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Messages - Slasher

#3501
If you find a boat you can row along the sewer canal in your quest to find missing children.
Oh, and if you feel your heart is about to explode swollow an anxiety pill or two  8-)

This is my first attempt at video capture. I recorded it in preview (should be 640 x 480) and it also has oar splashes that you can't hear in this capture but it DOES have the background music playing.
[embed=425,349]http://youtu.be/4URBxNgXwrU[/embed]

Just an image


New title: House of de Sade

Game progress 90%

Need testers soon


#3502
Great and funny suggestions guys.

Given the game's scenario (not to give anything away) I'v opted for 'hypodermic device' as in 'Intiate the hypodermic  device'...

Mind you, Intravenous Extraction System sound good.

You'll understand when you play the game... if you have the bottle  (laugh)

Check out GIP for updates.

#3503
Hi

I have a scene where very large injections are slowly dropping down on people underneath. The injections enter the people's body through their heads and suck out their blood.

At the moment they are named 'Blood extractors'. I'm not sure about this.

The injections are set in motion by evil forces that yearn for people's blood.

Can you come up with a better description?

cheers

slasher


#3504
Scripting sound volume with character scaling does work if the scaling length area is quite long.

A scaling of say 120 to 5 with quite a bit of distance like walking up a long road does work, I have tried it and it is ok..

However, scaling 100 to 70 with not a long distance is not so prominent.

There does appear to be a small issue regarding this with AGS 3.2 but I am sure it is negotiable in most cases.

Most newbees do not know about adding:

Code: AGS
chero.ScaleVolume=true;


No doubt this issue will be approached and better implemented in later AGS vesrsion.





#3505
Hi

I think I may have a conflicting script issue with mouse mode.

It revolves around the gIconbar and in particular the 'Close' gInventory button.

When I close (cancel) either the Save or Load GUI's the mouse returns to its previous mode.

However, when closing gInventory the mode (view) goes to  pointer view if nothing is selected.

I do have it so pointer mode is that of Interact view when ginventory is open.

It should return once closed to it's mode before ginventory was opened if nothing is selected.

Like I say, its probably a script confliction.

The Save and Load cancel buttons are ok and only make that gui close with no other commands.

Don't know if this helps:

Code: AGS

// IN GLOBAL HEADER

int old_mode;

  void Talk(this Character*, String message) {
  lblTalk.Text = message;   // label's script name: lblTalk
  gTalk.Visible = true;       // GUI's script name: gTalk
  int delay = (message.Length * GetGameSpeed()) / Game.TextReadingSpeed;
  int min_delay = (Game.MinimumTextDisplayTimeMs * GetGameSpeed()) / 1000;
  if (delay < min_delay) delay = min_delay;
  int ignore_delay = (Game.IgnoreUserInputAfterTextTimeoutMs * GetGameSpeed()) / 1000;
  mouse.Visible = false;
  Wait(ignore_delay);
  delay -= ignore_delay;
  if (delay > 0) WaitMouseKey(delay);
  mouse.Visible = true;
  gTalk.Visible = false;
}

 // After combining inv items return to arrow

function on_event(EventType event, int data)
{
 if(event == eEventAddInventory && mouse.Mode == eModeWalkto)
 {
  mouse.Mode = eModeInteract;
  mouse.UseModeGraphic(eModePointer);
 }
}
 

function repeatedly_execute_always() 
{
 // 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, 304);
    mouse.Mode = eModePointer;
  }
  
 if (theGui != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 304) 
 {
    mouse.Mode=old_mode;


If you close ginventory without selecting an inv item I want Mode to go back to the Mode it was before ginventory was opened. As I said, it does when closing Save or Load gui's.

I hope I have explained this problem ok

cheers

EDIT: At the moment I have cancelled changing mode graphic to pointer when in inventory. When closing Inventory it shows hand Interact. Not exactly what I wanted but will do for now until fully solved.

26th march
EDIT: All solved (well, 99%)  8-)




#3506
Hi Khris,

QuoteIf for some reason the sprite has huge areas that are completely transparent and you want those to register as part of the object, make the object not clickable and use a hotspot instead.
I had thought of that when I added it. It only has about 3 pixels transparency edge around it, probably needed to be 1 or 2.

Food for thought for when importing new images.

Cheers Khris

#3507
Hi

I have an issue regarding Objects and Interacting with them although they do work but not to total satisfaction.

I have some objects (86 x 111) in which I want to adjust their Hotspot area from their feet to the middle of the images for better interaction use.

I find that pixel hunting is frustrating to say the least. I have @overhotspot@ to donate what the Object is and to indicate you are on it. But unless directly over that area the descriptions and interaction do not occur.

I have these images set at Transparency=50.

I am playing around with baselines to try and cope with this situation are you able to advice and assist me.

Thank you

EDIT: I found this solution:
Code: AGS

oghost1.Baseline=230;
oghost2.Baseline=246;
oghost3.Baseline=246;


All is well on the western front  (nod)

slasher


#3508
Thank you Crimson Wizard for your quick response and solution.

Works as I wanted 8-)

cheers 

slasher


#3509
Hi

I think most people are aware of the limitations of SayBackground.

SayBackground is Non blocking yet does not take displaying variables (countdown).

I have a scenario whereby a timer starts counting down and an object (oblood) lowers a bit after it's Timer has expired and Timer gets reset untill counter=0. Once the counter=0 the next lot of events happen. This does work in the way I have it at the moment.

I hope coding below is formatted correctly.

Code: AGS
function room_RepExec()
{
 if (IsTimerExpired(1)) 
{
 oblood.Move(oblood.X-0, oblood.Y+6, 2, eNoBlock, eAnywhere);
 countdown=(countdown-1); 
 SetTimer(1, 80);
}
}


Now, I could use a GUI to show the countdown Timer. I indeed do have this and it works perfectly.

I decided it would be better if a NPC SayBackground counted down (oghost2 animates eNoBlock each time the counter lowers by 1.) Of course Say works but is a blocking function.

In the Rep Exec

Code: AGS
function room_RepExec()
{
 if (IsTimerExpired(1)) 
{
  oblood.Move(oblood.X-0, oblood.Y+6, 2, eNoBlock, eAnywhere);
  countdown=(countdown-1);
  oghost2.SetView(80);
  oghost2.Animate(0, 4, eOnce, eNoBlock);
  //cChar4.SayBackground("%d",countdown); // SayBackgound does not work with variable countdown
  //gcountdown.X=cChar6. x +0; May need screen X Y
  // gcountdown.Y=cChar6. y -100; May need screen X Y
  SetTimer(1, 80);

}

 if (countdown <=0 && Game.DoOnceOnly("Timer"))
{
 gcountdown.Visible=false;
 SetTimer(1, 0);
 oblood.Graphic=1338;
 Wait(30);
 oblood.Graphic=1339;
 Wait(30);
 oblood.Graphic=1340;
 Wait(30);
 oblood.Graphic=1341;
 Wait(30);
 oblood.Graphic=1342;
 Wait(30);
 ob4.Graphic=1348;
 of2.Graphic=1344;
 ob5.Graphic=1346;
 of1.Graphic=1350;
 Wait(30);
 of2.Graphic=1345;
 ob5.Graphic=1347;
 ob4.Graphic=1349;
 of1.Graphic=1351;
 Display("You are too late! Those children have been drained of thier blood!!");
}
}


function repeatedly_execute_always()
{
  Ltimer.Text = String.Format("%d",countdown);
}


I have tried positioning the GUI to position it with NPC, this is a non go.

I probably need Screen X Y rather than Room X Y.

Hope you can understand this gobble and can lend your help and advice to find the best way around this.

I'll step back and wait for the hammer to fall  :-[




#3510
Completed Game Announcements / Re: Paramnesia
Thu 21/03/2013 20:48:59
Hiya

Gave it a whirl. Unfortunately my eyesight is not as good as it once was  :~(

The basic idea was good even though I could not make out the images.

I liked the basic idea and story line, it could be expanded as you mentioned:

QuoteA full length follow up to Paramnesia is now in production.

All in all it was a short, experimental moment, made in two days that shows promise for future presentations despite a few minor blemishes.

8-)

slasher

EDIT: Got one right so far  (nod)


#3511
I'm having a bit of a problem getting rid of the pixel showing in the flashlight plugin.

It seems to be ignoring a walkbehind, even though the baseline is set very low and player baseline=0

I got around it by trying to adjust the flashlight so its kind of black. I reduced its size and it works but as I mentioned I still have a pixel that can be seen.

I read this:

With SetFlashlightTint you can tint your scenery with a color. Values for tints an be from -31 to +31; 0 means no change to the color component.

Note:
At first a pixel is tinted then it is shaded.

----------------------------------
Example how to switch tinting off:
----------------------------------

SetFlashlightTint (0, 0, 0);


Ideally I'd like the pixel to be black (going through a tunnel) and then return to normal when coming out of tunnel, which I can do with 0,0,0.

if you can help that would be great (nod)

cheers



#3512
New scene

Can YOU:

* Find and then get a map of the tunnel sewer system (was a barge canal and then a metal mine)?
  You see your position on the map move as you change tunnels.
* Find the components needed to make a homemade battery?
* Get an electric wagon working to have the 'ride of a lifetime'...?
* Score a penalty kick?
* Rescue a child that has fallen into the smelly sewer?
and more....

Game Progress 60%

Voice Actors and Testers always wanted.



#3513
AGS is a fickle thing sometimes.

I have had similar types of errors come up out of the blue. AGS never closed down and the error warning went away, I recompiled and the game was ok and ran. A dump crash file normally appeared in the folder.

Some strange things do happen.
#3514
One hundred and eighty!

I look forward to throwing a dart or two very soon (nod)



#3515
General Discussion / Re: Football nuts
Sat 16/03/2013 21:44:49
Thanks for your sensible suggestions CaptainD   8-)
#3516
General Discussion / Re: Football nuts
Sat 16/03/2013 20:13:15
British Football......

As in Best, Linker, Beckham etc etc

#3517
Having smoked for over 40 years (and still do but less) I can honestly say that without willpower they don't work.

Willpower is the key. It's Psychological.

For some it no doubt works.

Most of the stuff you get is a lot healthier, well, better than the real thing.

I suffered a stroke and was told that smoking contributed to it, well, that's what I was told.

I would say that they could be useful while trying to quit but never as a substitute.

I wish I had never started  (wrong)

#3518
General Discussion / Football nuts
Sat 16/03/2013 19:06:01
Hi

For all you football nuts out there I wish to ask:

If you could pick a player to take a penalty, who would you choose?

You can choose from any era.

I ask because its in my game and I need to show different players.

slasher

#3519
QuoteSo, if you need a rock, it would be best if the game introduced you to the window that you need to break

Yes, that would be a good idea. But that would not always be possible if there is more than one way you can go: like a series of tunnels where you can venture back and forth its many branches etc etc..

Still, I have to agree that if that were possible then it would be the best way.

I have plans, in later rooms, to 'Pan' the whole room after fade in so you can see exactly what is what.

cheers



#3520
I agree Stupot+,

Before getting to the 'point of no return' (in my game) you do have a number of items that you have obtained and used previously. However, during the 'point of no return' you will need new items as well as the ones you already have, depending on the task you need to complete in that section of the game to move on to the next section.
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