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Messages - Slasher

#3021
Final Slide Show for
Deadly Consequences!
Starring Charles Davenport.
[embed=700,450]http://youtu.be/wRj9JN9D3FE[/embed]

Game progress: 97%
Voices: To be done.
Testing: To be done.
Expected release: End of august....

My thanks to all those helping to make this game possible ;)


#3022
AGS Games in Production / Re: 58
Fri 01/08/2014 13:37:05
QuoteThat's certainly an interesting glitch with the Esc key. What do you mean by 'Back end' scripting?
Stuff like adding additional mouse left / right clicks, changing mouse cursor image when over gui's / buttons, making new functions, adding additional conditions like the way gui's display and when to display, re timing how long text is displayed on screen for, timers, variables. The list is endless....  It depends what the game you are doing requires.

About double/triple posting:
You should not make a new post after you have just made a new post. Simply modify your last post. Any new post can be added after at least a 3 day gap I believe.
#3023
AGS Games in Production / Re: 58
Fri 01/08/2014 08:43:44
Hi

QuoteI've no idea what the Quit Game command looks like yet.
Basic Command:
Code: ags
QuitGame(0);


Manual:
Exits the game and returns to the operating system.
If ASK_FIRST (QuitGame) is zero (0), it will exit immediately. If ASK_FIRST (QuitGame) is not zero (1), it will first display a message box asking the user if they are sure they want to quit.

Edit
I also would like to point out that if you press Escape (Esc) Key the control panel opens, if you click resume the inventory suddenly appears...

While making a game (adding graphics, text, interactions etc)is fun there is also the 'Back end' scripting that should also be done. This is where things can get real tricky. But in the end greatly enhances any game.

I will say this though:

Only by making games, reading the manual and taking note of all criticisms can you progress. Some people don't and spend months and months and in the end do not really produce anything worthwhile. Or they procrastinate and never get to finish a game.

So keep at it ;)

#3024
AGS Games in Production / Re: 58
Thu 31/07/2014 18:58:20
My own experience playing this demo (or trying to):

It's just as well you left Debug on as the game failed to do anything from the start screen (no interactions at all). I teleported to another room and watched endless Say dialogs, which were quite well written. At this point in time I find it lacks quite a lot of elements that I hope you will improve on before any release. I would say, from my experience with it, it was far far too early for any kind of gip release. You should wait until it is much more solid. Screen shots and a video would be fine and much better then you releasing it as a gip demo game of any kind at this quality.

No setup either, just an executable file.

Best of luck and keep going and hopefully we'll see a more pro demo from you ;)

This was based of my experience of this gip demo.


#3025
AGS Games in Production / Re: Panchito Chepas
Thu 31/07/2014 13:09:00
Loved the trailer.

Great stuff ;)
#3026
Off the cuff,

Did the computer shut down, like as in an electric power cut off etc?

One thing we all learn in the end: Make a regular backup copy.

The file may well be corrupted.

Before you try this please wait for a confirmation....or your own risk choice, better to copy the whole game folder and put it somewhere else as a backup first before trying:

If ags will not load the game at all you could try, as a last result, taking the Game ags file out of the games folder and renaming the Game.agf file to just Game. Now try loading from the game.

Would someone please confirm this?


#3027
A group of people could watch an ant going around in circles and each person will have their own views and opinions about it etc.

all the time people fit into different groups which have their own cultural/ beliefs etc you will never find utopia only a fair medium.

#3028
Your biggest problem would be the language barrier.

Everybody starts from either no knowledge (me) or some knowledge if they can program computer languages or have studied very hard the ags scripting language..

Indeed the manual may not cover every aspect but it is a place to start. There is also the wiki and the online manual which has just been improved and of course a lot of answers can be found by searching here on the forums.

Of course there will be times when you need additional help, I do quite often and there are people here that know their stuff and will help you as long as you don't come across as lazy or ask stupid questions.

Step-by-step guide may sound fine but in practice...

I'm amazed at how some newbees want to run a marathon without first learning to walk...

I can't say I've mastered ags scripting but some knowledge helps you see the bigger picture and helps you get there. Like if you have an idea in your head and being able to achieve it with minimum fuss, but crap happens along the way sometimes.

Start small and learn to walk before trying to run....

* Khris (for example) himself studied the manual again and again.. and it shows (nod) even if he has kicked my butt in the passed, I'm better for it (laugh)... and there are many others here.

Of course, in an ideal world, everything would be ready mapped for us ;)

So, keep reading and learning and game making ;)



#3029
QuoteI Tried using Region now but no difference. When the Cat walks onto the region nothing happens when i use "While Standing on, do..."
Quote from: Khris on Tue 29/07/2014 02:47:02
You're supposed to use Regions for stuff like that; the "stands on hotspot" event is only included for backwards compatibility and will trigger every game frame / 40 times per second, just like "while player stands on region". Which means the .Walk command is also called 40 times per second, which makes the character get stuck because they constantly start their walk over again.

Exactly as Khris told you why it won't work!

If this walk (the Cat) is back and forth you should look at AddWayPoint in the manual, use it to patrol back and forth (I have used this myself a number of times). You may also want to check out DoOnceOnly in the manual, it's handy to know. Or combined with if and boolean, whatever.

As for your script, you need to make Feed=1 first before you can declare it in an if.

Code: ags


// Some script here in a function that will make Feed==1
Feed=1; // now you can declare Feed==1


As Khris will tell you: The manual is your Bible, read it then read it again..

I'm far from perfect but always try to get / work out the answer myself if I can....



#3030
One way:

You could make an int variable (Feed) in the global pane and set it to 0.

Feed would then be recognized in every room.

Once you make Feed=1 you can then use
Code: ags

{ 
 if (Feed==1) // if Feed value has been changed to 1
{
 // Do this if Feed=1 
}
}


Even have else if and else statements if required.

If you are going to have Feed=2, Feed=3 etc then an Int is what you want else a boolean would do as false or true.

afaik a variable must be declared before you can use it ie above where it is to be used.



#3031
Hi,

this is not to solve your inventory issue, though I'm sure you will get close to the mark solutions.

A player cannot have two different inventory's...  One way that I do it is to use a gui (could be your rucksack) with buttons (items) that act as a secondary inventory. You can add items to this new inventory or take them away. You can change the mouse cursor graphic like with the normal inventory. I have in fact used this method with a game I will be releasing later. It can be quite daunting but rewarding. Some may see this as an ideal way others may not.

This could be as simple or as complicated as you make it.

It's just food for thought.

#3032
Don't mock the inflicted selmiak (laugh)

Anyhow, all sorted and it's a great game (if you have the bottle ;))
#3033
Hi Crimson,

Ok.

The GUI showing of the ghost is 280 x 260 with a button as the ghost. Normally set to off.

This GUI gets called when a timer (lapsed) runs out.

At the same time GUI Gas shows.

EDIT: Looking at the game now I've just spotted something across the Gas GUI..... I'll be back...

EDIT: Call me a liar but it seems ags redrew the gas sprite for the gas gui with an image bar across it. I say this as it was fine before. Anyhow I re drew the sprite and imported it over existing sprite and back to ok. So back to happy days (nod)

Code: ags

//Global repeatedly_execute()

 if(lapsed==0 && Start_Game==true)
 if (Game.DoOnceOnly("GAS")){
 LLeft.Visible=false;
 LRemain.Visible=false;
 LET.Visible=true;
 LDeath.Visible=true;
 
 SetTimer(2, 40);
 gGas.Visible=true;
 gGas.TweenTransparency(1.7, 80, eEaseOutTween, eBlockTween); 
 aRebecca_Music.Play();
 gRebecca.Transparency=100;
 gRebecca.Visible=true;
 gRebecca.TweenTransparency(1.20,40, eEaseOutTween, eBlockTween); 
 cCharles.Loop=1;
 BRebecca.Animate(24, 1,4, eRepeat);
 cEgo.SayAt(gRebecca.X+18, gRebecca.Y+15, 300, "You must get out of here before it's too late!");
 cEgo.SayAt(gRebecca.X+18, gRebecca.Y+15, 300, "The gas will kill you within fifteen minutes!");
 BRebecca.NormalGraphic=539; 
 cCharles.Say("But how?");
 BRebecca.Animate(24, 1,4, eRepeat);
 cEgo.SayAt(gRebecca.X+18, gRebecca.Y+15,  300, "My uncle has placed anti-gas pills in the cellar for his own protection.");
 cEgo.SayAt(gRebecca.X+18, gRebecca.Y+15,  300, "You must find the bottle and take one anti-gas pill. It will stop the gas having any effect for quite a long time.");
 BRebecca.NormalGraphic=539; 
 cCharles.Say("In the cellar you say?");
 BRebecca.Animate(24, 1,4, eRepeat);
 cEgo.SayAt(gRebecca.X+18, gRebecca.Y+15,  300, "Yes, in the cellar's storage room. Look for the blue bottle.");
 cEgo.SayAt(gRebecca.X+18, gRebecca.Y+15,  300, "I must go now: I hear my uncle calling me.");
 BRebecca.NormalGraphic=539;
 Wait(40);
 gRebecca.TweenTransparency(1.20,100, eEaseOutTween, eBlockTween);
 gRebecca.Visible=false;
 aRebecca_Music.Stop();
 aEerie_Music.Play();
 Need_Bottle=true;
 DisplayTopB(90, 8, 65535, "Problem: Gas.", "Find the anti-gas tablets in a blue bottle in the cellar.");


;)



#3034
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


#3035
For a smoother move onto the table you could check out LOCKVIEW in the manual.

Of course it depends, sometimes, on how you have made the animation view of the cat jumping on table.
#3036
If ever you need to stop a character following you need to use:

Code: ags
Kater.FollowCharacter=null; // stops Kater following anyone.
cEgo.Walk(Kater.x,  Kater.y +20, eBlock,eWalkableAreas); // will make the character walk before anything and he will walk to just below and in front of the cat. Adjust Kater. y + [n] to position. Also, check out baselines.
#3037



Game progress: 90%



#3038
General Discussion / Re: Time counter name
Wed 23/07/2014 13:45:08
Hi crimson,

QuoteI wonder if slasher remembers about this thread?
Yep, still do.

I generally wait until there are a number of replies so I can check out all the good replies aside the usual cretin replies often given ;)

I have appointed a term for the Time (nod)


#3039
Hi Sunny ;)

Well, pull your finger out and get this, and Joe Trekker, to our screens in time for christmas (laugh)

I'de love to see Jack and Charles solve a case together... What a pair (laugh)

Tick tock...................................




#3040
you have not given anything to happen after that function, it's blank.

You need to read manual or do a search here for more about adding functions, if, else if and else statements....

This problem is a fairly basic one that crops up all the time.

You should not expect to always get a complete script written for you but rather help and advice and a kick in the right direction and there are some magic scripters here ;)


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