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Topics - Slasher

#401
Hi

Character is transparent 100. Rocket lowers down the screen.  Character transparent 0.
Character appears from behind rocket and talks. Character then walks to Walkable area lower down the screen. Character baseline=500 so as to appear in front of rocket. A Region alters Characters baseline accordingly with a WalkBehind baseline.

Ok so far.

Now, when interacting with the rocket the mouse mode events work fine. However, the 3 Hotspots, 1 Region and 1 Object fail to run mouse events or OVERHOTSPOT.

Nothing has been disabled.

When 'starting' in that room when testing everything works fine.

Do you have any ideas as to why?

cheers

EDIT: I dumped the Room code and re-scripted and ok now. I guess there was a confliction somewhere.


#402
Hi,

Instant Room Transition: With a character animating and the room changing I note that the character stops animating for about half a second before room change, is this normal?

cheers


#403
KEPLER
Are we alone?

A space adventure game based around space, strange planets, danger and loneliness...

STORYLINE:

In March 2009, Macro-Space launched the 'Discovery' Program. This program involved sending out Kepler, a large telescope,  25 years in the construction and at a cost of half a billion dollars, deep into space to search for planets capable of sustaining life.

By 2011 it had reached the constellation of Cygnus where it discovered Kepler 7b. This large planet turned out to be a giant gas planet and therefore incapable of sustaining life.

Over the next few months the Kepler telescope had discovered over 700 potential planets. None proved to be life sustaining.

In November 2011 the Kepler telescope discovered Kepler KOI. It was orbited by 3 planets: 701, 702 and 703. Unfortunately these planets were found unsuitable to hold any life.

In December 2011 Kepler discovered a 4th planet of Kepler: KOI-704. It was an earth-sized 'rocky' planet with swirling oceans of water. It ticked all the right boxes to support life.2 weeks later a feint transmission from Kepler was received but not understood. All communications with Kepler ceased. Valuable data had to be recovered as it was of scientific importance.

3 months later Macro-Space, developers of the Kepler flight systems, had developed a very powerful energy fuel, known as Karatelium 455, which was capable of producing speeds beyond 1,000 m.p.s. known as Warp Speed. Kepler could now be reached in just 10 months instead of 4 years.

They proposed a mission to find out what has happened to Kepler.

You have been in space now for 6 months.

One day your ship is hit by a meteorite which damages your ship. Can you get everything working again?

If you do then your quest to Kepler has only just begun... but something evil lurks your every step..

Can you face your most darkest fears?

Game Includes:
* Sliding in / off 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).
* A nightmare envoking flower.
* Visions of home.
* Sound Panning.
* Something evil lurks in the darkness of twisted spaces.
and much much more.........

Early screenshots:

(This screenshot is latest updated - 25 Aug 2013)


Alone in space, the final frontier.


Check your status with 'SAL' your Onboard Computer System (IC).


Through the smoke of the engine room you feel a sudden rush of fear!


Techs:
640 x 480
16 Bit color
DirectDraw5
Fully Voiced
Game Progress: 5%
#404
Help Wanted.

Kepler 'Are we alone?'

An adventure of space travel, strange planets, loneliness and fear..

Positions Available:

TESTERS
Test during October/November 2013.

GRAMMAR / SPELL CHECK
Test during October/November 2013.

Background artist
Help with Planet backgrounds: various environments, habitats...


Animator Objects / Characters
Help with Drawing and Animating some objects / Characters + Walkcycles.


Puzzles and solutions
If you have a warped mind then shove over some ideas...

Voice Actors
URGENT Main character: Male 25 /35. American. Hides his fears though he appears quite strong.
Alien type characters: Male and Female. Varied looks and personality's.
'SAL' the Onboard Computer.


Deadline:
I'm looking to have the game finished by the end of this year.

Game Details:
Your objective is to recover data from the Kepler telescope that suddenly stopped transmitting data back to mission control.

That's if you can solve the problems of your meteorite damaged spaceship first.

Once you have fixed all your spaceship problems the story really heats up and your journey to Kepler begins... but evil follows close behind you...

Includes:
An SDVD player where you can play any of your favorite onboard audio disks.
Onboard Artificial Intelligent computer.
Planet scanner.
Move around on a hover board.
A Journal to record tasks to perform.
PID (Planatary Information Database).
Something evil lurks in the darkness of twisted spaces.
and much much more.........

Early Draft Screens:




Comments:
Only people who have stamina and work at a good pace need apply.
3-5 days a week contact essential with all updates.

Interested parties can reply to this thread or contact me via PM.
**************************************************************************

Cheers

slasher


#405
Hi

I have a scenario that for best effect 'sound' would go speaker L to R / R to L...

It's for an unseen 'object' above scuttling about/around.

What is the efficient way of doing this?

cheers



#406
Hi

I have a question about loading saved games.

At the start (splash screen), when I open the RestoreGame GUI it does not show any saves yet in-game it does.

Can you think of any reasons as to why this should be?

cheers

EDIT

Code: AGS

 gRestoreGame.Visible=true;
 show_restore_game_dialog(); // HAD TO ADD THIS BIT
 gRestoreGame.TweenPosition(0.5,70, 86, eEaseOutTween, eBlockTween);



#407
Hi

for practical reasons, at a certain point, I set:

Code: AGS
game.speech_text_align =LEFT;


Now I'm trying to set it back to center. It refuses to take MIDDLE or CENTER.

Cheers

#408
Hi,

I'm only working on one cylinder today.

I'm trying to use an inventory item hover over a button (Button28 is the slot for a DVD).

The inventory can be any one of 4 music DVD's.

This works but is not refined enough.

Not sure. Can you help me please?

Code: AGS
 
if (cspace.ActiveInventory==iswan &&  mouse.x>=81 &&  mouse.y<=121 && Game.DoOnceOnly("Swan"))
{
 if (Game.DoOnceOnly("swan_play"))
  a2001_theme.Play();
  cspace.LoseInventory(iswan);
  cspace.ActiveInventory=null;
}
}



EDIT: This is almost there with this way:

Code: AGS

if (cspace.ActiveInventory==iswan &&  mouse.x>=260 &&  mouse.x<=300 &&  mouse.y<=90 && Game.DoOnceOnly("Swan"))




Many thanks if you can offer the real way...



#409
Hi

I'm not sure what is causing this problem, things are generally ok.

It got to a point where I imported a fresh global, no changes what-so-ever. My room opens with a splash gui.

I did have it to just show interact and after when the splash screen was closed employ the rest of the modes. But none of the mouse modes worked.

When I did the above (import new global) and played the game again, I just got the walk mode, no other modes.

The room / global script has no references to mouse modes enable/disable.

Any ideas what the problem may be?

That appears to be the problem. Is there a work-around to allow mouse mode interacting with the transparent center area of the screen? 

Think view of a cockpit with window and controls.

EDIT: I have a full screen GUI with a transparent center. Obviuously it's clickable as it has buttons and stuff on therefore it is clickable.

Would it be better to make 4 individual gui's: Top, Bottom, Left and Right?


cheers



#410
Hi

There used to be a FloatingHotspot module that showed @OVERHOTSPOT@ on cursor. Is this still downloadable as I can't seem to find it and the file seems to have been deleted?

Cheers
#411
House of de Sade

Story line:

de Sade's Children's Home had been closed down after police found murdered children there a year before.

The staff of de Sade's Children's Home were all found guilty of torture and murder and sent to the electric chair.

Since that day children have started going missing from the grounds of de Sade's.

You are Ernest Penrose P.I. and you sense a need to investigate de Sade's Children's Home in search of missing children. Maybe you could become world renowned!

Little do you know what you are about to walk into!

Watch your anxiety level, you may have a heart attack!!

How many children can you save?





Click here to go to Download Page





#412
Hi

I've just discovered that although this works fine the problem is that the inv item is always active so if you change mouse mode to say talk, walk etc the actions still occur. I need the below events to run only if the mouse is eModeUseinv 0 and not other modes.

Can you see what I need to do / change?

Code: AGS
 // SONAR HOVERS OVER CHARACTER CLAMP
function room_RepExec()
{ 
 if (Character.GetAtScreenXY(mouse.x, mouse.y) == clamp && cshifter.ActiveInventory==isonar && gInventory.Visible==false)
{
 mouse.ChangeModeView(eModeUseinv, 10); // Runs inventory cursor view animation
 aBuzz.Play();
 Game.DoOnceOnly("text");
 Label39.Text=("SOME TEXT.");
}
 else
{ 
 mouse.ChangeModeView(eModeUseinv, 0); // Stops inventory cursor view animation
 aBuzz.Stop();
 Label39.Text=("");
}
}


Cheers for all help
#413
Hi

i'm at the point of breaking.

Is there a max number of gui controls where a button ceases to function?

There is a view 15 with a loop 0 that works perfectly.
Code: AGS

Button72.Animate(15, 0, 9, eRepeat);


Somehow it refuses to animate.

The Button is Button72(id 0)

This is something I'v successfully done 100's of times before.

EDIT: Iv'e just spotted 2 buttons with id 0.......


#414
Unable to load game for editing error.

I can open AGS editor when I click on the AGS program icon and resume / open game editor from there but I cannot open game editor from within the game folder itself.

Error Display
QuoteYou must create and save a game first in the AGS Editor before you can use this engine.
If you have downloaded AGS, you are probably running the wrong executable.
Unable to find C://blah/blah/blah/blah/Game.agf

The game is in actual fact exactly where it says it can't find it.

Iv'e just noticed that this happens for EVERY GAME i try to open from within a game folder.

Any ideas?

cheers

EDIT Deleted AGS and re-installed. When in a games folder you right click 'Game' and select 'open with' you now get AGS for Windows option which was not there before. Anyhow, Opens in games folder fine now  (nod)

For reference: AGS 3.2.1

Strange....


#415
Hi

I was wondering what limit has been placed on the messages you can receive and if there is a warning when inbox is full.

slasher

#416
Hi

I have a GUI that acts as a radar where a button represents the character and moves in relation to the character.

Maths for the button:
Code: AGS

Button30.X = cFrankj.x/7;
Button30.Y = cFrankj.y/5;


For normal (640 x 480) rooms this is fine.

You can probably guess my next one. I need to add something like GetAtScreenXY rather than Room x y as the room the character is in is 2000 x 480. I need to have the button mimic the characters position in a room that size and for the button to stay within the confines of the radar (which of course is round). I think the y is ok and it's mainly x position.

Would you please lend me a hand.

Thank you


#417
Hi

this issue has been raised before (by strazer) quite some time ago I am unable to resolve at the moment. Hopefully some light can be shed to fathom out why and provide a solution.

With character 'Say' the cursor changes to Wait Mode yet when player is Walking in eBlock the cursor does not change to Wait mode but rather Interact after Interacting with an object.

I believe this code was mentioned in the post:

Code: AGS

if ( ! IsInterfaceEnabled() )
{
 mouse.Mode = eModeWait;
}


Problem is, though it works, it becomes a cursor Wait mode afterwards along with the other normal Mouse cursor modes.

Without having to put lots of script here maybe you can systematically see where the problem may lie?

Cheers for all help / assistance


#418
Hi

I have a situation that to some may be acceptable but I don't and hope someone will assist me in this niggling problem.

I have scripted so that when the mouse is over the gStatusline (bottom of screen) the mouse changes to a pointer and when leaving the gStatusline it returns mouse.Mode=old_mode. This work fine, no problem.

Code: AGS
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;
}


I also have the gIconbar Visible at all times at the top right of screen.

I have had to script the gIconbar so that the mouse acts like as gStatusline regarding cursor modes ie mouse changes to pointer when over gIconbar buttons.

Now, the problem is this: The mouse, when hovering over the close inventory button changes to a pointer. Once inventory is closed the mouse reverts to the inventory item if one was selected.

I know the reason is because I have this scripted for buttons:

Code: AGS
 GUIControl *gcat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
 if ((gcat == null) || (gcat.AsButton == null)) mouse.UseDefaultGraphic();
 else mouse.UseModeGraphic(eModePointer);
}


with also this:

Code: AGS
 if (theGui != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 2061) 
{
  mouse.Mode=old_mode;


What I am looking for is to keep mouse active inventory graphic mode showing when going to close the inventory gui yet still maintain cursor mode for the rest of the buttons. If that makes sense?

Help appreciated.

Meanwhile I'm going to try this:

Code: AGS
   
if (gInventory.Visible==true && mouse.ChangeModeGraphic(eModeUseinv,2057 ))
{
 mouse.Mode = eModeUseinv;




#419
Hi

I'm wondering why this Append fails to show up. It should be added to the Label Lmemory2 :

Code: AGS
  
Lmemory2.Text.Append("[[*Some text here.");


If you can help, cheers.

EDIT: This seems to do the trick:

Code: AGS
  
Lmemory2.Text = Lmemory2.Text.Append("[[[[[[*Some text here");


#420
Hi

how can I do this without having the input box (String could say "Filming") as I just want to save the picture so I can cut around the npc with a bit of the background showing and use it as a Button and then animate it like watching a film?

Code: AGS
String input = Game.InputBox("Type the filename:");
input = input.Append(".pcx");
SaveScreenShot(input);


All help appreciated

EDIT: This seems to do the trick:

Code: AGS

Display("Filming.");
SaveScreenShot("wksbar1.bmp");


8-)

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