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Topics - Timosity

#21
*This is adventure game related, and I considered the forums I could post it in and chose chit chat, but if a mod thinks this is the wrong forum you can move it to the gen gen or something.

As you may be aware, I'm doing a remake of LSL3, and I'm changing the jokes for the Comedy Hut, since they're out dated and racist.

Note: instead of choosing your 3 favourite ethnic groups, I've changed it to your 3 favourite personalities (although this might change) - I will consider other suggestions.

What I want is for people to post shortish jokes that would suit the style of the Comedy Hut in 2003. The best jokes will make it into the game and you will be credited for it.

Be as crude as you like.

~Tim
#22
I got a report on an error in my game,

It occurred with an interaction on a hotspot.

here's the error:

Quote
An error has occured. Please contact the game author for support, as this problem is caused by the game rather than the interpreter.
(ACI version 2.56.627)

(Room 33 script line 146)
Error: RunRegionInteraction: invalid region speicfied

and this is the script for the hotspot:

 // script for hotspot4: Interact hotspot
if ((character[LAZ].x<220) || (character[LAZ].y>123)){
Display("You're not close enough.");
}

else {
SetGlobalInt(104,0);
MoveCharacter(LAZ,228,100);
while (character[LAZ].walking) Wait(1); // this is the line the error reports
FaceLocation(LAZ,220,100);

if (GetGlobalInt(100)==0){

Display("You clear the mechanism by quickly spinning the lock several turns to the right. Which three numbers do you wish to try?");  

GUIOn(25);
}

else {
ObjectOff(0);
LoseInventory(26);
LoseInventory(36);
LoseInventory(35);
SetGlobalInt(100,0);
Display("You close the locker.");
}
}



I can't replicate the error, and I got a good description of what the player did.

Any Ideas on the reason of the error, maybe something to do with a walkable area? there is no 'region' near or associated with the action.

or maybe it's because the player was standing exactly at 228,100 when interacting with the hotspot?

(Also good find cause I forgot to remove the top menu gui before turning gui25 on, which allows you to bring up inventory or options menu which appears under gui25. and put a Wait(1) after the facelocation.)

~Tim
#23
Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectorals

Update 26/1/04

I haven't updated this for a while & considering the new rules in this forum, I haven't shown any screenshots, although the game is probably over 80% complete.

Total sprites:Ã, Ã, Ã, 3608
Total views:Ã, Ã, Ã, 215
Total GUIs:Ã, Ã, Ã, 36
Inventory items:Ã, Ã, Ã, 39
Characters:Ã, Ã, Ã, 56
Rooms (crm files)     101
Music & Sound         100%

It is a conversion of the original from text parser to point & click using the original graphics, All animations are rebuilt frame by frame, and the scripting is 100% original. The story is the same, but you can't die and there are no walking deads.

Instead of screenshots (which are the same as the original), I've made a video trailer:
1 min 47 secs
DivX 5.1.1 codec required to view it: http://www.divx.com/divx/
(be careful though, you don't want the GAINbundle version it contains spyware, you can still download the codecs free with no spyware, you want DivX, not DivX pro [unless you are prepared to buy it])

There's a 320 by 240 version of the trailer (1.5MB)
And a 640 by 480 version (2.2MB)

I can't hotlink so you can get it here:

http://members.lycos.co.uk/timosity/trailer.html

(note: there's adult themes and situations in the trailer, so sorry kids, you're gonna have to wait till your parents go to bed)

~Tim
#24
I've just hit a Dilemma in my game, I just tried to create another gui and it said max number of GUI's is 30. I've even been using:

SetGUIBackgroundPic(22,2927); //etc for different people's speech on the same GUI

the only reason I have used more than necessary is that I haven't found a way to change the gui text colour in the script,(that would save a lot of GUI's) I'm using sierra style speech with bakground,

The other things I'm running low on are GUI buttons there's a max of 150, and I've used 134


While I'm at it, I'm feeling uneasy with 300 views, I'm only up to 183, but I fear I will get close by the end of the game (I am using all the loops possible)

I noticed that there is now room for 15000 sprites which is great, I can't see myself going near that, but I don't think the amount of views could even accommodate that.

This isn't a joke thread, It's quite serious. I'm just seeing if it is easy to add

*More GUI's (alternately a way to change the gui text colour within the script for a text window gui [if there isn't already, I couldn't find one, as far as I know you can only change a GUI lable colour in script])

*More GUI buttons

*More Views

otherwise I think I've hit a dead end on a major project.

Hope this isn't hard to implement.

~Tim
#25
I have a situation where 2 characters would be standing in exactly the same spot, but one would be on a balcony and the other would pass under it and be in a similar position.

It would be handy to be able to set specific ignore walkbehinds so other walkbehinds aren't ignored.

can anyone think a way around this situation, or have I missed something in the manual?

eg. SetCharacterIgnoreWalkbehind(EGO,int ignore, int walkbehind area)

~Tim
#26
Read posts further down, October not July

I have an intro with 3 screens and I want it to continually repeat through them until the escape key is pressed.

I thought this would be really simple using StartCutscene(1); in room 0

then in the 3rd room having

****script here etc*********

NewRoom(0);
EndCutscene();
NewRoom(4);

but that didn't work, cause there is 2 NewRoom() in the same script, I thought It might just skip the script to the EndCutscene, but it still reads the script inbetween without executing it.

Then I thought I would put the EndCutscene() in room 4
The problem then is, when It goes back to room 0 it is already in the cutscene, therefore I get an error.

I can't think of a way around it, I'm sure there's something simple.

otherwise I'll just have to have the intro perform once and have it skipable with the cutscene not repeating.

hope it all makes sense

~Tim
#27
OK, I have a large mirror on one screen the player passes, and i need to have him reflected.

I have created another character with flipped forward and backward views so he has a mirrored effect.

I've started with this simple test script just to so what happens.

character LAZ being the player character

 // script for room: Repeatedly execute
if (character[LAZ].x<68){ // character not infront of mirror
character[LMI].x=300;
character[LMI].y=120;  // character hidden behind walkbehind area
}
else{
character[LMI].x=character[LAZ].x;
character[LMI].y=character[LAZ].y-20;  
}

What happens is the character LMI stays 20 pixels in front, but the character doesn't walk, it just stands in the same position and drags along.

how do I get him to walk, as these lines

character[LMI].x=character[LAZ].x;
character[LMI].y=character[LAZ].y-20;   //temp y position till i figure out NPC walking

just place the character in the right places.(it's like he's just gliding or being dragged [he is also on a walkable area])

also I've been trying to figure out (with no luck) how set the right Y position.

eg. when the character walks towards the mirror I need the Y value to Move closer to zero and when I walk away I need the Y value to Move further negative, [so he looks like he's walking toward or away from the mirror] the X value is easy as it is just the same as the player character.

I know it can be done, I'll just keep experimenting, but I'll appreciate any help, Thanks

#28
I'm pretty sure this is not possible but it would be handy in my game.

eg. In a gui for quitting  having a button for a graphic that animates, like in some sierra games. (not mouse over, or pressed) For a picture not a pressable button

Also for sierra style speech with bg, I know you can have an animated talking view, but to have an animated talking view within the text box, not outside it.

Also I tried just having a still picture in the speech text box but it doesn't show up, it works for a regular gui, but not a text window gui. It would be silly to have a separate gui for every section of speech.


Is any of this possible? I can't remember seeing it in any ags game
#29
Is it possible to use the player character while npc's perform animations (not just walking)

obviously I need a way to perform an animation without using a wait command but this seems impossible.

I've got a room where after 20 secs a npc comes into the screen and performs an animation along with another npc. but I want this to happen in the background without pausing the game, so I can still walk around while it happens.

Is it posible

At the moment I can only regain control while the npc is walking off the screen.

Here is my code from the rooms repeatedly execute, cause it relies on a timer.

if (IsTimerExpired(1)==1){
 character[PIN].room = 17;
 character[PIN].x = 340;
 character[PIN].y = 133;
 SetGlobalInt(21,1);
MoveCharacterDirect(PIN,185, 151);
while (character[PIN].walking) Wait(1);
SetCharacterView(PIN,71);
AnimateCharacter(PIN,0,5,0);
while (character[PIN].animating) Wait(1);

****isert here another npc animation******

ReleaseCharacterView(PIN);
MoveCharacterDirect(PIN,340, 133);
SetTimer(2,800);
}

It seems asthough you can only have a npc walk around while you still have control of the player character and not while performing animations.

I know it is because of "while (character[PIN].walking) Wait(1);" and "while (character[PIN].animating) Wait(1);" but they are necessary for the animations to work.

Is it possible?
#30
Beginners' Technical Questions / pcx vs bmp
Fri 23/05/2003 10:13:09
I was just wondering whether it makes any difference to the games file size if you import sprites and backgrounds with pcx files or bmp

generally pcx files are smaller file sizes but when you import I guess it stores the files in a different format.

Is that  the way it works?
#31
I just started adding speech to my game and it always uses lucasarts style speech

I can't get it to change

I've clicked all the boxes for the different speech styles and it always stays at the original lucasarts style.

even when I put this in the start

SetSpeechStyle (SPEECH_SIERRABKGRND);

and even tried to use it just before the speech.

I've also closed down roomedit and opened it again to see if it needed to be restarted. and to see if it had saved my changes, and it had.

is there something I'm doing wrong or is it a bug

I'm using the  2.54.323 version
#32
I've been messing around with this for hours and can't figure it out or find any help.

I have a gui where you can type in  anything you like.

but i need it to be able to be use what is entered throughout the game.


What I have tried is first put

string input;

at the very start of the global script


then in "the function interface_click(int interface, int button)"

"in my tenth gui i have a text box"



if (interface == 10){

 if (button == 0)
     
     GetTextBoxText (10,0,input);
     GUIOff(10);
     GUIOn(1);
     
 
 
 
 }


I want to use the input string throughout the game but it doesn't recognise "input" in the room scripts.

I figure I need to use a global string

but how do you get that to work in a "Display" command

I know you write

Display("%s la di da di da", input);

but if you use a global string, I can't figure out how you script it.


I'm sure someone knows

Am I on the right track?

thanks
#33
I worked it out, but it was frustrating me for hours.

(Font colour in a text window after using a Display("");)

I had made my own text window GUI and I couldn't find in the manual or in the forums how to change the font colour.

As it turns out you change it by setting the foreground, I guess text is in the foreground but from the image it looks like it's refering to the outline of the text box (which it is in the other gui's)

It's just a strange thing that bugged me, maybe this should be a little clearer, or atleast mentioned in the manual when searching for font or text colour.
#34
Is there a way to remove a messagebox after a certain amount of time like you can do with speech, without clicking the mouse or pressing a key?

I've looked in the manual in the Text display / Speech functions
and it doesn't seem to show an option for this.

I'm sure someone knows a script for this simple seeming thing

EDIT: OK AJA helped with the above but does anyone know if below is possible?

EDIT:
Also is it possible to use the shakescreen function while the message box is on the screen.

Also with shakescreen, I know you can change the amount of shake but is there a way to adjust the length of time eg. a really short shake like 2 or 3 shakes
#35
I've finally released my entry to February's MAGS competition.

The game is called "Saddson Issein"

You play Saddson, son of you know who.
I've changed names and locations in this game for humorous reasons.

I've put a lot of effort into this game so that everyone can enjoy it. I hope it doesn't offend anyone, There is minor coarse language and Adult themes, probably a PG rating.

The game is in High colour 640*400 but only for the characters faces really and a few other details.

The graphics are hand drawn and digitally coloured, not that well, but I wanted a child like look for it.

The introduction is a must see, also you need to watch it to get jokes later on. (it goes for 5 mins roughly) There's also a lot to take in, so you may understand more meanings after playing again.

If you know how to finish it it takes about 20 mins.

The puzzles aren't too hard (I think?) and there aren't too many puzzles in the game.

There is also an alternate puzzle depending on a certain situation, It happens in the 2nd stage of the game.

I can't hotlink from my site, so you have to go here to download it, sorry
http://members.lycos.co.uk/timosity/saddson2.php

If you get some error clicking on my link just try it again,
I just tried it and got an error, 2 seconds later I didn't.

the server may be busy

Also I only tested the game myself, I'm pretty sure ther are no bugd but who knows,

If you find any bugs, IM or email me

Thanks

Enjoy
#36
For a limited time, I have released the original version of Larrywilco: Paradise Lost
It is the same game but has different backgrounds and the original alternate ending.

There are a few different dialogs and characters

The backgrounds are taken from

MI games
LSL games
SQ games
and QFG games

I based my own backgrounds from these as a guide.

I wont put a link to it in the AGS site but you can download it from here, Just scroll down, the link is near the bottom, you can't miss it.


http://members.lycos.co.uk/timosity/

cheers hope you like.

btw it's only 2MB and it also goes into part 3 which doesn't exist in the proper version. Although there is nothing much to do , but there are 4 screens in it.
#37
EDIT 2006: Not a New Game (over 3 years old)

This game is now Windows XP compatible

I have known for a while that this game has been incompatible with Windows XP, but I couldn't find the origianl source for the game.

I was searching through some old CDs the other day and underneath one I found a backup copy of the original source so I recompiled it with AGS 2.62, tested it and it seems to have fixed the game crashing at certain points.

I doubt anyone is interested playing this game anymore with the standard of games these days, but if you are bored or couldn't finish it because of the incompatibility then it is now playable.

(end edit)
-----------------------------------------------------------------------------

I have finally finished my first adventure game complete with 3D rendered backgrounds.

It's a sierra type game similar to the space quest and Liesure suit larry games.

I released a demo about a month ago that didn't make much sense, some vital characters were left out that actually helped you. I just didn't want to spoil the real game.

Hopefully this game makes more sense


You can download the game here.

http://timosity.dyn.ro
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