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Topics - Snake

#81
Is there any way, some sort of walk-around, that I can set the character's walk speed and/or view without having to use StopMoving();?

Since I'm using the arrow keys for movement, it's not fluid having to stop him before going again, I'd like the player to be able to keep running.

Thanks for any help and patience in advance,


--Snake
#82
I am finding it very hard to find what I need in the manual (I've been looking/trying/experimenting since yesterday) and am sure I'm just over-looking it.

I'd like an NPC to walk within a small area randomly, follow the player character when he is within those boundries, then stop following/go back when the PC is back outside the bounds.

Walking randomly and following is no problem. Making the NPC walk within a 320,xxx box is no problem.

But how can I adjust the x? I don't want the NPC walking the full 320, just, let's say, for example, a width of 200 pixels in the center of the screen. How do I go about assigning the x coordinate?

FollowCharacter problem:
I tried using hotspots (as the boundry) to tell when to send the NPC back to inside the boundries. I used a local int, followme, set it to 1 when the PC was within the boundries and set back to 0 when outside.
This doesn't seem to work instantaniously.

When following the character, the NPC seems to ignore the command to go back (for what I could tell, until he stopped and stood still - waiting for the PC to move again) - resulting in following the PC way out of his boundries before going back - but he needs to stop and go back as soon as he's out of bounds.

A HUGE thanks in advance for any help,


--Snake
#83
Hey, guys,

I can't do this by myself, I've tried the last couple of days and so I've made myself post for help.

How can I make the brightness (gamma) stay where the player puts it so when the game resets they don't have to do it again.

Even better would be to have it save permanently so, if they ever decide they want to play it again, it'll be where they left it.

Thanks in advance,


--Snake
#84
Need help with anything? Need some tips? Post here.

When you get a highscore, post it here and I'll do my best to keep track of your scores.
We'll start with the defaults:
Note: Please be sure that the score you have achieved is infact from Version 1.1 and not 1.0...

Highscores (v1.1)
1. Snake----19,245
2. Arthur------3000
3. Gawain----2500
4. Ector-------2000
5. Bors--------1500
---------------------------------

VERSION 1.0 Scores are now obsolete...
1. Nihilyst-------156,265
2. TheJBurger----34,970
3. Nihilyst---------29,185
4. Arthur------------3,000
5. Gawain----------2,500



--Snake
#85
CASTLE OF FIRE v1.2
You are a thief who has traveled to Castle of Fire to achieve where many Knights have failed;
To steal those evil dragons' treasures!
How high of a score can you get?


What's new in version 1.2?
  • All new Practice Mode - now players can practice their weak points
  • All new mini game with Costume Select screen for play within Castle of Fire dungeons
  • PAUSE (finally got it working)
  • Earlier bridges are now easier to pass
  • Put some extra lives back into the game
  • Treasures are now animated
  • When all rooms are completed, the player is rewarded, and can now
        face the Black Dragon over and over again (random music and treasures)
        instead of being sent all the way back to the beginning (so now it's more
        like Dragonfire)
  • Brightness now saves - When you adjust the game's brightness it now
        saves itself so you don't have to constantly adjust it when launching the
        game externally or reseting from within the game.
  • You can now skip the scene when Thief walks up to the door in the intro
  • Each line of dialogue is now skippable (takes place of skipping the whole conversation)
  • When getting Game Over it now plays the Game Over music instead of
        the music that was playing when you lost your last life
  • The Highscore Screen has its own music when being viewed from the title
        screen (unused Hammerblade track from v1.0/1.1)
  • Raised the volume of the SFX
  • Added "foot stomp" SFX for Dragons
  • Added "fry" sound effect when killed
  • No longer get killed by spikes while invincible
  • Adjusted the walkable area around the entrances and exits of all dungeons
  • Changed the first room with FireGuys a bit


    Download link #1: From my site...
    Download link #2: RapidShare...
    Download link #3: MediaFire...
    Mirror #1: Provided by Dualnames
    Mirror #2: Another provided by Dualnames
    Games Page
    Black Dragon Video


    Please read the ReadMe for KNOWN BUGS

    POST YOUR HIGHSCORES HERE!

    Current Highscores:

    Mintymint  ------- 12010
    TwinMoon -------- 6710
    Arthur ------------ 5000
    Blueskirt ---------- 4000
    Ector: -------------- 3000


    I hope you all enjoy the new updated version.
    If you played the past versions, please give this one an honest chance. It has much improved.



    --Snake
#86
Hey guys,

After the horrible experience with Datel's WiFi MAX (don't buy for Wii even though it says, "Perfect for Wii!!!1!!") I've returned it and now am trying to find the LAN adapter made by Nintendo themselves.

I can't for the life of me find it, not even on Nintendo.com. The only ones I can find are the third party versions and I am NOT going through that again.

Does someone know where I can find it?

Oh, and before I forget, does it come with an ethernet cable to connect to my modem or do I have to buy one seperately?


Thanks in advance,


--Snake
#87
Hey guys,

Blargh. I don't understand what has happened. I've gotten some midi music from my composer and I wanted to hear it in the game to test how it works with it. I had already had music in it from other games, so I swapped "music2" with the new "music2" and now all of a sudden the music doesn't play. The SFX still work fine.

I've tried all sorts of different things such as deleting the music from the music folder, saving the game, putting the music back in the music folder, saving the game then testing it. Still no music...???

Thanks in advance,


--Snake
#88
Hey guys,

Don't know how to word this.

I know that there are tons of tools out there that can block and/or filter porn sites/pics and movies, but is there one that will do it with stealth? I'd like to install something to do this, but I don't want to alarm the person who is looking at it (hence the stealth part) - I want to avoid his embarrassment at all costs ;)

So is there something that will work in the background and not let him know it's there and not able to find it to shut it off?


--Snake
#89
Castle of Fire: Attributed to the Atari 2600 game, Dragonfire.




The objective of Castle of Fire
Run, jump and dodge your way across castle bridges and make your way into the dungeons. You must collect as many treasures as you can while gaining a highscore.

Screenshots

Disclaimer: The game has a brightness control so you can adjust the brightness - the bridge scene looks very dark in the screenshots above and especially in the video.

Teaser Trailer
I made a teaser trailer and posted it on YouTube when the game was about 50% finished. Some scenes have changed (lava dragon taken out and etc...).
http://youtube.com/watch?v=H2Wj0wde0yc


--Snake


NEWS: 2.8.08
CASTLE OF FIRE WILL BE RELEASED TODAY!
Can't wait, guys! I'm going to pick through it and do last-minute polishing and release it!
NEWS: 2.7.08
"RELEASE DATE!"
Castle of Fire is now 99.9% complete and will be released before Monday!
I'm still awaiting a responce from Hammerblade.
I made a promotional poster for CoF  today.
I hope you like it.

NEWS: 1.28.08
ALMOST DONE WITH MUSIC AND HIGHSCORES!
The music is over half completed and the highscores screen is just about done too!
This game should be release some time soon!

NEWS: 1.11.08
MIDI MUSICIAN FOUND!
Wootily Woot! HammerBlade will be doing the music for this game. I gave him a list of songs with what I need and he said he'll start later on today.
Also, "Thank You" to the other musicians that threw me some samples! Thanks for having an interest :)

Highscores Screen - When writing your score just doesn't cut it...
Colxfile (Secret Quest Remake) is currently working on Castle of Fire's highscore screen. He's already updated it twice and it works nicely. So now the scores will be kept inside the game itself and you don't have to worry about writing it down and losing it ;)

2 New screenshots!
Check them out below. There you can see your thief climbing to upper levels of the castle while avoiding a monsoon of fireballs and you also get to see those fearsome Double Dragons!
#90
Hello,

I've played plenty of AGS games on this computer and none of them have given a speed problem.

In the non-adventure game that I'm working on that is finished (w00t), besides bug fixing that is, I have it where when you get to the last "level" you start from the beginning again.

Now, on the third time through, only on alternating "levels", there is conciderable slow-down. I don't understand why this can be happening. If it was big animating objects then the slow down would have happened on the first time through. I only have big animating objects in a couple rooms.

My question I guess I'm asking is, what other reasons can cause slow-down? Could it be a "clog" in the scripting kind of thing? I just don't understand. When the last room sends the character to the first, every room is reset at it's original state. Everything is just like it was the first time, but come around to the third time through, the game slows down (like I said, only in alternating rooms).

To be more specific about "alternating rooms": Bridge scene. Dungeon scene. The slow down occurs only in the dungeon scenes.

Thanks in advance if there are any ideas,


--Snake
#91
We're getting a Wii for Christmas since we know that we could all play together (ie; Bowling, sports, etc...) and I came across The Umbrella Chronicles.

I love the RE series but am unsure about this one. Has anyone played it?

I read a couple reviews and some said it was good, some said it sucked. One thing in particular that disapoints me is that (motion-wise) it's just like any other shooter, the game moves for you and you just shoot. BAH. I was hoping it was free movement.

So I went to IGN and watched a few videos. The videos look good and the game actually looks like it'll be alright since it gives more depth to each characters story (from what it looked like). But still the game moving for you thing I dislike the most.

Would it be worth it to buy? Or should I wait to see if RE5 will be released for the Wii instead - I read CAPCOM wasn't sure if it will be or not, I'm going to guess no.

Thanks in advance,


--Snake
#92
I hope this isn't a dumb question :)

This question is for everyone that has had their game tested before releasing.

How do you go about your beta testers - don't know if I'm saying that right.

Do you give them specific things that you want them to look for as well as just giving the game to them? Or do you just hand it to them and let them loose?

How does everyone go about it?
Thanks in advance,


--Snake
#93
I've always wondered, what do you guys use to make videos of your games? I see these quite a bit and it's pretty cool.

Thanks in advance,


--Snake
#94
Is there an "in between" with eBlock and eNoBlock?

Blocking stops executing code until the animation is finished.
No blocking runs the animation and continues with the code.

The problem I've found with eNoBlock is that the animation is cut short when the script continues. This way you are forced to use Wait(1).
Even when using the Wait commands you are still cutting the animation short unless you "up" the wait time - ie; Wait(10);. This of course also posses a problem. While this animation is running (with Wait still waiting until it's done) the player character is "frozen" or sliding until the Wait command is finished.

Here's an example to help explain: I'm using the module for 8 direction movement - hold arrows key(s) to move and let go to stop.
While the player is moving around and a specific animation for a different character (in the case below, it's an object) is to be played - let's say that the player is running as the animation is executed - the player "slides" until this animation is complete. It's quite an annoying and unpolished feel.
Did that make sence?

Here's an example of a code:
Code: ags
if ((object[4].Moving==0)&&(fireball==1)){/////RESET FIREBALL 1
  object[4].Animate(2, 0, eOnce, eNoBlock,eForwards);
  Wait(8);
  object[4].X=character[2].x;
  object[4].Y=character[2].y;
  SetGlobalInt(0,0);
  object[4].Visible=0;
  SetTimer(1,1);
  fireball=0;
  }  

Notice how WAIT is at 8. This allows for the animation to complete (almost all of the way, but good enough for my liking) without being cut off, but of course you can still tell there's a little delay before you can move again or for the player to stop moving.

My initial question here is that is there a code that I'm missing that animates in the background and allows the code to still run without these annoying delays? Could it be a problem with using the 8 direction movement module? Should I temporarily shut it off while these animation are run and then turn it back on?

An eNoBlockBackground would be the best thing ever.

Thanks in advance,


--Snake
#95
I thought damn well I saw this module somewhere or someone was asking about a high scores screen. I can't find it. Did it even exist?

I need/would like a High Scores screen but don't know how I would make it permanent so every time you start the game, if you click on "High Scores" they would still be there.

I really thought there was a module for this...


--Snake
#96
General Discussion / Andy Milonakis
Fri 19/10/2007 15:34:08
I'm not "with the times", so bare with me.

I just found out that he is going to be performing at the LAX club in Las Vegas. Eh? Then I found out that he's on MTV2. Last I remembered he had his own little geocities site posting pictures of himself and his grandfather and telling how his grandfather touches him and make him eat poo - or something like that distasteful anyway.

So....eh?

--EDIT--
Oh, and every time I see this name, I think of Andy Penis which I think is was DG who created.

--Snake
#97
Hello again,

This is so simple yet boggling the hell out of me. All I want to do is to check whether a character is looking to the LEFT or RIGHT before running the appropriate animation. I thought it would be simple, but I can't seem to make it work.

How do I check where they are looking?

Here's what one of my many tries looked like:
Code: ags
if (character[11].FaceLocation(character[11].x-160, character[11].y)==1){


The game runs fine but the character just doesn't do anything. The only thing I'm doing is forcing this character to look that way all the time, canceling out any animations.


Thanks a million in advance,


--Snake
#98
Sorry to be a pain in the ass here, but I can't for the life of me remember or find the command to launch an AGS game from within one.

Was it ever not implemented and I just missed it?

Thanks in advance,


--Snake
#99
Hey guys,

I'm on a friends computer that has the Security Toolbar 7.1 virus on it.

You know, the annoying pop-ups (antiSpyware/malware sites) everywhere with the blinking yellow triangle with the fake security alerts and changing the homepage...

I had a similar virus like this on my computer at home but it was ActiveX. I learned how to delete it by going through SafeMode and showing all the hidden files in that particular folder and deleting them all - which successfully got rid of it just fine.

This time, seeing how it's pretty much the same thing (from how it looks and acts - googled Security Toolbar and it shows pictures of it - yup, what this computers got for sure), I figured I could do the same thing. But I can't for the life of me find anything about it by Googling it. All I can find is crap I have to download. I don't want to have to download anything. I didn't have to last time since I learned to do it myself.

Does anyone know how I can get rid of this like I did the last one?

- EDIT -
I also installed my Defender Pro and it didn't do jack shit. It does a great job blocking and keeping it safe from further infection, but it didn't get rid of it :(


Thanks in advance,


--Snake
#100
Hey, Guys,

I have Defender Pro installed on my computer. Now somebody just called me up and told me they have a virus. I was sure that I could bring DP over to their house and install it without a problem. My girlfriend says that it willl cause their computer to crash because you're not supposed to do that. I tried to explain that it would work fine because I've got the CD key and it shouldn't do anything messed up.

Now my question is, will it install fine or no?

[ - EDIT - ]
I forgot to say that on the box it says that it's licenced for 3 computers.

Thanks in advance,


--Snake
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