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Messages - Slasher

#3621
Tom, Dick and Harry   8-)
#3622
At the moment, Without looking any further than this part:

Code: AGS
 cCharJack.Walk(83, 125, eBlock, eWalkableAreas);
 SetTimer(1,0);
 cCharJack.HasInventory(iInvDummy);


Should be:

Code: AGS
 cCharJack.Walk(83, 125, eBlock, eWalkableAreas);
 SetTimer(1,0);
 cCharJack.AddInventory(iInvDummy); // Gives player iInvDummy which sets off Rep Exec events
 // OR
 cCharJack.LoseInventory(iInvDummy); //Takes away player iInvDummy 
#3623
Sounds great. Cool graphics  8-)
#3624
New screenie:

Can you defeat the sword fighting skeleton???



#3625
ELF: The astral crystals

Looking for game tester and proof reader.

Outline:
Join Elfie again as he is called upon to stop an evil alliance between a 'circle of fairies gone bad' and Melkor 'the dark one' who was condemned 1800 years before by the Elf gods and is now a prisoner in a cosmic cave! The fairies have found a way to tap into Melkor's powers and use them for their own ends!!

You manage to find your way to the prophet hobbit's house, but can you solve the riddle and can he help you destroy
the evil alliance?:


You find a 'buy and sell' supplies shop:


Please PM

Thanks

slasher




#3626
Light1 bool has to be set to 'true' by an action / event / condition before it will turn to true from false.

You have a 'Define lights' function, how have you set this to turn Light1 to 'true'?

Once you have set a bool you can use it's results in other functions (global variables can be used in any room. Room
variables just in that room.)

Looking at the light when false will show nothing as you have no condition for 'else' statement (else if Light1==false)

EXAMPLE
Code: AGS

function oLight1_Look
{
if (Light1 == true)
{ 
Display("The Light is on");
}
else if (Light1 == false)
{
  //DO THIS INSTEAD
}
}
#3627
QuoteThere is no word about how many rooms AGS supports.

Room numbers below 300 save the room state; numbers above 300 do not.
#3628
 Hernald:
QuoteSmashing! I enjoyed your last game and I'm looking forward to this one!
Thanks. Hopefully the next ELF game will be ready FEB / MARCH 2013.

CaptainD:
Quote"Elf-eating plants!"
Yep, flesh-eating killer plants (laugh)

CaptainD:
QuoteYou sure this isn't going to be an FPS with adventure game elements?
Not exactly FPS  :)

Keep eyes open for updates.

Meanwhile, if any game testers / proof-readers have got some free time over the next 2/3 months please PM me.

8-)


#3629
ELF: The astral crystals

Join Elfie again as he is called upon to stop an evil alliance between a 'circle of fairies gone bad' and Melkor 'the dark one' who was condemned 1800 years before by the Elf gods and is now a prisoner in a cosmic cave! The fairies have found a way to tap into Melkor's powers and use them for their own ends!!

Basic stroryline:

"The land of Elfenor is a religious, peaceful and joyful elf community.

Early one morning the elf chief councillor, Morgulon, was praying to Seldarine, their religious statue to all the elf gods.

Suddenly the statue of Seldarine opened its eyes and spoke to him warning of a great uprising on the horizon by a circle of fairies gone bad!

And so, the elf chief councillor gathered the men folk of Elfenor to deliver the bad news."

* Can you get to the prophet hobbit's house and then solve his riddle?
* Obtain a 'warp' map to quickly get around locations.
* Buy and sell items at a supplies shop.
* Complete tasks set by 'fallen angels' to obtain the much needed astral crystals.
* Wonder through the land of skulls.
* Can you defeat an 'elf eating' plant??!!!!
* And more....
* Finally, stop the 'fairies gone bad' from beginning an evil uprising!!
* 'Warp' animations included for effect.

NOTE: Images subject to possible minor changes.

You manage to find your way to the prophet hobbit's house, but can you solve the riddle and can he help you destroy
the evil alliance?:


You find a 'buy and sell' supplies shop:


Can you successfully complete the task in the land of falling apples?:
(Screen shakes and apples fall.)


640 x 480
16 bit colour
Game progress: 25%



#3630
With so much royalty free music around (or for a very small charge or you can buy royalty free music CD's) why bother using someone else's stuff without consent?

Having said that, I have been guilty in the past.
#3631
General Discussion / Re: Length in games
Wed 28/11/2012 08:31:08
Well,

QuoteHow long does it take to complete a game?
Depends on the person playing it...

To say a game can be completed in 30 mins, 1 hour etc etc is it presumed to be aimed at experienced game players who just seem to know what to interact with and can see things that novice users fail to see immediately.

QuoteDude, someone needs to make a game that has a crazy long intro, like 15 minutes or something. Then you get control of the character, solve one puzzle and watch a 10 minute ending
That's a sure-fire way of killing a game  (nod)

So game time should be like: How long will it take you to complete this game?

One could of course run a game timer at start and show timer at the end of the game which would show how long it took to complete the game that inst. One could screen capture and post it and if it's the shortest time you win a SUPER DUPER prize (laugh) (laugh)



#3632
Similar questions have been asked but i need to figure this out:

Player is holding a basket trying to catch falling things.

Both the main player and basket are 'characters'.

Using FOLLOW_EXACTLY works as it should, except I require the 'following' character (basket) y to be at middle of main player as if he is carrying basket at waist level and not at his feet.

The reason I am doing this is that there will be a collide test with the basket and not the main player.

Meanwhile I will keep looking into this

thanks

EDIT: This seems to do the job (No FOLLOW_EXACTLY):
Code: AGS

function repeatedly_execute_always()
{
 cbasket.x=player.x -8;
 cbasket.y=player.y -36;
}


#3633
Thanks Iceboty V7000a

The game itself seems to be running ok.

I'll leave it if it still shows.

cheers


#3634
Have recently seen this file now in games folder...

_OpenInEditor.lock
#3635
Anyone got any ideas as to why this now comes up:

Error: Load_Room: Bad packed file. Either the file requires a newer or older version of this program or the file is corrupt


FULL REPORT:

Error: Load_Room: Bad packed file. Either the file requires a newer or older version of
this program or the file is corrupt.

Version: AGS 3.2.1.111

AGS.Types.AGSEditorException: Load_Room: Bad packed file. Either the file requires a newer or older version of
this program or the 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)

AGS 321

I had a backup and had to re-import a room for some reason. It seems to be ok at the moment.

I find this very strange..


#3636
Normally with smallish objects, as mentioned, I show room with the object visible, screen capture it and cut around object in a paint program (so area of object is bigger) and use it as the object. You do need to line it up well with the background.

Works everytime.

#3637
Cheers Iceboty V7000a

I'll give that a whirl  (nod)

EDIT: Works a treat.

Cheers Iceboty V7000a

slasher


#3638
To check throughout the game do the check in the Global (repeatedly_execute function) and check if variables/conditions are met or are true etc and if so 'Do this'or 'Do that' etc etc



#3639
Hi Iceboty V7000a,

At the moment for the correct answer I have 'if' as Uppercase and 'else if' as Lowercase and it works, as well as an 'else' for anything other then correct answer.

cheers



#3640
I'm looking for a way to make a Textbox input accept both lowercase and capitols of the same word .

Can you help?

Thanks


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