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Messages - TheJBurger

#621
Great game, just finished it.  :)

I noticed a few more bugs on my way and I thought I should report them.

When Tim is floating, and you do certain animations...
Spoiler
(I've tried this on the rock door animation at the end, and the putting hat on animation.)
[close]
you get some wierd results, and sometimes the game crashes.

Overall a great game, and I enjoyed the ending. :)
#622
Yea, i know what netmonkey means. When I switch characters in a room, sometimes the character suddenly appears way over somewhere, off a walkable area.

Also when you have follow character on, and you go back into your office, only one character enters, and the other waits in the hall. I assume this is a bug...

Other than that, it's a pretty good game so far.  :)
#623
I think your problem is that in AnimateObject, you're running the object animation on loop 2. On view 7 if the animation is on loop 0, AnimateObject should be:

AnimateObject(0, 0, 0, 0);

Your current script code says that object 0 is animating on view 7, loop 2, this should be corrected to view 7 loop 0.
#624
I'm not quite sure what your problem is but I think I might have an idea.

It sounds like you're saying that when you talk to a character a dialog is supposed to run but your problem is that the dialog never appears... (Is this what you meant?)

Ok, first make sure that when you click on the character you do:
-------------
RunDialog(*); // *=The dialog number
-------------
(Put this in the run-script section)

It sounds like you might've use SetDialogOption instead of RunDialog to start the conversation.

I'm not sure this answers your question but i hope it helps.
#625
Hmm... I'm a jpg...Ã, Ã,  :o


#626
Hints & Tips / Re: Perils of Poom- seeds
Fri 22/10/2004 05:48:22
Hmm, it's been awhile since I played this game but I think I can remember.

Spoiler

In the Poom theme park, when you go on the roller coaster (the screen right before you meet than man with the beard), there should be an opening in the mountain somewhere, where you can plant the seeds.
[close]

By the way, to make spoiler text use (hide) and (/hide) except replace ( ) with [ ]
#627
General Discussion / Re: this just isn't fair
Mon 18/10/2004 23:20:08
I've got 3 seconds on Beginner...  ;)

But I'm absolutely terrible on the other modes, time wise.  :P
#628
Wouldn't it be simpler to use an interface similiar to KOTOR (PC version)?

The interface in KOTOR was that the player character moved by W, A, S, D, and when you got close enough to certain objects, you click on them with a mouse.

This eliminates the need to move the character with the mouse, and you can still interact with objects with a 2D mouse.

Just a suggestion.
#629
Here's a site with a downloadable pack of backgrounds and characters and stuff.

It's called "Insta-Game".

http://www.sylpher.com/ig/

I think there are some rules you must abide to when using it but I forgot them.Ã,  :P

#630
Hmm... Check to see if your walkable areas are actually hotspots or something.

Make sure that when you draw your walkable areas that you are on "walkable areas" tab, and that you fill it in completely, and that your character starts on it.

If you're really desperate just fill in the whole screen with a walkable area and test it.

Or you can just start you game from the default template in case nothing else works.
#631
Make sure your character is starting on the walkable area (Do this by checking the character's x and y coordiantes in the "characters" tab)
Check your character's speed too.

Also make sure you are on the walk cursor instead of the look cursor or something.

;)
#632
Here would be an idea to do this puzzle.

First make your room and everything. Ten make a character and place his coordinates and room number correctly to where you want him. Then draw a hotspot where the branch is.
After this make an inventory item called 'rope' which will be number 5 for this demo thing. Alos make another inventory item called 'rope tied on branch' and make in number 6.
And then make an object that is a picture of a rope hanging from the branch downwards. Turn this object off. Also make an animation with this rope of the sheep getting pulled upwards and set it to view 3.

Ok, so on the interaction editor for the branch hotspot put under if Invetory item was used : "Conditional - if inventory item was used" and then set the number to 5 (the rope).

Then instead of "Do Nothing" under that, use Run Script (sorry, but scripting would be the best way for this one.)
Do a code similiar to this:
--------------------------------
MoveCharacterBlocking(EGO, ***, ***, 0); // Move EGO (i presume this is your main character, if not change it) to the coordinates under the branch.
//You could alos animate him tying a rope here too.
ObjectOn(0); // this object is the rope
// There are several ways to do the next section and this is one of them
LoseInventory(5); // Lose the rope in your inventory
AddInventory(6); // Rope on branch
--------------------------------

Then get in the interaction editor on the sheep character. Do if Invetory item was used : "Conditional - if inventory item was used" and set the number to 6 (the rope on branch)

Then add a run script again and do another code:
-------------------------------
MoveCharacterBlocking(EGO, ***, ***, 0); // Move EGO (i presume this is your main character, if not change it) to the coordinates to pull the rope in the right spot.
// Okay, so the object is going to turn into an animation of the sheep getting pulled up, so we want the character to disappear.
character[SHEEP].room=-1; // sheep can be changed to the correct character name.
SetObjectView(0, 3); // set rope to a animation view where the sheep gets pulled up.
AnimateObjectEx(0, 0, 0, 0, 0, 1); // Animate the object and wait for it to finish.
character[SHEEP].room=*; // * = to the room number of the gorge.
// Set the SHEEp's coordinates so the sheep is standing next to the main character.
character[SHEEP].x=***;
character[SHEEP].y=***;
// Now you can turn the rope off.
ObjectOff(0);
// And you can alos get rid of the inventory item
LoseInventory(6);
-----------------------

After this you should have the sheep standing next to you and you can continue your code however you want. Hope this helps. Ã, :)
#633
Make sure your in game resolution is the same as the room graphics you have. Check the room graphics resolution maybe in a paint program, then make sure that your game resolution is the same to that.

For example, in "Insta-Game" (One of the downloadable graphics packs) I think they have 320x200 backgrounds. So if you're using "Insta-Game" make sure you have the in game resolution set to 320x200 so the background exactly fits your room.

Also you could check if the green bar is created by GUIs or anything else.

Hope it helps.  :)
#634
Beginners' Technical Questions / Re: Flic?
Sat 25/09/2004 19:26:31
Well, I'm pretty sure 5 days a stranger didn't use a flic animation. But anyway, here's how I would suggest doing an intro.

Here's an example way to do the 5 day's a stranger intro.

First make the intro room (I believe this was a car on a road in 5 Days). Draw the road and the car and then import the room into AGS.

Then I would put a character right on top of the car coordinates. Make the character's view invisible though, so you can't see him in the game.

Then get into your "Enters Screen After Fade In" script and do a code similiar to this or so.
------------------------
Wait(40); // Wait 1 Second to allow the player to see what the scene is.
DisplaySpeech(INVIS,"My name is blah blah."); // Make the invisible character that is over the car talk.
// You can continue the speech for as long as you want.
Wait(40); // Once he's done talking you can Wait(40); one more time
NewRoom(*); //  Go to the menu room. Where  * = The Menu Room number
-------------------------

Then draw and import the menu room. (IN the game this was a room with the view of Defoe Manor)
I'd say make the buttons (New Game, Restore, Quit) Objects.
And make one more object for the car that "trilby" is driving in. (Remember, this is just an example intro thing.)
Then make an animation for "Trilby" to get out of the car. Set it to view 5 (just for this example.)
Check all the button objects OFF except the car.

Now in the "Player Enters Screen Before Fade In" script write something like this.
character[INVIS].room=*; // Move character to the menu room which is *
character[INVIS].x=***; // Make the INVIS character over the car coordinates which is ***
character[INVIS].y=***; // Make the INVIS character over the car coordinates which is ***

Now in the "Player Enters Screen After Fade In" script write something like this.
---------------------------------------------
DisplaySpeech(INVIS,"This is my story..."); // Or something like that.
SetObjectView(*, 5); // * = the Car object number.
AnimateObject(*, 0, 0, 0); // Animate object the car using loop 0, with speed 0, and repeat 0
ObjectOn(0); // Turn on New Game
ObjectOn(1); // Turn on Restore Game
ObjectOn(2); // Turn on Quit
---------------------------------------------

And the last thing you have to do is make it when you click on the object buttons (new game, restore, quit) it does the right action.

This is just an example of a 5 Days A Stranger Intro. You can modify the code however you want for your own intro.

Hope it helps.  :)
#635
Thanks for the help.  :)

I was actually aware about GetCursorMode() and SetCursorMode() but I wanted to know if there was any other way to solve my problem.
#636
The first AGS game I played...  :) It was quite a long time ago.

I think it was Pizza Quest, then maybe Pleughburg after that. Pleughburg though was the first AGS game that totally engrossed me.  ;)
#637
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.
#638
Thanks, I'll try that.
#639
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.
#640
According to your code it says:

GUIOff(1)

You're missing a semicolon ( ; ) so add one like this.

GUIOff(1);

;)
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