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Topics - Slasher

#341
Hi,

this is now happening. A gui fades in (ghost), text spoken, gui fades out and I am getting this thick red line and it stays on the screen:


800 x 600 16 bit.

Any ideas as to why?

cheers


#342
General Discussion / Time counter name
Sat 19/07/2014 09:34:11
Hi,


Time Counter number plus Lost Time Counter number = __?___ New Counter time.

example:
Time left (1300) + Lost Time (500) =? Time.

What would you call the new time counter?

cheers

#343
Hi,

I am creating a game status report and have hit a snag.

I need to stop a function....

This is the function:

Code: ags

int walktimer;

function Walking() 
{
    if(player.Moving)
      {
          walktimer=0;
      }  
    else if (walktimer > GetGameSpeed ())
      {
          Stopped_Moving += 1;
          LNotMoving.Text = String.Format("%d", Stopped_Moving);
          walktimer = 0;
      }
    else walktimer++;
}



In Rep exec always:

Code: ags

  LDoors.Text = String.Format("%d", Doors);
  Larrows.Text = String.Format("%d", Arrows);
  LNotMoving.Text = String.Format("%d",Stopped_Moving);
  LSecrets.Text = String.Format("%d",Secret_Area);
  LRemain.Text = String.Format("%d",lapsed);
  LTime_Taken.Text = String.Format("%d",lapsed);
  LLostTime.Text = String.Format("%d",Stopped_Moving);
  LMeanTime.Text = String.Format("%d",lapsed-Stopped_Moving);
  Walking(); // This is the function I need to stop when viewing the status report... The gui is set to pause game.


Can you help..

cheers

EDIT Tut tut... added this:

Code: ags
if(gStatus.Visible==false)
  Walking();
  


All now ok (nod)



#344
Hi,

There is an area that I am trying to incorporate in to a game and I need some assistance.

Basically a timer measures the time you are NOT moving. If you are not moving then the timer goes up 1 a second per second you are not moving (every time you are not moving).

When the player is moving then the timer stops  etc etc.

I made a variable 'Stopped_Moving' and a function:

Code: ags

// function top Global asc

function Walking()
{
  if(player.Moving)
  {
  SetTimer(3, 0);
  }  else 
  {
  Stopped_Moving=(Stopped_Moving +1);
  LNotMoving.Text = String.Format("%d", Stopped_Moving);
  SetTimer(3, 40);
  }  
}


I have imported it:
Code: ags

// import Global ash

import function Walking();


Code: ags

// Global asc

// in function repeatedly_execute_always()
}
 if (IsTimerExpired(3)) 
{
 Walking();
}


Would someone please give me  hand..

Thanks

#345
Hi,

is there a way to amend Game.TextReadingSpeed when DisplayTopBar is shown? There does not seem to anything in autofill.

Game.TextReadingSpeed = 11 and will change to  Game.TextReadingSpeed = 8 when TopDisplay is shown and return when not shown.

cheers

#346
Hi,

a question about an Array error:

Error: Array index out of bounds (index :-1, bounds: 0...799) // last number varies at various times.

I do have: #define MAX_MISSIONS 200 

Int's I am using:

mirror_mission, madonna_mission, lubricant_mission, food_mission, word_mission, wheel_mission,battery_mission, glue_mission, elements_mission, switch_mission, questions_mission, lock_mission, wooddoor_mission,  combust_mission, direction_mission, cup_mission,balloons_mission,candle_mission,word2_mission,vase_mission;

could someone shed some light on this error and assist me please?

cheers


#347
Hi,

Very long shot:

is there any way to amend appended text on a label? 

I have hit an area where I would like to find a solution of some kind.

The label gets appended as the game progress and can be appended in any order.

They is much that will be added (appended) to this one Label.

Example of an append:  "Need to find oil." On finding oil changes to:  "Have found oil."

Perhaps there is a better way to display this information?

cheers


#348
Hi,

I'm having a tug-of-war at the moment between a countdown timer and game paused when shown (gui).

Some gui's have Pointer only others show either LookAt or Interact only so I can't just disable all modes when gui's shown.

Game paused when shown does as it says on the tin.

Obviously it's a race against time and puzzle time plays an important part,

Is there a way around this to keep the countdown timer running?

Thanks if you can assist.

Cheers

EDIT: Something I really should have thought of: Enlarging the gui's to screen size to cover countdown timer gui and to stop all room interactions and not have to have PauseGame if shown :-[

Happy days (laugh)

#349
Hi,

I am trying to implement an old game, well, quite old, into my latest game. It's where you have to move the hoop along a stretch of wire with out it touching, it will buzz if you do touch it. I don't recall the name of this game.

Anyhow, I am using a gui with buttons. Now, I can't use PPC or Overlapping as they do not support buttons.

It's a kind of 'if buttons collide' issue.

I have a button as the Hoop with 2 buttons: 1 at the top of the hoop and 1 at the bottom using Rep exec always x y to button Hoop. These 2 buttons should not touch the button line.

If you catch my drift, are you able to assist me with bringing this idea to life?

Failing a possibly solution would objects be the best course of action instead?

I'm a little limp brained at the moment ;)

slasher


#350
Deadly consequences!
Introducing: Charles Davenport (Investigator of the truth)

You are Charles Davenport, investigator of the truth during Victorian London.

Things have been pretty slack lately with not a whiff of a decent case entering your office. What you need right now is mind stimulation!

Reading through the days letters you find there are bills, bills and more bills! That is until you pick up an invitation throwing you a challenge invitation to pit your wits in a game. It is signed Moriarty:  'Master of magic and illusion'. Seeing it as a mind boggling great idea and just what you need right now, you decide to accept the challenge invitation.

You coach ride to Blackthorn Manor with your heart racing with adrenaline. Suddenly the coach stops and the driver tells you he will not go any further due to what he has heard about Blackthorn Manor, so you have to walk the mile or so on foot along the dark, eerie lane.

On arrival at Blackthorn Manor you pull the bell rope and the main door opens up and you are greeted by an unseen voice beckoning you into the Manor "Please, do come through Mr Davenport."

The voice begins to explain the challenge. It soon becomes apparent that this is not just an ordinary game, it is a game of deadly consequences as you need to get out of the Manor, and fast, and time is running out!

Will Queen Victoria been blown to smithereens?

By finding the solutions to each door they will allow you beyond them to other rooms, but even then the heat never cools as further problems arise!

You must obtain 10 Black Ravens if you are to win this game. This is not as easy as it seems!

You must win this game before you die of gas poisoning which is set to be released in 20 minutes!

Can you win this deadly game and get out of Blackthorn Manor?

UPDATED Now have the help of a great background artist...

This is a Slideshow gallery with sound.

[embed=700,450]http://youtu.be/ByADuGOsq24[/embed]























SPECS:

800 X 600
16 color
DirectDraw
Game progress: 20%
Graphics: 20 %
Sound/Music: 60%


#351
General Discussion / Door puzzle ideas...
Sun 01/06/2014 10:38:26
Hi,

I'm hoping you guys will contribute some puzzle ideas for a game I am making.

It's that old chestnut opening locked/closed doors.

Think along the lines of Escape the Mansion.

In this game each door (there are quite a few doors) has a puzzle on it that when solved will dissolve that door allowing you to go beyond it to another room.

Now, each door's puzzle could be solved by either within the puzzle itself (moving tiles, pushing the right button, answering a question etc etc) or by interacting with it with an inventory item (like putting an inventory item into a gargoyle's mouth etc etc) that you got from another room.

So, what I am looking for is some puzzle ideas/solutions for opening the doors and going to the room beyond it.

Level of puzzles should be quite difficult, realistic, if at times a bit unorthodox but not real stupid (roll)

Do you have some ideas that could be incorporated?

cheers

slasher ;)


#352
Hi,

This has come up:

QuoteFailed to save room room1.crm; details below
_AutoGenerated.ash(33): Error (line 33): Variable ';' is already defined

Can you assist please?

EDIT: I had just imported some music and happen to notice that one clip was not assigned a name. I deleted it and the error went away..

Mmmm.........

#353
Hi,

I am looking for a dedicated, enthusiastic team to compliment this adventure game.

I usually work on my own so it would be really great if you have skills that you could assist me with and integrate them into the game.

PROJECT: Victorian creepy drama: Get out of the Manor in a deadly game of challenge.

TITLE: Deadly consequences!

START DATE: Started May 2014.

GAME DETAILS: 800 X 600 16color DirectDraw

POSITIONS:
* Artists who can draw and paint great backgrounds and characters of all 4 views.
* Animators who can create decent animations and walk cycles.
* Storyboard assistant to discuss story tree elements.
* Puzzle masters to help with door puzzle ideas and solutions.
* Composer / Musician to supply background music and sounds.
* A N OTHER...............
Naturally some experience would be paramount.

I do expect a professional attitude even though this is unpaid as we speak.

Anyhow, if you are happy to contribute as a team member then please contact me telling me what you can assist with and if you have a portfolio or other I would like to see.

Help bring this game to life...........

Thank you.

slasher

STORYLINE: You are Charles Davenport, investigator of the truth during Victorian London.

Things have been pretty slack lately with not a whiff of a decent case entering your office. What you need right now is mind stimulation!

Reading through the days letters you find there are bills, bills and more bills! That is until you pick up a telegram throwing you a challenge invitation to pit your wits in a game. It is signed Moriarty:  'Master of magic and illusion'. Seeing it as a mind boggling great idea and just what you need right now, you decide to accept the challenge invitation.

You coach ride to Blackthorn Manor with your heart racing with adrenaline. Suddenly the coach stops and the driver tells you he will not go any further due to what he has heard about Blackthorn Manor, so you have to walk the mile or so on foot along the dark, eerie lane.

On arrival at Blackthorn Manor you pull the bell rope and the main door opens up and you are greeted by an unseen voice beckoning you into the Manor "Please, do come through Mr Davenport."

The voice begins to explain the challenge. It soon becomes apparent that this is not just an ordinary game, it is a game of deadly consequences as you need to get out of the Manor, and fast, and time is running out!

Will Queen Victoria been blown to smithereens?

By finding the solutions to each door they will allow you beyond them to other rooms, but even then the heat never cools as further problems arise!

You must collect 9 black ravens if you are to win this game. This is not as easy as it seems!

Can you win this deadly cat and mouse game and get out of Blackthorn Manor?

This is a Slideshow gallery with sound.
[embed=700,450]http://youtu.be/BWttsDAmOKk[/embed]
























#354
Recruitment / Help with next project TBA
Sat 17/05/2014 10:50:38
Hi,

PROJECT: TBA. 

DEADLINE: Start August 2014 on a 6 / 10 month project.

I am looking for a dedicated, enthusiastic team to compliment my next adventure game. I have quite a few ideas bubbling in the pipeline. More on this will be added as time progresses....

I usually work on my own so it would be really great if you have skills that you could assist me with and integrate them into the game.

POSITIONS:

* Artists who can draw and paint mean backgrounds and characters with all 4 walking views and talk views.
* Animators who can create decent animations and walk cycles.
* Storyboard assistant to discuss story tree elements.
* Puzzle masters to help with ideas /  solutions for puzzles.
* Dialog editor to fine tune speech text.
* Composer / Musician to supply background music and sounds.
* Supervisor to keep an overall check on progress and keep a log.
* Voice actors.

Naturally experience would be paramount.

I do expect a professional attitude even though this is unpaid as we speak.

If we go commercial than some payment would be made per sale.

Anyhow, if you are happy to contribute then please contact me telling me what you can assist me with and if you have a portfolio or other I would like to see.

We will discuss further details once the team has been made and approved.

I am reliable, hard working and have a professional attitude and expect the same.

Thank you.

slasher ;)


#355
Hi,

I am trying to re-script around this piece of script.

Code: ags

void on_event(EventType event, int data) {

  if (event == eEventLoseInventory) {
    int ic = InventoryWindow3.ItemCount; 
    //invCustomInv.ItemCount;
    if ((ic/6)*6 == ic && InventoryWindow3.TopItem == ic-6) 

InventoryWindow3.ScrollUp();
 }
  if(event == eEventAddInventory && mouse.Mode == eModeWalkto)
 {
  mouse.Mode = eModeInteract;


My Inventory window has one column showing 6 items at a time, if bottom one is used I want the window to scroll up. Would you assist me please.. Without having to put TopItem in every room.

cheers


#356
Hi,

I'm having a bit of brain bother at the moment.

I am looking for a way to capture (mouse clicking) on an animating button.

The player enters a room, a button is animating (flashing).

If the player clicks on the button whilst it is animating he gets ChurchHelp =1 else if the button is not animating he gets ChurchHelp =0. On both occasions he goes to Room 17 where Church function carries out the ChurchHelp check and responds accordingly and then returns to room and the animating button stops and ChurchHelp=0.

This animating button animates in further rooms until it is clicked.

There is not a check for if Button animating afaik.

What I have so far:

On Room on Load:

Code: ags

if(HasPlayerBeenInRoom(17)){ // Church Room already visited
 Button74.NormalGraphic=710; // Church button normalgraphic
 ChurchHelp =0; 
}
else if(!HasPlayerBeenInRoom(17)){ // Church Room not yet visited
Button74.Animate(17, 1, 4, eRepeat);   // Church button flashing

if  (Button74.Animate(17, 1, 4, eRepeat))
ChurchHelp =1;   


Animating Sprites, in order: 710  2997 710  2997

Can you assist me please..

cheers


#357
Hi,

I'm taking a long shot by asking if it's possible to play the correct &[n] voice depending on Active Inventory used?
Code: ags
    
cCharles.Say("Mm, %s. I don't think that will be any good. If I can just short circuit the electrics.", player.ActiveInventory.Name);


Waiting with baited breath ;)

#358
Hi,

at the moment I have an object (objectX) that reflects whatever inventory graphic is currently active.

I usually do this inventory item by inventory item and change objectX's graphic accordainly.

What would be the best way to change objectX to reflect active inventory graphic without have to list each one?

cheers for any help

thanks

#359
Editor Development / Bigger Icons
Thu 20/03/2014 17:49:17
Hi,

for some of us unfortunates it would be good if future AGS Builds would make the menu icons bigger and further apart.

Clicking Compile instead of the Save / Run and the like is a nightmare...

slasher
#360
Hi,

I have a flame torch in the inventory. This inventory object animates whilst in the inventory.

When the player selects the flame torch I have imitated a flashing flame torch cursor by allowing an object(animated flame torch) to become visible and have positioned it to sit nicely with the inventory flame torch so it looks like it is animating. At the moment I am using mouse. x mouse.y.

However, seeing as the room (res 800 x 600) is longer the flame torch object does not always line up correctly.

I have tried using Object.GetAtScreenXY but to no avail at the moment.

What would be a sure fire way to make sure that the flame torch object always positions itself with the inventory flame torch cursor.. variable + - mouse x y...

Basically I wanted the flame torch to animate in the inventory (done), on the cusor and of course when the character receives the flame torch inventory another objects animates as well like the player is carrying it, naturally(done).

Hope this is understandable and that you will assist me..

Thanks
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