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Topics - TheJBurger

#41
June 7th, 1944

A lone American sniper enters the small town of La Croix Pan with the task of defending it by himself. He must face off a group of enemy soldiers, or die trying.








(Current Version: 1.10)

Download Now!
8.8 MB (Thanks to Vince Twelve for the hosting!)
Mirror 1 - note: old version without translation.


Game's database page


The game is short and can probably be beaten in under 30 minutes, so don't expect something too long.
#42
The next topic is:
Seasons

RULES
Create a background that is a clear representation of one of the four seasons of the year, Spring, Summer, Autumn, or Winter. For example, you could create a scene of flowers blooming [spring], a hot sunny evening at a park [summer], a colorful street filled with fallen leaves [autumn], or a snowy cottage [winter].

The background can be outdoors, or indoors, but it should be recognizable which season it takes place in.
The rules won't be too strict, so don't get worried if the scene might be mistaken for summer/spring.

You can use any size/colors you want, but keep it managable.

Voting will begin at the end of June 8 and last 24 hours, or until enough votes are in.

If you have any questions, ask away.
#43
Battles
[/size]

RULES:
Create a background that is set in the location of some kind of battle. The battle could have already happened, is about to happen, or is happening. The battle could take place on land, air, sea, or space, or whatever you desire. You could choose any time period, from ancient, to sci-fi, as long as it pertains to the other rules. You could make it as epic as you want, or some kind of small shoot-out.

There are no restrictions on size, or color, so have fun.



--- Cut and paste from previous competition posts ---
Voting categories

Idea - The underlying idea to the background. Doesn't
necessarily have to coincide perfectly with the theme of the
week, just strike you as interesting/amusing/inspiring; a place
you'd really enjoy visiting within a game.

Atmosphere - How well the image manages to evoke a certain feeling or mood.

Design - How well the elements in the image are designed,
such as landscapes, buildings, decorations, clouds, doorknobs,
etc.

Composition - How well the elements in the image work
together/are positioned in relation to each other.

Functionality - How well it would work when adding sprites, i
ncluding appropriate walking distances, a good angle for
character sprites, clever walkway solutions, easily understood
exits, etc.

Technique - How well the ideas are executed in form of
rendering.

Anyone is welcome to vote, and it would be
great if all participants could provide their own.
You don't have to vote in all categories, and
if you provide multiple names in a category,
then please be clear about which one is your pick.
--- end cut and paste ---
#44
I'm looking for some Lucas Arts fonts (specifically Indiana Jones & the Fate of Atlantis) to import into AGS.
I tried searching around and I did find the old SCI Font collection, but nothing really on Lucas Arts games. Does anybody have these or know where to find them?
#45
I'm currently working on a shooter type game.

When the player shoots an enemy, I transport a new character called "Blood" to the location the enemy character was shot, using this code:
Code: ags

cBlood.ChangeRoom(1, mouse.x, mouse.y);

I noticed in some cases though, that cBlood does not transport anywhere near where the mouse was clicked (usually between -5 and -50 y coordinates from the click), and I wondered why. Then I remembered something about the .x and .y coordinates being screen coordinates and not room coordinates. (My room is infact a scrolling room in the dimensions 320 x 292)
So that means when I transport cBlood, he's changing to the screen coordinates of mouse.x and mouse.y, and not the room coordinates(?).

I think this is the case, and if it is, does anybody know how to override it?
#46
Would it be possible to detect what part of a sprite a player is clicking on? For example, if the player clicks on the leg of a sprite, it does not have the same action as the arm, or the head.

The reason I'm asking this is for a shooter type sequence, where I need to be able to detect what body part was shot.
I thought about using the character[name].x, and or .y properties to possibly figure out where the click was made, but I thought that obselete since the characters you must shoot move around on a walkable area that has different zoom levels.

Is this possible to do?
#47
In the theme of the wild west, create some kind of Outlaw or Sheriff that would be suitable for a game.

Restrictions:

100x100 Pixels
32 Colors
#48
I have that "Characters turn to face direction" box enabled. When I try it in action though, my character waits about 1-3 seconds, and then he turns. I never noticed the wait before and I was wondering what caused the problem.

The exact code for the face location is:
Code: ags
cEgo.FaceLocation(cEgo.x, cEgo.y+200,eBlock);


I never noticed the slowdown before, and it only started later in my game development. My game is currently quite big, so I was wondering if that was the sole problem.
#49
This isn't specifically for a game (hence the irregular size), but I wanted to get some c&c on it. It is based off an actual location using my memory/pictures. I would post it at [2x] except that it would scroll a while, which would be a pain.
Comments, crit, paint overs, are welcome.
[1x]
#50
Is there any way to get "on_key_press" to work while the game is blocking?

I set spacebar to pause the game (it works fine and well) but I'd also like it to work during cutscenes and blocking sequences.

Is this possible?
#51
I'm having some trouble trying to implement date and time into my save game GUI.
Basically, I want the date and time of the save game displayed on a label in my save GUI.

I know about the date and time functions, but I still haven't been able to figure it out.

#52
I'm having a problem in a game I'm making.

The game is in top view of a building with numerous rooms. Each room is marked by a different region. There are two characters, EGO and BLUE. EGO is you of course, and BLUE is the enemy.

I want it so that every time EGO is on the same region as BLUE, BLUE starts following EGO. The problem is, I don't know how to check if BLUE is on the same region as EGO.

Any help is appreciated.
#53
Ok...

So I want to know if it's possible to change the order of "SetNextCursorMode" ( I think it's called that).

In the default Global script right click is SetNextCursorMode. So the default cycle for the cursors when you right click is 0, 1, 2, 3 ,4 ,5 etc.

I want to know if there's any way you can change the order of the cursors because I want something like,
0, 1, 2, 3, 5, 4.

Thanks in advance.
#54
So here's my situation.

I'm currently experimenting with an AI system where you control 1 Knight and other Evil Knights try to attack you.Ã,  (Currently 5 evil knights)
The 1 Knight you control must defend a castle in which the Evil Knights charge at and try to destroy. The Evil Knights appear randomly and then charge straight at the castle.

So here's what my problem is.
When your 1 Knight approaches the Evil knights at a certain distance, I want the Evil Knights to charge at him instead of continue heading at the castle.
The Evil Knights are characters BADONE, BADTWO, BADTHREE, BADFOUR, and BADFIVE.
I did this by using the character[].x and character[].y variables, but then realized I would have to code the entire section five whole times for five different characters.

So, I wanted one variable to represent all the different evil Knight characters.
Instead of making a bunch of different codes that say:
-----------------------------------------------------------------------
// Example code
if (character[EGO].x < character[BADONE].x + 15) {
Ã,  // Blah blah blah
Ã,  // Charge at EGO instead of castle
Ã,  }

if (character[EGO].x < character[BADTWO].x + 15) {
Ã,  // Blah blah blah
Ã,  // Charge at EGO instead of castle
Ã,  }
-----------------------------------------------------------------------

Instead of that I want one variable in the character[].x to represent all the Bad Characters, for example:

if (character[EGO].x < character[ALLBADGUYS].x + 15) { // Where all bad guys represent characters BADONE, BADTWO, etc.
Ã,  Ã, // Blah blah blah
Ã,  // Charge at EGO instead of castle
Ã,  }
Is there any way to do this?

Thanks for any help.
#55
Beginners' Technical Questions / Wait(40);
Mon 30/08/2004 20:25:59
Hi, I just had a question here out of my curiousity.

Why is Wait(40); equal to 1 second?
Why wasn't it Wait(50); or Wait(100); that was 1 second?

Is it because that was just the way the engine was made or is there some other reason?

I'm not suggesting that it should be changed or anything, it's fine the way it is right now, but I was just wondering why it was like that.
#56
Hello, I am a new comer to the forums and here's my problem.

My main character goes up to a door and a sound effect is supposed to play once he opens the door, however I keep getting an error every time.

Here's the script code for going to the door:
--------------------------------------------------------

MoveCharacterBlocking(EGO, 33, 186, 0);
PlaySound(50);   // My problem
Wait(10);
NewRoomEx(61, 75, 153); 

--------------------------------------------------------
I never hear the sound effect and once I exit the game, I always get an error like this:
Sound Sample Load Failure: Cannot Load Sound 50

The file name for the sound effect is SOUND50.wav

All of the other sound effects in the game work fine except that one, I don't know if that sound file is corrupt or ?

Can anyone help me?


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