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Messages - The_Creep

#1
 Thanks SSH, This module saved me (I think) from a real headache.My game actually compiles now (whereas previosly it did not) but before it even runs it crashes presenting me with the error:

Error: run_rep_Exec: error -6 (Error: Array index out of bounds (Index: 4, 0..3) in CharacterRegionSounds (line 56)
)Running Function "Repeatedly_Execute_Always"

Any Ideas? I'm completely at a loss, its been almost a year since I tried to understand ags code, and its always changing so kinda hard to keep up
#2
Hey Strazer, I started a project in early 2006, and to various distractions, have not picked up on it since then. I had used your excellent module, which was working like a dream, thenÃ,  I upgraded to ags 2.72 and opened the file to continue work and all of a sudden I get an error that says:

There was an error compiling your script, the problem was in "CharacterRegionSounds".

[Error line 31] undefined symbol, "GetGameParameter"

Line 31 is    if ((loop < 0) || (loop >= GetGameParameter(GP_NUMLOOPS, view, 0, 0))) AbortGame("Invalid loop specified: '%d'. Use numbers 0 to %d.", loop, GetGameParameter(GP_NUMLOOPS, view, 0, 0) - 1)

can anyone tell me whats gone wrong? I know the new version of ags has moved my sounds to a folder, I'm just unsure how this has affected the code

Edit: Using the the BackwardsCompatible Module, I solved the initial problem, now the game compiles, but crashes before it can run, presenting me with the error:

Error: run_rep_Exec: error -6 (Error: Array index out of bounds (Index: 4, 0..3) in CharacterRegionSounds (line 56)
)Running Function "Repeatedly_Execute_Always"

Any help or insight would be greatly appreciated
#3
Wow, so much positive feedback, thats awsome guys thanks!

That said let me start answering the questions, Exceeding low or high sanity will limit your access to locations and dialogue, I'm also looking at (although not in anyway practical as of yet) changing the visuals and what you encounter and how you encounter it in relation to your insanity.

As for the bugs mentioned in the last post, I am aware of them, in fact I had thought I had fixed them in the final demo version, I can say that in the final version the weird text crash bug and the safe combo has been limited to six characters. and yes the duct tape is for use with a later puzzle beyond the prologue.

As for the puzzles being straighforward, in fact someone even noticed the connection with the safe puzzle and the Dark Corners of the Earth game, both of these were intentional, it has been my experience that if initial puzzles are to difficult, the player fails to be drawn into the game and is more likely to abandon it, hence the straightforwardness, but be warned that the puzzles are going to get more challenging.

For those of you watching this with interest I promised you screenshots, and I will get them up soon, as for the first time in ages, I have time to work on the game again, a quick progress report as follows, the prologue (demo) is completed and bug free, chapter 1 is 90 % done and remains to be beta tested by people other than me, once it is complete. at the rate I am completing chapters, I hope to have the final version up for release by mid-october, and I will keep updating with every significant increase in content. should you guys have suggestions and comments above and beyond the positive feedback, I would love to hear them.Ã,  so thanks all and talk to you soon
#4
Uhh, not sure what you mean by HP lovecraft version, but there will be death, but I'm not doing any arcade or first person sequences with guns, Cthulhu is ideal for adventure games because it is primarily investigation based, your characters are fragile and require more running away than fighting to survive :)

I dont have time to upload a zip file, just download the latest winrar or wait for the full game,
#5
Hehe thanks. I've done a LOT more since the demo, but got distracted with the arrival of elder scrolls obivion. once I get back to it I will already have a bunch of new screenshots to post for you
#6
very nice, I  like the flat shading, an entire game in this style might be cool. as for improvement, she looks a little rigid, remember that no one in real life constantly stands at attention, or that their stance is rarely symmetrical, angle her feet slightly differently and bend her arms a little, I look forward to seeing more
#7
Thanks guys, the new demos up, here is a rough change list

0.  Intro completely revamped, although still work in progress
1.  (I Think) I have fixed all the spelling mistakes
2.  Fixed the basement issues with the wall
3.  The Journal works fine now, each entry can only be entered once
4.  Doorways now have their own cursor icon
5.  GUI tweaked and improved,
6.  More added to the demo (Storyline wise)
#8
Looks awsome, will look forward to it :)
#9
The title is Secrets of the earth, now that I've released the demo, I will most likely keep the rest of the story secret, not much point in playing if you already know whats going to happen :)
#10
thank you :) it does'nt hurt that I'm a graphic designer/3d animator by trade, but on the flip side you should see my scripting, it's abysmal :D
#11
The story, characters and art are all mine :) Call of Cthulhu is a roleplaying game, meaning they give you a rough universe, in which to set your games, the monsters, spells and General Lore belong to Chaosium Inc.

The world is based on the stories of HP Lovecraft, who I think either had no copyright to his work or its expired, because what Chaosium does'nt own, seems to be pubilcly available on the web.
#12
To be honest I have not, and yes Dark corners of the earth does have adventure "elements", but make no mistake, they seriosly botched on the genre, while creating the world and story far better than I ever could, they've made it a "console" game, this generally means, that the interest lies in shooting dodging and killing things, and while that is a relevent aspect of call of cthulhu it is NOT the central one, for me at least it is about investigation and forbidden knowledge, and trying to cope with that knowledge in a fragile state of mind. Dark Corners has a lot too recomend it, dont get me wrong, but it has a few things that bring it down as well.
#13
AGS Games in Production / Re: The Bunker
Thu 27/04/2006 02:22:14
Aah, less impressed, but I still like the idea
#14
AGS Games in Production / Re: The Bunker
Thu 27/04/2006 01:37:12
God the screenshots are gorgeous. nice work!
#15
Yeah, I did'nt put in an Completed the Demo screen, if you obtained the book, then you've pretty much done everything thats to be done (did you check the sofa?)
#16
Yup, the entire game takes place on a small island so you'll get to explore a variety of locations, the ones currently in production are: a graveyard, a forest, ruins of a stone temple, and planned are an asylum, a church a library and more :)
#17
yeah I messed with the code a bit to suit my needs, however me messing with code is equivalent to someone kicking their computer till it works then wondering why the mouse won't move :) but Ashen's code's got it working again thanks
#18
Thanks to everyone for the positive feedback, I've fixed some bugs and added some things, this is for all intents and purposes the final demo before the final game, although I will continue to post screenshots of Our Darkest Hours progress

http://www.stateofdecay.net/odh/Odh.rar


Our Darkest Hour tells the story of Derek, a reporter investigating the suicide of his brother and the occult occurences linked with it. you will learn spells, run the risk of becoming insane, and meet and greet several monsters out of HP Lovecrafts books. and of course, no Cthulhu story is complete without an evil cult in the background :)

- Story 100%
- graphics 35%
- puzzles 10%
- scripting 40%
- music/sound 50%

Hope you enjoy it
#19
Well the demo is finished, thanks for all your help and comments everyone, please feel free to post more!

http://www.stateofdecay.net/odh/Odh.rar

Our Darkest Hour tells the story of Derek, a reporter investigating the suicide of his brother and the occult occurences linked with it.

this demo represents about 15% completetion total. What I'd like you to do here is let me know what you think of the graphics, GUI, characters etc, oh and of course any bugs and errors you find

Problems I am aware of:
Safe Keypad Gui will allow you to enter a whole lot more than six digits
The end video is a little abrupt. (work in progress)
the intro sequence cannot be skipped and is replaced by the credits if you view the credits first (I have no idea why)
Status bar text is unaligned.
#20
Hi
I'm not sure if this belongs in beginners forum or in the technical archive under the Module thread, but I figured this question is more relevent to labels than it is to the module.

I'm using SSH's awsome Combolock module, which I've modified to that when the player punches in a number   
it displays in a Label at the top of the GUI, here is the code:
//in the button press code
//kpdisplay is the relevant label
Combolock.Press("2");
kpdisplay.text = (Combolock.Entered);

what I discovered is that the label has no set limit on the amount of characters it can have entered, now part of the puzzle I'm building relies on the fact that they can only enter 6 digits, does anyone know how I can restrict a GUI label to 6 characters?
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