

As for the Shrooms name, I have sketches and 1 line/whole pages of the comicbook series that I made as far back as in 2001/2002. So the name shouldn't be any problems.
I'm also thinking You're linking the Shrooms name to the hallucinogenic effects of the mushrooms..well..Shrooms is a one of a kind crazy guy..and he is half mushroom, hence the name Shrooms.

That said, thanks for the nice words Frodo, Dualnames and Buckethead :)

edit by darth - combined double-post into one.
#7
Haven't had that much time to spend on my game the last few days, but I've managed to master the creation of cutscenes and creating new GUIs.
I've also bought myself a copy of Magix Music Maker 14 and I'm fiddling around with it to create some ambient loops of my own for the game.

I've decided to drop a "demo" of the game when I've completed the first 4 rooms, added the background music and some sounds, and finished the intro for it.

Here are a few screenshots I just saved, keep in mind that all graphics seen here, might change:



#8
Quote from: KhrisMUC on Wed 01/04/2009 19:39:25
You're increasing myGromSleep by 1, not setting it to 1.

In this case, myGromSleep is 0 to begin with. It increases to 1 when the fruit is given to him :)
I could also use what You suggested, I see that now.
#9
If so, then You (all of us) can't complain about the people asking for the same stuff over and over again, as this will always happen,
if what You're saying is true. I mean, reading the manual is one thing, but for a fresh starter it simply looks greek. The tutorial helps, but leaves us hanging
when it comes to the stuff that "really matters" such as using object on npcs, hotspots,objects etc. This was just one example over many.

My opinion still is to have a thread with codes only as I think it'd easy everyones search for the proper approach to what they're
trying to achieve with their own scripting.

Then again, I won't debate more over this as it's not an issue for me. I do my searches, read the manual up and down, and then I ask when
I simply don't understand how it works.
#10
I've spent alot of time looking around the forum, online manual, tutorials etc for help on what I'm coding.
I assume it'll get much easier with a few months of practice under the belt, but for now, all the various names  that are given
in the examples by the more experienced coders are kinda confusing to a rookie like myself. But I'm slowly getting the hang of it.

Here's how I got the job done, bu using an inventory item on a NPC:
When player has the correct item and is using that item on the npc, the npc should fall asleep, changing his animation loop.
This could also have been altered so that the npc would have gotten the item into his inventory as well.
(By adding the code cGromStart.AddInventory(iStinkyfruit001); )

Portion of the Globalscript.asc code:

Code: ags

function cGromStart_UseInv()
  {
    if (player.ActiveInventory != iStinkyfruit001)
   { cGromStart.Say("I don't want that.");
   }
    
   if (player.ActiveInventory == iStinkyfruit001)
   {
   player.LoseInventory(iStinkyfruit001);
   cGromStart.SayBackground("YUM YUM.");
   Wait(80);
   cGromStart.Say("I feel...dizzy...");
   Wait(80);
   cGromStart.Animate(6, 4, eRepeat, eNoBlock);
   myGromSleep += 1;
   }
   
  }



the Global variable myGromSleep is there to let the player trigger another cutscene that will only be done
if the first has been executed, and if the player has the correct items in the inventory.

So for my part, this problem has been solved :)
#11
A sticky thread reserved for "complete codes" that are relevant for a rpg-like adventure game might be something.

Where each code is presented with a title/subject, what happens/what it affects/etc, then the code itself below.

This way it might help reduce the forum search time for all of the people looking for that excat code.
#12
So, if the main character or an npc for that matter, should add an object to the inventory:

How should I go about handling one or any of them dropping an object/item to the ground or placing it anywhere in a room, and it'd still
have to be able to be picked up again?

Example: Inventory(bag/backpack/chest/etc) has a limit to either weight/size or numbers, the item must be dropped but be able to be fetched again when there's room in the Inventory again.

And, how would I go about defining a limit to what the inventory could store, and assigning "size" to an item?
Would I have to create an int for each item to be picked up, and then compare the total size against an global var/int?

I would appreciate some pointers to this one :-)
#13
Yeah I know, I just thought It'd be nice for other people, reading this thread, to see what I'm replying to :)
#14
Quote from: Trent R on Mon 30/03/2009 21:44:08
One, you messed up the quote tags in the previous post. No biggie.

Two, normal scripting commands can now be used in dialog scripts as of AGS 3.something. You simply need to indent the line.


~Trent

Hmm...I'll have to look into that and see what I can come up with.
#15
Quote from: KhrisMUC on Mon 30/03/2009 22:25:57
If you put the New game/Load game/etc. on a GUI, you can switch it off after the click on New game.

To make the background scroll, you could make the (invisible) player character slowly walk down. Make him start at 100,299, then make him walk to 100,901.
If the scrolling is supposed to continue while the narrator's text is on screen, use overlays. If not, simply make the player character say something (use player.SayAt to position the text).
Trigger the lines using multiple regions and their walk onto event.

If necessary, change the character's y walk speed.

Ah, I guess that should do the trick. Thank You!
#16
Quote from: Trent R on Mon 30/03/2009 19:26:42
Am I getting your question right?
QuoteThen the NPCs viewloop would change to something other than the previous
cSomeDude.ChangeView(int);
Quoteand the player will have lost the item from the inventory.
player.LoseInventory(iItem);


Another thing that can be useful is to actually give the item to SomeDude (SomeDude.AddInventory(iItem);) You can then use this as a global variable, rather than creating a SomeDudeHasItem variable.
To check, simply use  SomeDude.HasInventory(iItem) in an if statement.



~Trent

That's somewhat the way I ended up dealing with the "problem". What I wanted was to deal with it, as in the text below:

I was only wondering if it was able to achieve the same via the dDialog , where You choose what to ask/say, then the npc responds.
I mean, if You choose a line within the dDialog, then the item is lost from the inventory, and the npc changes viewloop or something else is triggered whilst still in the dDialog (when playing/testing)

*fixed* :-D
#17
Quote from: Trent R on Mon 30/03/2009 19:07:40
As for cutscene two, if you already have the dialog and movements scripted. That's what AGS cutscenes are. The only thing to add would be StartCutscene() and EndCutscene(), which allow the play to skip them. (Like if they've played the game before).

*spot reserved for more posty-goodness*

~Trent

Thanks for the tips. I've been at it, trying to understand the logics behind the codes and I've finally been able to create the cutscene, and what sets it off etc.
Now all I have to do is figure out how to script the intro :)
#18
And how would one go about, giving an NPC an item (losing it from one's inventory) based upon a choice in a dialog with the NPC?

The particular dialog with the NPC would only be started if the player actually has the item in his/hers inventory.

Let me be more specific:

Player has found the item that the NPC was asking him to find.
Player starts the dialog dFoundItem:

1. I found Your item 
2. Bye

When selecting 1. , the NPC would reply:

"Thank You!"

Then the NPCs viewloop would change to something other than the previous and the player will have lost the item from the inventory.

Back to the game.
#19
I'm doing some testing regarding to the cutscene involving room no 2, so disregard that problem for now as I might be able to "fix it" myself :)
#20
Quote from: KhrisMUC on Mon 30/03/2009 17:05:02
In the first room's before fade-in, turn the player character invisible.
Put all the cutscene code in its after fade-in, then call player.ChangeRoom(2);

In the second room's before fade-in, turn the player visible again; then put the 2nd cutscene's code in the function of the event that's going to trigger it.

I'm not sure at which point exactly you're stuck; we might be able to be more specific if you are.

I'll try, my main problem is not knowing how to "attack" the task at hand. I don't expect You guys to fill in all the code for me, just pointing me in the right directions would help alot.

Ok..here's a list of what I want to happen.

1. Game starts, player comes to a start new game/load game/options/about page with perhaps an animated background (I think I know how to fix this one myself)
2. player clicks new game, the intro will begin and will go something like this:

     1: jpg image 800 x 600 pixels loaded into screen, narrator text will be shown over the image, several switching lines
      2: switch to new jpg image this time it will be something like 800 x 1200 or taller and start on the top, then scroll to the bottom
         of the image, also this time narrator   text will be shown over the image.
      3: switch of image again to another zoomed up image , 800 x 600 pixels , narrator text shown over it.
       
      and so on.

    Problem is the parts involving jpg images, how to put them into the intro when I want and where I Want, and to be able to do the scrolling part when I want and at the scrolling speed I want. I think I'll be able to add the narrators text from watching densmings Youtube vids.

Also, how would I add an AVI clip inbetween any of those .jpg images, lets say jpg image 1 is shown for 10 secs, then the 20 sec AVI clip is played, then jpg image 2 is shown etc.


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