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Messages - TheManInBoots

#101
Currently compressing a clean script project file...
#102
Quote from: Slasher on Tue 03/03/2020 18:41:52
TheManInBoots... Welcome to the wonderful world of ags...

I brave your attempt and you had some good ideas..

I am certain that what you have learnt will aid your progress and you will go on to make some good games..

Keep it simple and pure and keep learning ;)


Slasher I appreciate your kind words.
When I don't attempt something brave and different it does not feel meaningful to me and doesn't make me happy.
I'd rather change and work with a more stable engine than change my style ;)
For me it feels more like an engine failure than a scripting error, like for my last project, when Sprites could not be loaded into the project or the animations could not be played because of bugs and limitations in the way Sprites are saved and cached. Crimson Wizard was able improve the engine after testing my project file.

But I can't know for sure of course until someone finds out what the problem is.
#103
Quote from: Shadow1000 on Thu 05/03/2020 04:10:19
I have no idea how to play Unfreeze and I don't see any instructions here or in the folder. I tried the different links and downloaded it and opened it three times into a folder over 2 GB and I only see a few dozen files that I can't open. I don't see any executable or readme or place to start. How is this entry to be played?

Thank you

Hi Shadow,

I uploaded the entire project file, and not the actual compiled game.
So you need to load the project file into your AGS game editor (needed version: at least AGS 3.5.0.23 or higher, latest version can be downloaded here).

You do that either by opening your editor, and loading the project into it(by clicking the open button, or clicking "File" and selecting "open" or by pressing "Ctrl-L").
Or you do it by double clicking the file called "Game" in the downloaded folder (it's an AGF file). And then browse for and select your AGS Editor in the pop-up window that follows.

Once the project is loaded, you change the details specified HERE and run the game from your editor.
#104
I had only experimented a little with z-axis and it seemed that only during the first room load the repeatedly_execute_always function is switched off.
After reading this post I felt like experimenting more with it in another project, and actually repeatedly_execute_always (also the late_r...) are paused during room transitions.
It makes sense coming to think about it, because the repeatedly execute functions are all blocked while the game is paused. You don't want  part of the game to continue which is defined in repeatedly_execute_always while the rest of the game pauses. So of course, while the game is paused during room transitions, so are all repeatedly executes.
So I want to correct what I said: during all room changes you need to set the proper scaled z-value in the room before load function in order to avoid the sudden little jump after fade in.
#105
Of course the jerkiness is related to the rounding, just not in the way you guys think.

The real problem is that with sprites where height and width are different, the rounding happens in opposite ways.
Let's take the Roger sprite that Khris mentioned for example.
When Roger is turned around 90 by degrees, the height of the turned dynamic sprite is lower than the height of the original sprite, so the difference of the formula we use
heightSprite-heightdynamicsprite is positive, and therefore will cause normal down rounding.
However the WIDTH of the dynamic sprite is larger than the original sprite, so the difference
widthSprite-widthdynamicsprite is NEGATIVE, and therefor will cause what we perceive in the image as up round (what Khris explains, that it rounds from -2,5 to -3 instead of -2). It's exactly that difference in rounding of the x and y coordinate at the same moment (one rounds 'up', the other down) that causes the jerkiness.

So when you want to rotate a sprite with different height than width (and not just a square) you simply need to equalize the rounding by very simply writing:

Code: ags
oindicator.X = 438 FloatToInt(IntToFloat(Game.SpriteWidth[723] - Game.SpriteWidth[shower.Graphic]) /2.00, eRoundDown);
oindicator.Y = 362-FloatToInt(IntToFloat(Game.SpriteHeight[723] - Game.SpriteHeight[shower.Graphic])/2.00, eRoundUp);


It's that easy, and it creates the PERFECT rotation for ANY sprite.

Only guys who are willing to write function to declare an int can be able to find stuff like that out :D
#106
Someone told me you met more difficult deadlines before  :-D
#107
Hahah, I would expect you would have a hard time looking at my script, since you like everything orderly.

Spoiler
So you mean every additional bracket causes a paragraph offset. Symbols separated by space.
And you also want a constant one paragraph offset on the left side for the entire script?
[close]

Oh never mind just saw your foot note!

What a nice thing the JS area!
#108
Aren't the settings also saved in the project file?
Or only in winsetup?
I used Direct3D 9
#109
Crimson Wizard, in order to re-create the blending mouse cursor go into Global script asc., to the very beginning of the late_repeatedly_execute_always function at line 503, and restore what has been hidden with slash asterisk.

(This part:)
Code: ags

//walks behind tent
/*if(cJames.Room==2)
{Jamesposition=Screen.ScreenToRoomPoint(cJames.x, cJames.y);
if(Jamesposition.x>400&&Jamesposition.x<450&&Jamesposition.y>300&&Jamesposition.y<340)
{
behind=true;
}
}*/


=>

Code: ags

//walks behind tent
if(cJames.Room==2)
{Jamesposition=Screen.ScreenToRoomPoint(cJames.x, cJames.y);
if(Jamesposition.x>400&&Jamesposition.x<450&&Jamesposition.y>300&&Jamesposition.y<340)
{
behind=true;
}
}


i recommend setting the cloththickness int variable to 200 or any high number and don't forget to turn the last gui gGui2's Visibility to false.
Then set cJames to room 2 (if you want to save time, set his start coordinates 480, 350)
Now walk to the right coordinates  behind the green tent where the cut-scene is triggered.
The bug might affect the cutscene, but also I changed a few things around to figure out what triggers the bug, so don't pay much attention to the cutscene.

after the cutscene you will observe the exact same fading in and out of the mouse.
#110
Yes, I know I have over scripted it.

It's kind of the process of having no idea how you gonna do something and doing things you've never done before, then experimenting with one idea after another, until you find the one that works best. You can't do that in an organized way.
The group of rabbits, moving camera, changing outfit, looking through newspaper and many other things were all things I did for the first time for this game.
It's exhausting but in the end I know to do way more than in the beginning.
If I did the entire game again, I'd do it cleaner and simpler yes, now that I understand everything bette :-D
And then it's my creative way as well a little to think around corners ;)

I agree it's a shame it doesn't work.
A lot of thought has gone into this.

And all parts were working btw, only in the end it collapsed.
I was working on the middle part and making it work, and an hour before deadline I check chapter 1 again, and everything stopped working!

If you find something substantial that could help let me know.

Ah, good thing you made rar work Cassiebsg. Anyways, since I uploaded it, here's zip as well for anyone else who prefers that:
deleted
#111
Yes, that's exactly the bug I'm talking about!

It's the craziest thing I've ever seen on AGS!

Nothing I change in script changes that!

If you know the solution, please, be my savior!
It's the reason this game doesn't work!
#112
I'm not sure I understand.

In the interact field of olog I have written olog_PickUp()

And it triggers the function in script:

function olog_PickUp()
{}

Exactly as it's supposed to...
When I interact the wood log with the hand cursor, then the player picks up the wood log, exactly as he should.

Are we talking about the same thing?
#113
What? for me it doesn't matter what the name of the function is.
If I write pickup in the interact section it interacts perfectly fine.
Note that I wanted to trigger a interact function, not a pickup function.
I first wrote it as pickup, because it's kind of confusing that in standard games, the hand mouse is not pickup but interact.
And then I changed it to interact, but left the name the same out of laziness, and it works perfectly fine.

So I don't understand why you say it does not work!

The guis were last minute assignments.
Since setting the settings is not part of the actual game play.
But last minute I had all of a sudden a different problem to deal with that took me by surprise! :D
#114
Alright, wait, I'll try again...

Placing an empty Compiled and Debug folder in the project file (since I didn't upload them) doesn't help for the problem you're describing, does it?
#115
Here are a few rather HELPFUL instructions on playing my game and avoid too much buggines: :)
Spoiler

deleted since obsolete with fixed version
[close]


Anyways, I hope you guys will have fun playing my game!
Bugs, last second failure and errors are all part of deadlines and competitions. So I wish all my fellow contestants best of luck, and no need to feel bad for me.
This is what I was able to produce in this month. May the best game win! :)

And I have to mention, Cassiebsg was really dope during this month and she's been a fucking hero delivering all those amazing graphics in such short amount of time!
And it's been so fun working with playpretend! His voice is amazing! Working, won or not, I had fun creating this! So thanks especially you  two for the experience!
#116
Here is a link for the entire game file.

deleted


I'd be eternally grateful for anyone who would be able to understand what the problem is.

I hope this can make access to the script easier.
If you can help me, you're my hero and I'd really appreciate it.

Thanks
#117
Let's pick a more fun scene!

#118
Quote from: VampireWombat on Tue 03/03/2020 13:46:17
Quote from: Slasher on Tue 03/03/2020 13:33:25
If you think it is strong enough then release...
No, not really...
It would be like simply putting some lettuce on a bun and calling it a burger.

It's like putting a delicious piece of lettuce on it, and hoping that people will have enough imagination to see what would be the entire burger.
But it's risky and word games won't help me here.

I just don't know what better to do in my position.
We have worked really hard on this and posting nothing does not seem acceptable neither.

What can I do.
I will for sure fix the game when I can.

That must do for now.
#119
Try again.
It should be all.

If I find a solution to the bug, I will re-post a completely playable version ASAP obviously.
It happened while I was adding the transition between chapter1 and the last chapter right before the deadline.
Even though both parts were tested and working fine, after adding the transition somehow the mouse bug started, and all changes I made to the script afterwards to undo the bug did not work.
I wasn't expecting such a bug, that affected the entire game, so shortly before the deadline after I considered the main frame done. There is nothing I can do on such short notice that I haven't done.
So sorry for the effort you put into this. And considering all the cool support and help from Playpretend's side as well..
#120
deleted
It's the entire game file.
Many thanks to Sandra Almeida (graphics) and Geoff Hawthorne (voiceover) for helping out with it!


Unluckily I could not remove the "mouse bug".

I tried removing several parts of the game to avoid that bug being triggered.
It is less cool the game, and certain things might work less well than they should.

You might wanna set the inventory "ipole" to active inventory from the beginning to play the end of the game.


This is as good as  I believe I can manage for the moment.
:~(

Maybe the main idea of the game still shines through and it can still be enjoyable. ;)
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