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Messages - Sslaxx

#441
Quote from: eepman on Wed 08/12/2010 21:34:47
Hello.  When I was 13 I had a vision, and this was that vision.
Sadly, I believe it may have been lost to the cruel machine that is the internet.
I fear that all evidence has been wiped clean of my work except for this post and the two images left on the archived version of my AOL hometown page.

If anyone at all, ANYONE, has the original file as posted here I would be infinitely grateful.  http://www.adventuregamestudio.co.uk/games.php?action=detail&id=307

The files names were StickAdv.zip and spacemadness.zip and according to the statistics on the link above there have been over 1100 downloads of the second file.

I really want to reinvigorate my creativity and get back to the reason I loved AGS all those years ago but I need your help.

Thank you,
Emory

PS. this is what my site looked like all that time ago http://web.archive.org/web/20050421153537/http://hometown.aol.com/godzillamoose13/dookymoosegames.html
Interesting! If you haven't post http://www.adventuregamestudio.co.uk/yabb/index.php?topic=29796.0 here about it too, then.
#442
For what it's worth, the current demo works at about 30-50 frames per second, on an old Nvidia graphics card (7300GT), under WINE, with shadows enabled.
#443
What made you bring this up? I suppose it's better than necro-posting at least.
#444
The Rumpus Room / Re: The Game Idea Thread
Sat 04/12/2010 14:20:22
Quote from: wonkyth on Sat 04/12/2010 13:52:16
I'm still hanging out for an adventure game based on Danger Mouse.
Someone did a remake of an old Speccy DM adventure a few years back...
#445
snickers There's ambitious, and then there's just plain insane - or lying through your arse!
#446
Quote from: Technocrat on Sun 28/11/2010 14:16:08
In one of my bored-numb moments, I made a few tweaks to the game. It's now slightly less buggy, the save/load works properly, and the main track is now Pablo's new music for the series.

In other news, I'll have all of the text/dialogue for part 2 wrapped up by the end of tomorrow, and something playable by the weekend, for those who are down for testing. I think some of the writing is lousy/nonsensical, but that's what objective testers are for!
But nobody can play it, as there's no executable for the game!
#447
[No longer necessary.]
#448
Well, what are the names of the characters? You're looking for two characters overlapping? The if statement looks rather wrong to me. If you're checking with two characters, cChar1 and cChar2:
Code: ags
if (AreThingsOverlapping (cChar1.ID, cChar2.ID) && player.Loop == 4)
{
  cChar1.LockView(4);
 cChar1.Animate(0, 0, eOnce, eBlock, eForwards);
 cChar1.UnlockView();
}

Note the .ID tag - AreThingsOverlapping works with the integer numbers representing things.

What version of AGS are you running? You should be able to use Character.IsCollidingWithChar(Character* otherChar).
Code: ags
if (cChar1.IsCollidingWithChar (cChar2) && player.Loop == 4)
{
  cChar1.LockView(4);
 cChar1.Animate(0, 0, eOnce, eBlock, eForwards);
 cChar1.UnlockView();
}
#449
Quote from: Intense Degree on Tue 23/11/2010 10:26:34
I used AVG for a good while until about 18 months ago. It just seemed to be slowing everything down so I switched to AVAST (also free) and haven't looked back.

http://www.avast.com/en-gb/index if anyone is interested.
Yeah, thinking of switching from AVG to that, here.
#450
Quote from: dbuske on Fri 19/11/2010 16:26:39
Looks like a couple of guys fooling the new guy
Can the attitude, mate. Nobody's trying to fool you. Follow Matti's advice, take a look at the tutorial.
#451
Quote from: dbuske on Fri 19/11/2010 16:19:45
Heres the script:

cMuffy.FollowCharacter(cDanny);

Are you saying that this is all the code you have done in this room? I mean the script for the entire room.
#452
Quote from: dbuske on Fri 19/11/2010 16:09:07
I put it in the room script of room1 called forest walk.
Copy and paste the script here, please.
#453
Quote from: ProgZmax on Fri 19/11/2010 01:30:58
I'll release the source when my changelist is complete and everything is stable.  It would be pointless to release a bunch of buggy (and undocumented) source releases, really.

What do you mean by a 'place character here' option?
Basically, being able to place an existing character somewhere in the room ala the way "Place an object here" works.
#454
Yo, please release the source code? We've got three different forks now and none with source code available, which I don't think is what Pumaman wants?

This still runs quite nicely under Win2K, which is a big plus (as my primary dev environ for AGS is my 2K virtual machine). The only thing I'd like (so far) is a "Place Character here"-type option.

Cheers!
#455
Quote from: Dualnames on Thu 18/11/2010 00:47:23
There fixed. That who the function inside the module should be. So replace. I've included the whole function. Also override built-in inventory window click handling on General Settings should be set to true.

QuoteHowever, if you enable this option, then clicking on an inventory item in an Inventory Window will call your on_mouse_click function with eMouseLeftInv, eMouseMiddleInv or eMouseRightInv

That means because you had it the false, the code wasn't even being runned as i checked. But regardless it needed a fix.

Quote from: Dualnames on Thu 28/10/2010 11:51:03NOTE: BASS should have HandleInventoryScripts as false in the General Settings
You said this earlier. But this refers to the same setting.

More pertinently, this still does not address the issue I've raised about interactions with inventory objects being inconsistent using the reversed BASS control system. To summarise:
* Left click to interact/talk to/walk to, right click to examine (with the reversed BASS control system).
* Logically, interacting with a hotspot with an inventory object should therefore use the left mouse button, yes?
* But it does not. It uses the right mouse button (examine) instead. This is not intuitive regarding the buttons functions.
#456
Quote from: Dualnames on Wed 17/11/2010 23:57:20This is the module's internal code. Can I have your code?

I'd like to rule that out now. First I haven't touched that module for like ages, and I did a small fix. I'm using it for hourgames, and never had a problem with that, but that doesn't mean jack shit. So well, what I'm trying to say, is that I barely recall it anymore, but I recall after some tests that everything worked fine.

I also have no idea, what is it you want to do.
This code is run with either the left or right mouse button. If you want this to run with the left mouse button that means you need to set reverse to false.
If you have an item, you'll get the useinv interaction instead.
What do I want to do? As it stands, with the module, if I want to use an inventory item on another item I have to right-click on it - even though I've told the module to use the reversed BASS-type control system and would, therefore, expect left clicking to work (as left clicking == interacting).

http://sslaxx.twu.net/ControlModesTest.7z is the code if you want to take a closer look (AGS 3.2.0). Note I made the change to your code that Khris suggested.
#457
Dumb question time - how do you go about coding an object's interaction with another object to work with the left mouse button?

OK:

Code: ags
 if ((reverse==false) && (click==eMouseLeft)|| (reverse==true) && (click==eMouseRight))
 {
  if (player.ActiveInventory!=null)
  {
   ProcessClick(mouse.x, mouse.y, eModeUseinv);  
   return;
  }
  ProcessClick(mouse.x, mouse.y, eModeLookat);  
 }


So swapping the eMouseLeft and eMouseRight conditions should work as I want, so let's give it a go... and no, it doesn't appear to work. I'm not entirely sure why, any ideas anyone?
#458
Quote from: Khris on Tue 16/11/2010 16:38:22
Insert this at line 97 of ControlModes.asc:

Code: ags
      mouse.Mode = eModeInteract;


What happened is that upon de-selecting the inventory item, AGS moved to the next default cursor mode, in this case eModeWalk. Since you can't change the mode (as e.g. by right-clicking in the default game), you're stuck.

The problem is that you're using the reverse button order, i.e. if an inventory item is selected, you are supposed to right-click to use it and left-click to loose it (really unintuitive I'd say; I'd stick with a left click to interact/use items and a right click to examine/deselect the active inv). You left clicked to use the cup on Roger and actually de-selected the cup.

It's also worth noting that the module always calls the TalkTo event for characters, not the Interact event (I saw the interact roger test event).
Thanks for that, Khris! I shall bear that in mind. And that change works nicely!
#459
Quote from: Dualnames on Thu 28/10/2010 11:51:03NOTE: BASS should have HandleInventoryScripts as false in the General Settings

I assume you mean "Override built-in inventory window click handling" by that, Dual?

I'm running into a problem with the module. I suspect it's me not understanding how this works properly, so help would be appreciated. AGS version 3.2.0 by the way. Using BASS mode with the buttons reversed.

http://sslaxx.twu.net/Tester.7z - this is what I'm doing.

So, the game's set to change the pointer to eModeInteract on entering room 1. Fine, seems to work so far. Go to inventory, select the blue mug, click on OK, then click on the player. The cursor changes to eWalkTo, and then the inventory item(s) seem to become unselectable.

Help?
#460
Quote from: Technocrat on Mon 15/11/2010 16:16:48
Well, it seems my illustrious manager in the real world has decided to send us all off for a course in Seoul for the week, so that puts my testable version back a little bit. Only by a week though, I should still have it would up by the beginning of Decemberish.
Off to Seoul, eh? Hope you have fun, even if it is for work.
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