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Messages - Slasher

#3221
Hi,

You can use SetWalkSpeed

Example:
Code: ags

player.StopMoving(); // player is your character and must stop moving before applying new speed.
player.SetWalkSpeed(5, 5);// players new walkspeed, both numbers to be the same. The higher the number the faster speed.

You may also want to check out: player.AnimationSpeed


#3222
Cheers Khris,

I will adopt (nod)

cheers

slasher
#3223
Hi Iceboty V7000a,

I've got the script to work using the below script. I don't know if it is the 'coder's' way but it does work.
Code: ags

 // WHEN CURSOR OVER STATUSLINE OR PASSWORD 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 == gPasswordGUI && mouse.Mode != eModePointer)
  {
    old_mode=mouse.Mode;
    mouse.ChangeModeGraphic (eModePointer, 2061);
    mouse.Mode = eModePointer;
    }
  if (theGui != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 2061) 
  if (theGui != gPasswordGUI && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 2061)
  {
    mouse.Mode=old_mode;


So, although this is solved I am open to other ways to adopt.

cheers



#3224
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




#3225


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


#3226
I've now given Eddie a manly Goatee (laugh) (laugh)
#3227
Quote from: Chicky on Sun 24/11/2013 13:03:30
Good start slasher, my only worry is that Eddie looks a bit more feminine than Nico!
This seems to be the 'in thing' these days (laugh)

A mysterious crimson mist has suddenly appeared causing many ships and crew to vanish into thin air!

It is up to Eddie and Lara to try and solve the case..


#3228
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



#3229
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)


#3230
Wow SP 8-0

Things looks great so far.

The team have done well. Looking forward very much.

What can I do but sit here and wait... wait... wait...

slasher going grey waiting ;)



#3231
Hi TheBitPriest,

QuoteI'm curious to know how you did it.  Your idea, assuming I understood it, sounded like something that would be difficult to implement.
I think it's more a case of 'being on your toes' when you do the scripting as it's so easy, as with most cases, to suddenly go pear shaped. So far it all seems to work. I think the top coder's here could knock the same out only a bit quicker (laugh).

QuoteIs the secret that you are going to limit the options/variables?
Well, by options you obviously mean choices... how many options/choices should there be per item? 10, 20, 25, 30........All the option choices available would be categorized and sub categorized.

And of course some options will be not compatible: Like changing a library for a waste bin is not compatible although you can change a library for a fire station or a park bench for a waste bin etc etc

I may put up a video capture so it can be seen in action some time in the near future.

By the way this is only a project and not a game that I plan to complete into a full game at this time.



#3232
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....

;)






#3233
Quote from: TheBitPriest on Sun 17/11/2013 19:54:55
Do you mean a game with "pieces" that could be mixed and matched by the player to create new rooms and puzzles in real time?
Yes, and the game story and play-wise would adjust to the new settings.

I had a bit of spare time so I ran up a mock version. Works ok.


#3234
Hi,

103 views and no replies... Come on guys.. If I was Dave Gilbert we'de be on the 4th page by now (laugh)


#3235
The Rumpus Room / Re: Option Dialog style
Sun 17/11/2013 17:02:06
Hi,

QuoteI can't stand interfaces where there are icons without text.
Icons have to be either fully identifiable or have some text underneath as to what it actually is.
#3236
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



#3237


Updated screenshots:

New Start Menu screen.


Is there life on any other planet?


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?


Game being finalised.

99.90% completed.
#3238
The Rumpus Room / Re: Option Dialog style
Sun 10/11/2013 20:18:00
Hi,

Quoteall you're really doing is choosing the order of the topics in the conversation.
Not at all, if you have not seen a clue in the painting then the dialog about the painting will not appear. If it does appear after you had seen it then it may lead to another clue hence another topic, as in normal text branching dialogs.

I'm sure that coding of such a system would be no more difficult then text dialogs.


Again, the question is: would you prefer text or a row of icons?



#3239
The Rumpus Room / Re: Option Dialog style
Sun 10/11/2013 19:01:24
Hi

QuoteIcons are cool but must be really well designed so that the player doesn't have to check the manual wondering what they mean.
The icons would be of familiar images that you have already seen in the game. Like faces, statues, paintings etc etc



#3240
The Rumpus Room / Option Dialog style
Sun 10/11/2013 16:46:45
Hi,

Which 'options' dialog style would you prefer to be confronted with regarding talking option dialogs?:

A) Dialog text box with options
B) Image Icons as options depicting dialog subjects (ie Broken Sword.)

slasher

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