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Messages - Timosity

#1021
I PMed you SSH,

Quote from: Vel on Tue 07/10/2003 17:27:52
Found several bugs: 1. when you sit on the sofa in the lawyer's office, the walk icon aint disabled.You can walk with changed view, which sux.

I can't replicate that, can you tell me what you did cause when you sit, walk is disabled, I just checked and it is disabled. I'm curious in how that could be possible.

Edit: well spotted vel, I figured out that it can happen after you look at Suzi, just try and tell me what you were doing at the time next time.

Quote
2.The walkbehinds there arent drawn well.

which walkbehinds? They are all masks directly out of the original game, maybe some baselines need correcting, can you be more specific.

Quote
3.I got stuck in the changing room.

This is out of my hands, the walkable areas are quite complex because of the shape of the area, this is an AGS limitation, you just have to click shorter paths to get to where you want to go.

#1022
I'm really enjoying this Dave, It's keeping me really interested. love every aspect.

just a couple more Joey encounters: in the letter jan 3,1962 by Dr Donald Quentin, "couse" should be course

walkbehind issue: In the park you can stand infront of the Easel when you are behind it.

I'm stuck in day 2 atm, but I'll figure it out, But I have no idea what I'm supposed to do when the artist is talking to the lady, it's obvious I'm supposed to do something but I must have missed a clue or something cause it just seems odd.

The story is great, and those letters were really interesting, I can see you've put a lot of thought into the story, and I'm sure I'll be left hanging at the end of this part.

always a pleasure to play your games.

Edit: Ok, I finished it, Awesome, but now I wish I waited till all parts were released, but oh well.
I got a bit ahead of myself earlier, I did stuff before I new what I was actually doing, but it all became clear once I took the right paths.

And as I imagined, it did leave me hanging.

keep up the good work

~Tim
#1023
Thanks Gilbot,

It works, at first I thought it didn't but then I realised I had to remove the original line EndCutscene for it to work (which does make sense)

Thanks for the help, I'm learning stuff all the time, and things are becoming clearer all the time, eg. for things that return a value like 0 or 1, I'm starting to learn the reasons behind them, and how to utilise them rather than not realising what it actually means.

When I read some peoples questions, and then see a reply 'RTFM', I often feel sorry for the person who is coping it, cause people have so many different levels of understanding, what seems obvious to some isn't to others.

Anyway thanks again for the help.
#1024
New post, October

Ok, I thought I had this problem solved, but it seems that it is a tempremental problem, ie sometimes works and sometimes doesn't.

It works better on a faster machine, this is the code at the end of the room before it either loops back to start, or skips the intro

EndCutscene();
if (IsKeyPressed(27)==0) { // if escape key not pressed
NewRoom(1); //go back to intro start
}
else {
NewRoom(4); //skips intro
}

The strange thing is that if escape is pressed, sometimes it goes back to the intro start, but is supposed to skip the intro (which it does do occasionly)

The cutscene is skipable by pressing escape, then it checks to see if the escape key has been pressed, to decide which room to go to. The code seems as though it should work, and it does sometimes, but not all the time.

The scene is also totally blocking, and it only seems not to work if you press escape before the first few 'ObjectOn' and 'Wait' on the first screen, after that it works fine.

I've tried different orders of things and it still ends up with the same problem.

Can anyone think up a fresh idea of how to get around this problem

~Tim
#1025
I've found 1 small thing, the walkbehind on the screen with the cliff, before the bamboo forest is not the proper one, I'll fix it for the final release.

I PMed you Junc
#1026
have a look at the rocks at the lookout
#1027
As far as classical music goes, I think that 50 years after the artist dies, the copyright is expired, same with paintings. I think this is pretty universal.

There some copyrights that expire at different times, and is different in different countries. eg you take a photo, it is copyright to you automatically (unless you sign the rights over to someone else eg. if you work for a paper or magazine) I think photos are copyright for a certain amount of years from the date the photo is taken.

music and lyrics are also seperate copyrights.

I studied this years ago and it's all quite vague, I'm sure other people know these things clearer. you could probably look these things up using google.

just wait another 24 years or so and watch how much Elvis shit is released by everyone, same will happen with John Lennon etc

Then Elvis will come out of hiding and Sue everyone
#1028
I've PMed Remixor, Vel and Petteri

I'll pretty much let anyone that's willing beta test, until I get enough people.

It's pretty much a full game as it is, compared to most AGS games, and I've still got a long way to go (all of Patti's Quest) which isn't quite as long as Larry's, and more linear.

Playing at the default speed on an AMD athlon 1500+, knowing exactly everything to do, I timed it and it took me 1hour 12mins (which isn't really that long considering how much time it has taken to make)
#1029
I can't be fucked reading all this shit, you're all a bunch of cunts, everyone thinks they can flame, but it's all just boring crap.

can anyone seriously get offended by any of this.

I can't think of one person here to flame, except why can't everyone just make a game instead of just hanging around a forum.

IRC is even worse, a forum is bad enough but to sit and write lame text to your "so called" friends is still fucking anti-social.

go outside, get off your lame arses and visit a pub or something, even if you get kicked out for being under age. See people in the flesh, Ooooh that's so scarey.

Too bad to all those Yanks that have to be 21, geez, why do you keep those old pathetic laws. It's just holding you back from growing up.

Shit, this reply is really lame, I'm just not angry enough, no one has ticked me off enough to write a bitter response, which I blame on everyone here, you're all just a bunch of self centred egotistical cunts, Especially Pumanam, where the fuck does he get off, where's version 2.57, slow working cunt.
#1030
Thanks Lucky and Custard, I've PMed you both

Quote from: Lucky on Thu 02/10/2003 21:44:31
BTW, why are so many people making remakes these days? o.O

I'm not too sure, but I guess the old games are the only reason we are here, and the only reason AGS exists (well, in its current form), I have made original games, and plan to make more. For me this is practice, trying to learn scripting in more detail.


Quote from: Privateer Puddin' on Thu 02/10/2003 22:15:34
do we need to have played the original?

No, I don't think you need to have played the original, it might help in testing as you might come across things that never occurred to me.
#1031
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
#1032
Quote from: makri on Wed 01/10/2003 18:48:47


Hey Makri, is that a pic from Orgasmo, with (DG as) Trey Parker?

Edit: I guess with the file name dgazmo.jpg, I'm sure it is
#1033
Quote from: ScubaChic on Mon 29/09/2003 22:10:28
If you could see my back, you would see its arched so that it looks like I've got something in the oven.

Sure, Sure, we know it's all that beer you have to drink to keep you occupied while Scummy is online.

but yeah, that's a tricky shot, I thought it was real.

Welcome to the community
#1034
To do multiple non-blocking movements and animations of NPC's, it is possible but may require a bit of scripting.

Here's an example:

 // script for room: Repeatedly execute

if (GetGlobalInt(10)==1){ // set global int 10 to 1 to start things rolling (anywhere in the script)
MoveCharacter(NPC,248, 147);
SetGlobalInt(10,2); // for next stage
}


if (GetGlobalInt(10)==2){
if (character[NPC].walking == 0) { // this is a key line, uses an 'if' instead of a 'wait'
DisplaySpeech(NPC,"Hello");
Wait(1);
MoveCharacter(NPC,222, 157);
SetGlobalInt(10,3); // for next stage
}
}

if (GetGlobalInt(10)==3){
if (character[NPC].walking == 0) {
SetCharacterView(NPC,5);
AnimateCharacter(NPC,0,5,0);
SetGlobalInt(10,4); // for next stage
}
}

if (GetGlobalInt(10)==4){
if (character[NPC].animating == 0) { // this is a key line, uses an 'if' instead of a 'wait'
ReleaseCharacterView(NPC);

etc etc etc
}
}


This works fine, and I've used it many times before, It lets you have complete control of the player character while NPC's do whatever you want them to.

Hope this helps

~Tim
#1035
2. Also for this one, if it only happens the first time you enter the room, you could put the messages, movements, whatever else in 'First time player enters screen' in the rooms interaction editor (that's probably the specific purpose of this built in function)

3. Have a look in the manual under "Editing the GUIs" - 'Interface text'

and something like '@OVERHOTSPOT@ Name of the hotspot which the cursor is over'

If you read that bit I'm sure it will help

Good luck

~Tim
#1036
if you just want to place a character at another location in the same room without walking just do this.

character[EGO].x=100;  //whatever x coordinate you like
character[EGO].y=200; //whatever y coordinate you like

This just puts the character at the coordinates you specify

I think that's the easiest solution.

For an object, use this

SetObjectPosition(1,155,120); // position object 1

~Tim
#1037
AGS only supports BMP or PCX graphic files
You'll need to convert all the frames from each animated gif to a BMP (or PCX) file,

for objects,  import them into the sprite manager, then recreate the animation frame by frame in the views tab of the editor, you'll need to read the manual to learn how to make the object animate.

for animating backgrounds, you go to the room in the editor and click on the animating backgrounds button and import the frames one by one.

Hope that helps

~Tim
#1038
Also why couldn't you just smash the windows at the front door with something and just escape, that would have been so easy. It looked like a pretty weak front door too, mmmmmmmmm, I guess it's just a game.
#1039
You could try something like this: (I did something in one room that had a count gui going, you might be able to use it to incorporate it into a global function, you may have to import things into the global header for it to work throughout the game in all the rooms) That's an experiment for you to work out,  but here's how to do it in a room

This example uses GlobalString(10) & GUI(5)

*in the start:
function game_start() {

SetGlobalString(10,"0");

}

*Start off making the GUI you want, make it as a "Normal" one. create a Label with the font you want and start with the text "0"



*script for when you get a coin(eg. when you pick up object or however you acquire it)

first at top of script:
int coin; // this is for each coin you pick up
string coincount; // this is for a conversion to string for display in GUI


coin++;
StrFormat (coincount, "%d", coin); // converts int to string for use in gui
SetGlobalString(10,coincount); // sets the string coincount to a globalstring

then in the room repeatedly execute

string getcoin;
GetGlobalString (10, getcoin);
SetLabelText(5,0,getcoin); // this puts the number in the GUI

**so whenever the 'int coin' in the room is increased by 1 the GUI will display the current number of coins collected.

I think that's about all you have to do for it to work in one room.

To make it work throughout the game, experiment with making some of these things global functions and then importing them into the script header.

I don't know if it will work but there's a start to get you on the right track I hope.

~Tim
#1040
Thanks CJ, very much appreciated
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