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Messages - Slasher

#2121
General Discussion / Re: Free Steam keys!
Thu 15/12/2016 15:46:29
Downloaded.

These should keep me out of trouble for a while (laugh)

cheers
#2124
Also whether the walking around the circle is a blocking function or not..

If it is then its easy peasy using a walkable area, destinations x y, 2 regions, player's loop is 1 for correct way, a variable and Labels (nod)

It would of course be easier if we saw the background.

Here is a crude mock version:

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

Hope this helps...






#2125
If you have a label that shows how much money you have then you should add the label in rep exe always in global:


Code: ags

LMoney.Text=String.Format("%d",Money);


This string will update/reflect the total of Money in the label in any room.



#2126
Danvzare: You're just looking to get a Blue Peter Badge (laugh)
#2127
Slightly off cuff but still on the object of Scaling.

This happens in both d3d and DD...

Say the player has a gun. The gun fires a bullet (object) positioned at players x y to place its position on the gun barrel (rep always). The player can shoot out these bullets and we see it zoom across the screen. This is ok except for if you are on scaling walkable area then the bullet related to players x y gets thrown out of the window...

Has this ever been looked into?

#2128
Thanks guys,

This game is quite a huge task to take on and one which has me on my toes and the adrenaline pumping.

Never one to frown at an opportunity to push my skills further I decided to make a different sort of game from the regular point and click... almost back to the glory days of Quake, Doom, Tomb Raider etc by having it keyboard controlled (95%).

Edging along shelves, shimmering across ropes, return to previous levels, solve issues/tasks to move on to the next scene/level etc etc are components of this game.

I anticipate 4/6 levels at around 14/18 scenes per level... plus a couple of very major scenes as well as a quite a few cutscenes.

So far I have around 20% of the game mechanics done and around 1.5% of the actual game done, so much to do that I doubt it will see the light of day before Summer 2017.

As usual I am working alone but if anyone wants to help this old boy out with stuff let me know (nod)

If this game can be made good enough than going commercial is an option....

Long live the Mask of Shadows.........

#2129
A long way would be to assign the new values (volumes) for each sfx individually when using slider - +.
#2130
You can of course change in-game the text window to use as the Display which has the color you want.

Something like:
Code: ags

SetTextWindowGUI(14); // change 14 to the text window gui number you want to use.
#2131
Quote from: Cassiebsg on Sun 04/12/2016 21:22:47
One walks while you continue pressing the key, while the other you press it and release the key, and the character will walk in the pressed direction until an obstacle is meet.
or preset distance x y is reached.
This I know... but it appears to have reversed!
#2132
I'm using the keyboard for my games interactions/events, guis etc etc and done away with the mouse.

however, the player only moves a step if i keep the arrow keys pressed even though
KeyboardMovement.SetMode(eKeyboardMovement_Pressing); is selected.
if i change it to  KeyboardMovement.SetMode(eKeyboardMovement_Tapping);  it kind of works.


any thoughts?
#2133
Quote from: Danvzare on Sun 04/12/2016 18:22:00
Is that Spiderman? ???
Spiderman is red, isn't he?...  It's actually Shadow Man....
#2134
New title:

Mask of Shadows: Dark Army

This is very much in production and changes to the below images and video are subject to change. I apologize for recorder's cursor in video.

Story:
Micheal La Vonte has become the Mask of Shadows: a voodoo warrior who protects Liveside from threats crossing over from Deadside, after the voodoo priestess Mama Hetti bonded the Mask of Shadows to him.

Soon afterwards, Hettie has a prophetic dream that Legion is preparing to usher in the Apocalypse by claiming the Dark Souls, the immortal souls of damned warriors, and using them to create an immortal army and send it into Liveside.

Michael must travel to Deadside with the use of his dead brother's locket, which serves as a link between both worlds to destroy these evil souls before Legion can prepare his immortal army and begin the Apocalypse of Liveside.

Gameplay:
This game has a number of levels. Progress to higher levels as you destroy evil souls, gain power and voodoo magic. Return to previous levels to complete missions if necessary. Collect health, magic and power for you will need them especially when meeting Legion. Stop Legion from sending his Dark Soul army into Liveside and starting an Apocalypse!

Meet hideous Dark Soul warriors on your quest into Deadside.

Specs
This is a 95% keyboard controlled game using key shortcuts.
1280 x 720
32 bit colour
d3d

New Updated Video and Screenshots (Dec 28th)

[embed=700,450]http://youtu.be/x4XPSCp2K0M[/embed]












#2135
Won't say too much but if anybody remembers Dave Allen (laugh)

Which bloke was I? (laugh)

#2136
QuoteThis will put pressure into slasher... 1 day game? Got to be a record for MAGS!
Even with four pairs of hands and heavy involvement with other games that even I can't do this months MAG (laugh)
#2137
Possibility:

if you put a 'blocking' element in room load (like animation block) it loops and the room will not fade in...

Example
Code: ags

function room_Load()
{
 osmoke.SetView(29);
 osmoke.Animate(0, 3, eRepeat, eBlock);
}
#2138
First off.. why on earth would you want to use .Wav files? They are larger in size then most other formats..

Personally I'd use .ogg as they are much smaller in size and their codecs are more readily supported by most media players.

Second choice would be mp3.

its quite easy to get hold of a file format changer like audacity for example.
#2139
'if' is used within a function as a condition of that function.

in your case:

on_key_press is the function (built into Global.asc)
if key(s) pressed is the condition


#2140
I recommend you read the help manual as this is all basic stuff. Also Search the forums.

Rooms have their own built in functions in their properties pane like load, first load and fade in etc. These types of functions will not run if you just type them in in yourself.

Good luck



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