Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Slasher

#361
Hi,

I have come across a situation that I am trying to overcome.

It involves going from location to location and returning to previous location (and x y - scripted).

Whilst the below code works fine there is a hurdle to overcome if you then go from 19 to 20 or 20 to 19 (after locating from a sewer room - there will are 5 +). PreviousRoom is not valid, nor is HasPlayerBeenInRoom.

So obviously I need a way to check Room you are in (19 or 20) and to always go back to the sewer room you were in last time if you then click the Sewer Location button.

Code: ags

function Button75_OnClick(GUIControl *control, MouseButton button)
{
 if(cCharles.PreviousRoom==21 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
 cCharles.Say("I think I'll go back to the old sewers.");
 cCharles.ChangeRoom(21);
 }  
 else if(cCharles.PreviousRoom==22 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
 cCharles.Say("I think I'll go back to the old sewers.");
 cCharles.ChangeRoom(22);
 }  
 else if(cCharles.PreviousRoom==23 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
 cCharles.Say("I think I'll go back to the old sewers.");
 cCharles.ChangeRoom(23);
 }


Hope this is understandable and that you can help.

Thanks



#362
Hi,

I am implementing a maximum save game slots. If the player tries to save a new game slot when the maximum is reached a message appears telling them they must delete an already game slot before they can save a new game slot.

The maximum number of slots is 8. It seems to work ok untill you start deleting all slots and the slots scroll down showing unseen saves.

The border and arrows are set to false.

What would be a better way than this?

Code: ags


function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
  int i = 0;
  while (i < lstSaveGamesList.ItemCount)
  {
    if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
     
    gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
  
    i++;
    }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);


if(i>=7)
 {
 DeleteSaveSlot(7);
 DeleteSaveSlot(8);
 Display("You must delete a saved game first before you can make a new save slot.");
 }
  else
 {
 
 aButton_click4.Play();
 gSaveGame.TweenSize(0.5, 800, 10, eEaseInTween, eBlockTween);
 mouse.Mode=old_mode;
 close_save_game_dialog();
 }
}


Could someone assist please?

Thanks


EDIT: Gone a different route


#363
Hi,

I have a niggling situation that I wish to resolve.

I have an object (flame torch named otorch) that follows the player (named cCharles) (+- x / +- y) in all 4 of the player loops. I am using the  flashlight plugin. So it looks like the player is carrying a flame torch (otorch is animated).

It all works fine until I increase the players walk speed, it makes the object (otorch) jerk a bit which is a bit off-putting.

Adjusting object move speed in relation to player walk speed is what I am trying to achieve or something that gives the desired effect.

I know I could make another Player View (holding torch) but decided not to.

Here is some code I have used:
Code: ags
function room_RepExec()
{
 if(cCharles.loop==2){
 otorch.Baseline=0;
 otorch.X=cCharles.x-2;
 otorch.Y=cCharles.y-80;
 }
 else if(cCharles.loop==1){
 otorch.Baseline=600;
 otorch.X=cCharles.x-2;
 otorch.Y=cCharles.y-78;
 }
 else if(cCharles.loop==0){
 otorch.Baseline=0;
 otorch.X=cCharles.x+19;
 otorch.Y=cCharles.y-55;
 }
 else if(cCharles.loop==3){
 otorch.X=cCharles.x-24;
 otorch.Baseline=0;
 otorch.Y=cCharles.y-62;
  }
}


Can you assist please?

Thanks


#364
Hi,

I don't know if it's me or ags but when in preview window(after compiling) the speech files run one after the other ignoring everything else... In setup full screen the speech files run as they should.

Ex: &1 &2  &3 play one after the other in compiled preview window:

Any ideas as to why?

cheers

#365
Desecration

A Victorian investigative drama in production.

*** Adult xxx content that some players may find disturbing.

Grave robbers, drug hallucinations, madness and murder!

"A journey into madness, murder and the occult."

Positions (Urgent)


* Musician to score backing music. FILLED
* Artist to help with some backgrounds.
* Voice Actors to voice Victorian gentlemen, women, madmen and criminals. London type accent preferred (but as long as British).

VA positions at present:

Narrator
Charles Davenport: Main Character. FILLED
Miss Purity Bess: lodging house landlady. Takes in criminal lodgers. Very 'common'. FILLED
Miss Polly Flanders: The Pig's Head wench. FILLED
Female Virgin. FILLED
Whorehouse madame. FILLED
Jack and Cedric: Grave robbers. Typical rough cockney's. FILLED
Peeler Inspector: Law man. OPEN
Mysterious gentleman: Insane and hires grave robbers. OPEN
More to be listed soon....

UPDATED Voices wanted (16.02.14):
*Oriental girl to play opium den owner's daughter.
*Lord Smithers. Politician and Councillor who frequents the opium den.
*NEW Soapy. Drunken vagrant.

Come on guys and gals... help out...(nod)

Deadline

* June/July 2014.

These positions are unpaid unfortunately but I do expect a professional attitude.

you will get full credits for your help.

Please PM me or leave a message here if you are interested in being part of this game.

Screenshots:













Please: You must speak British. No time wasters (talk a lot but don't do anything).

Thank you.

Slasher

#366
Hi,

I am trying to have Display (text gui) non blocking. What would be a good workaround?

If you can help that would be good.

Thanks
#367
Desecration!

"A journey into madness, murder and the occult...."

A dark, investigative occult horror set in Victorian London 1875:

* What is the story behind desecrated graves at Arkem cemetery for the insane?
* Who is the Master?
* What is Satanica Demonica?
* Who stabbed Dolcet Brown 100 times?
* Visit an Opium den and a whore house.
* Search an old sewer system.
* Why were you abducted?
* Alone with a purple orchid scorpion!
* How did a 9-fingered man vanish in a dead-end alley?
* Meet Soapy a vagrant.
  and much much more......

Prepare for a ride of unspeakable horrors as you set about finding out the truth...what lays behind the desecrated graves?

* New Dialog and Location Image-options system.
* New Inventory Display system.

*** Contains scenes of a distressing nature.

* New Slideshow (14/03/14):
[embed=700,450]http://youtu.be/dqfq_IlQQgc[/embed]







800 X 600
16 Color

Voices and testers always wanted....

#368
Hi,

I am trying to have a custom gui with a label display at a location relating to which inventory item is looked at.

The inventory is only 1 column and is vertically positioned at 710.

The usual code I have does not seem to like this situation: type mismatch, can't convert to int.

Example: Looking at ifinger in the inventory, the display gui will position itself adjacent to ifinger and then become visible with the correct text on the label.

Maybe there is a better way?

Would you help please?

#369
Hi,

I have made a bool scream_play and put it at the top of the Global and have it as false.

In Global repeatedly_execute()

Code: ags

  if (Button.GetAtScreenXY(mouse.x, mouse.y) == Button16 && scream_play==false) {
  scream_play=true;
  if(scream_play==true){
  aSplash_Laugh.Play();
  scream_play=false;


This works fine but it does not seem to take  || as well as bool when adding other Buttons in the equation.

What I am trying to do is add if Button17, Button18 or Button19 as well as Button16.

Would you give me a hand please?

cheers

EDIT I am having to use this at the moment:
Code: ags

  if (Button.GetAtScreenXY(mouse.x, mouse.y) == Button16) 
  scream_play=true;
  if(scream_play==true){
  aSplash_Laugh.Play();
  scream_play=false;
  }
  else if (Button.GetAtScreenXY(mouse.x, mouse.y) == Button17)
  scream_play2=true;
  if(scream_play==true){
  aSplash_Laugh.Play();
  scream_play=false;
  }
  else if (Button.GetAtScreenXY(mouse.x, mouse.y) == Button18) 
  scream_play=true;
  if(scream_play==true){
  aSplash_Laugh.Play();
  scream_play=false;
  }  
  else if (Button.GetAtScreenXY(mouse.x, mouse.y) == Button19) 
  scream_play=true;
  if(scream_play==true){
  aSplash_Laugh.Play();
  scream_play=false;



#370
Hi,

I am using a lot of return old mouse mode from arrow pointer for my gui's, except Inventory.

The one area that I think could do with a brush up is returning old mouse mode once an inventory is used and becomes null. At the moment the mode always returns to WalkTo. I would much prefer mode to return to Hand interact after it becomes null.

Could you assist please?

Thank you



#371
The Rumpus Room / Have a Merry Christmas
Tue 24/12/2013 10:23:54
To all those that celebrate Christmas:

*****Have a Merry Christmas*****

Here's to a bumper new year that hopefully will be filled with new bumper ags games ;)

slasher
#372
Beginners' Technical Questions / Embed video
Mon 16/12/2013 14:26:58
What's happened to the embed link when posting?

can't seem to embed video...
#373
Hi,

I am in the middle of something and looking for a hand.

I have a gui that changes mouse to pointer. On this gui image buttons appear when conditions are met.

What I am looking for is a way to determine which button has been pressed (like IsKeyPressed) so that events will run depending on which gui image has been clicked.

Example: you click on an object in the room, that object image shows up on the gui, you click that gui image and the mouse mode changes to TalkTo with that image graphic sprite. Clicking on an object (npc) with that graphic causes events to run relating to the graphic button selected. When these events have finished the mouse mode returns to normal default graphic.

Hope you can understand this.

can you help please?

EDIT: 100% working so far, more to do, fingers crossed (nod)





#374
Hi,

I'm wondering what would stop the sound (Beep2) from playing:

Code: ags

function Button48_OnClick(GUIControl *control, MouseButton button)
{
  aBeep2.Play(); // Fails to run
  tbInput.Text= tbInput.Text.Append("1"); // Works
 }

This occurs on all buttons.

The input Textbox is set to enabled=false so that you have to use the keypad.

When you hit the 'Enter' button, on the same gui, the Beep2 works.

Edit: For some reason AGS is not playing new sounds for the buttons. If I use an already imported sound then they work just fine but if I import a new sound file and assign it the buttons the sound fails to play. The sounds have been tested and do play.

It's an enigma (nod)

Edit: Edit:

I managed to import a sound file that works.

It seems that the buttons will not activate sound if less than 1 game loop.


#375
Hi,

I am trying to incorporate an action for 2 Gui's for the cursor to show arrow and then return mode when off the Gui's.

This script works as it should:

Code: ags

// WHEN CURSOR OVER STATUSLINE GUI
 
  GUI* theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
  if (theGui == gStatusline  && mouse.Mode != eModePointer) 
 {
    old_mode=mouse.Mode;
    mouse.ChangeModeGraphic (eModePointer, 2061);
    mouse.Mode = eModePointer;
  }
if (theGui != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 2061) 
 {
    mouse.Mode=old_mode;



Now, I also have another Gui (130 x 240 in middle of Room) that shows in a Room along with gStatusline which is named gPasswordGUI.

What I have been trying to do is to incorporate it so that its actions are as per gStatusline: that is the cursor changes to pointer whilst over gPasswordGUI and returns mode when off.

Would you please assist me.

cheers




#376


Dare you slip into the spacesuit of NASA astronaut John Dibble and find the answer to the burning question: "Are we alone?"

Features:
* Over 30 scenes
* Dynamic gui's
* Animated Ship Control Panel.
* An SDVD player where you can play any of your favorite onboard audio disks.
* 'SAL' an Onboard Artificial Intelligent computer (IC) that talks.
* Planetary Scanner.
* Move around on a hover board.
* A Journal to record tasks to perform.
* A PID (Planetary Information Database).
* Visions of home and family.
* Play a game 'within a game' to obtain a much needed item.
* Sound Panning.
  and much much more.......

Something evil lurks in the darkness of twisted spaces.

Tech:
640 x 480
16 Bit color
PLEASE NOTE: Uses DirectDraw

Many thanks to all those that helped complete this game.

Splash screen.


Is there life on other planets?


Hovering on a planet of sand with giant worms and a strange pyramid!


Finding an underwater city and a deep abyss.


A planet made of sparkling gem crystals (with animated sparkling).


Can you hit the right Doppler scale reading?


Download Deep Space Mission here

slasher


#377
Hi,

The Crimson Mist

Help is wanted to join in on an adventure of thrills and spills as Eddie, with his partner Lara, always seem to get involved in baffling cases.

About:

Eddie is an inquisitive and observant young man who really cares for Lara but their relationship is a turbulent affair of love/hate!

Something is causing many naval boats and crew to vanish into thin air!

What is the mysterious Crimson Mist?

It is up to Eddie and Lara to try and solve this mysterious case.

Looking for:

* Background / sprite artist.
* Animators.
* Additional Story boarder who can help with story and clues.
* Voice actors: Eddie and Lara are aged 25/30 with strong personalities and at times can be child-like minded.
                Plus many other characters: Tough skinhead, Slimy boss, hardened but compassionate bartender etc etc.
* Musicians.

All Dialog choices come in the form of Image Icons with text instead of just the usual plain text.

People who can walk the walk need only apply.

Unfortunately this will be unpaid but well credited in game.

Deadline sometime in 2014

Screenshots updated: 16th Dec 2013

Another problem to solve:


Eddie with Lara at his Guatemalan apartment:


If you wish to help please PM.

Cheers

slasher



#378
AGS Games in Production / Crimson Mist...
Fri 22/11/2013 23:59:10
Hi,


CANCELLED

The Crimson Mist

this is a new game in production and as such helpers are welcome to participate in an adventure of thrills and spills as Eddie, with his partner Lara, always seem to get involved in solving baffling cases.

Eddie is an inquisitive and observant young man who really cares for Lara but their relationship is a turbulent affair!

All Dialog choices come in the form of Image Icons instead of just the usual plain text.

Very loosely based on Broken Sword II in terms of some factors.

Original characters and artwork.

Screenshots updated: 16th Dec 2013

Another problem to solve:


Eddie with Lara at his Guatemalan apartment:


Get on board the crazy train (laugh)


#379
Hi,

I had just done some extra text and added a couple of icon images to a new game, compiled and suddenly got this message:

Error: Read error decompressing image - file is corrupt
Version: AGS 3.2.1.111

AGS.Types.AGSEditorException: Read error decompressing image - file is corrupt
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
   at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Any ideas of remedy?

cheers

EDIT: Well, I ended up deleting the said Room and making a new Room with lots of C & P.

Back to the way it was now....

;)






#380
Hi,

has anyone ever come across an AGS ' Build you own town / city / room etc etc' and based the whole game story line around what they have built?

This system would include: buildings of all descriptions, in fact just about anything from the real world right down to a park bench.

All scenes would have a default setting where objects could be edited and changed ie restaurant to a library.

Naturally the player would choose from a list of possible object options. There could be up to say 20 objects that can be changed per scene and each change may show up to 30 alternative objects.

Do you think this idea would be feasible and would it be appealing enough?

It's just a loose idea really.

cheers



SMF spam blocked by CleanTalk