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Topics - WHAM

#101
I am making a custon same/load GUI, in which I represent each saved game with a symbol.

My goal: when the save/load GUI is loaded, the game checks either the name of the saved game, or a variable in the saved game file, and then shows a corresponding symbol from a list. Say, the player has completed 50% of the game and saved into slot 2. When the save/load GUI is loaded up, the game checks the name of the save in slot 2, finds that it has been automatically named as "2_50" and then shows the player a symbol that represent a 49-50% game completion.

Main question, therefore, is:

When a game is saved with the SaveGameSlot() command, it is given a name. How do I read said name into a string variable?

OR

If this is possible: how can I read a single variable from a saved game? Lets say that there is a global variable in the game called "int savecompletion". The game records the players progress in percentage into this variable. When the player opens the Save/load GUI, is there a way to read this variable from a saved game slot and show it to the player?

If yes, how?

#102
Here's a rough first version of a background I'm working on.
I'd like to hear what you people think of the plants (I added an clean extra sample to the left on the picture) and the glass tubes the plants are floating in in the actual picture.

EDIT: GOD! It probably helps to add the bloody link, eh?
http://www.whamgames.com/images/Forumsht/hydroponicstest01.png

FINAL EDIT: Here's the final version! Thanks to all who presented their ideas and feedback!
http://www.whamgames.com/images/Forumsht/finalhydroponics.png
#103
Critics' Lounge / Gunnery Deck
Wed 15/12/2010 20:47:37
Back after a long break. New rooms in the making. Though I'd show some around and see what people think.

I know the perspective might seem a bit off, but keep in mind that this is a wide room and the player will only see a portion of it at a time. Thus, the perspective is a pre-planned compromise.

#104
General Discussion / Is the wiki dead?
Mon 10/05/2010 12:00:31
There is a link at the bottom of this page that says "wiki".
What can be found behind it is the AGS wiki, but all of the last month's updates have been discussions about monthly competitions (except mine, but those don't count).

Who are still using the wiki? Why are so few people there?

What is wrong with you people!?
#105
I tried the search, but found stuff that referenced AGS 2.55 etc, so I fear those might just be a bit outdated.

Is there a surefire way to alter the character's footstep sounds depending on the surface (region? walkable area?) they are currently on?

Does any such way work even when the character walks due to a blocking script, or is that still impossible? (Probably, but I want to be sure)
#106
Critics' Lounge / Infection sprites - reboot
Wed 28/04/2010 21:13:47
Decided to do a redraw on this:


Using this sprite (which I was fairly pleased with) as a reference:


Ended up with this:


(All images are in 2x)

What say you? I'm not too worried about the front and back views, but the side views are a small concern. I want to keep the pose a bit stiff and not too dynamic, to keep it simple to animate, so even though I admit it might be good advice, please dont say I should have him in a more hunched posture. =)

All other critique is extremely welcome!

EDIT (added in the dead of night): Just spotted that the pants sleeves are different length in the side views than in the front and back views. Will fix this tomorrow.
#107
Metagaming: player using knowlegde he/she posesses to succeed in a game, even when the player character has no way of having the necessary information yet.

Is this good or bad? Should metagaming be encouraged, or weeded out?

In my game design I have been keeping to a theme, where the main character cannot do something without a reason. For example, he will not pick up a tool he needs later in the game before he has SEEN the obstacle he needs the tool to overcome.

However, some of my testers have reported that this is annoying, especially when having to load an older save for any reason, as they would like to pick up the tool and proceed to the obstacle, without having to backtrack for 30-60 seconds to the previous room to get the item they need.

Opinions and discussion extremely welcome!
#108
EDIT:

CRAP! Sorry for making a useless thread! It took me ages to spot my error (too much script in too little time = errorblindness), but I was sending the NPC to an entirely WRONG ROOM and the followcharacter script then later brought the NPC to the correct room. God I am stupid!

> END OF EDIT <

I use a similiar script in several rooms, but only in some rooms I have problems. The script is:

Code: ags

if (timer10 == 80) {
      if (Z01chasing == true && cZombie1.Room != cEgo.Room) {
      cZombie1.ChangeRoom(20, 54, 278);
      cZombie1.FollowCharacter(cEgo, 0, 0);
      }
      oDoorLeft.Animate(1, 3, eOnce, eNoBlock);
}


In most rooms the character appears and then immediately begins to follow the player and all works and animates nicely. However, in one room the very same script results in the character appearing several seconds LATE. The door animates ok and on time, but the enemy appears and starts moving only about a second or two AFTER that.

Any ideas as to what could be causing this behavior?

#109
I have an array that I use to keep track of a set of switches in a series of rooms. The array is created in the header file as follows:
Code: ags
bool switchset[10]


And then, in a certain room file
Code: ags

if (switchset[arrayer] == false) {
switchset[arrayer] = true;
testscore++;
}


However, whenever I enter the room, testscore goes up by one, which means that the value of the switchset has been somehow reset to "false". Any ideas on what could cause this behavior? The arrayer does not change, I've tested it.

EDIT: Just realized, the room this happens in is room number 500. Does this have an effect on the result?
#110
Is there no way to change an object's name in-game?

When I try to do something like:
Code: ags

oCar.Name = "wreck";


I get an error saying that the object's name is a read only value. Puh-leeeeze tell me there is a way around this!
#111
It's me again!

I want to do something like the following:

Code: ags

// This code is in the global script file

function Shootcharacter (string charname) {
  charname.FaceCharacter(cEgo); 
  // What I want AGS to see in this example is: "cStrangeman.FaceCharacter(cEgo);"
  // What AGS sees, is a string variable being ordered to FaceCharacter, which is just impossible.
  charname.Say("No, don't shoot me!");
  cEgo.Animate(8, 3, eNoBlock);
  charname.Animate(8, 3, eBlock);
}


Code: ags

// This code can be called on any character in the game
Shootcharacter(cStrangeman);


However: I cannot use the value of the string as the character's script name when running the script and get the error "Animate is not a public member of string". How do I convert the string so that the script recognizes it? Or can I just bring the character's name into the function somehow?

Thanks in advance!
#112
Ok, first of all: I have no idea if this should be in the critics lounge or adventure related talk'n'chat. If you disagree with it being here, I'm sorry. If not, have a nice cup of tea, sit down and voice your opinion on the matter at hand.



In the above picture you see a rather familiar-looking (if you've seen my previous threads here) fellow standing in a narrow corridor with doors on both sides (because, seriously, what kind of an architecht would only build doors on ONE side of a corridor in real life?). My question is this: what is the best way to depict these doors? In the image above you can see two of my ideas, which are both variations of the ingenious "Cut the top off, but leave the hinges in place" strategy. I'm not actually 100% sure if this is a good way to go, and would like opinions and perhaps even images (if you have them) on how other people have managed their way around this issue.

(And before you ask: No, i can't just make the entire door and have it slightly transparent, because there might be an object BEHIND the said door, that the player needs to be able to click, and then it would just be a clusterf***).

-WHAM

#113
We have over 300 downloads for the demo! Thanks to all who tried the demo, and please post more feedback in this thread, telling me if you liked or disliked something in the demo!

The demo is still available! Click image below to download yours!




* * * * * * - - - - - * * * * * - - - - - * * * * *

UPDATE 22.02.2011

A little status update now:

As I've worked for the last month on a game for the february MAGS, I've noticed first-hand how having poor design documentation makes creating a good game a LOT harder (oh the horror of re-writing the same script ten times because you realize you misused a function and / or variable several times).
For this reason I am putting this project on a (hopefully) short hold, as I'm going to re-write most of the design documents, write a proper script and puzzle design documentation (that I've not had outside of my head so far) and probably re-write most of the existing code for the game, to better implement some of the newfangled tricks I've leadned while working on the MAGS project (There is a Game.DoOnceOnly -script!? WHY WAS I NOT INFORMED!?).

I'm also planning to chop the project into pieces and set actual deadlines for each section, to better motivate myself to keep the project properly going. There is also a chance I will try to hire outside help to create parts of the game with me at some point, to ease off the workload of creating a massive over 100 room game with randomly generated content and action sequences, as well as minigames.

As a result I'm hoping to be able to speed up the process so that the game will have a chance to see a late 2011 or early 2012 release, instead of "Maybe some day when its done I guess" -release date.

Let's get this show on the road, people!

* * * * * * - - - - - * * * * * - - - - - * * * * *

Some of you might still remember the Infection (the original release thread and still-working download links here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34490.0). Well, I promised it would not end there, and I like to think I'm a man of my word.

Infection - Episode 2 - The station has been in the works for a good long time now, amassing dozens of pages of text and hundreds of images on my computer, and I thought this to be a good time to start talking about it.

GOAL OF THE PROJECT

The goal of Infection 2 is to create a full length game (over 5 hours of gameplay), with several ways for the player to change the course of the game, affecting the final outcome dramatically. For example, you will be given two separate objectives at one point in the game, and you can only accomplish one of these objectives. Choices and actions have consequences that actually matter.
The game will sport full voice acting (IF I can raise the needed 15 or-so volunteers to do all the character’s voices in the game), an all-original soundtrack by Tony “Ferrara” Caven (who got quite a bit of praise for his creepy ambient soundtrack in Infection 1), and a massive map to explore at your whim.

STORY

The second episode of the Infection trilogy continues from where the first episode ended. Michael Owen, an out-of-luck spaceship mechanic slumbers in hypersleep as the only survivor of the cargo transport ship "Pelican", after a crazed stowaway was accidentally let loose on the corridors of the ship. Unknown to our hero, however, the hypersleep chamber he sleeps in is not quite right, and Mike ends up in a deep coma. And to top it all off, he is not actually the only thing alive on the Pelican.

The second game (as well as the demo) starts with our hero awakening in an ICU room, aboard an unknown space station, alone. It will be up to him to find out where he is, what dangers face him this time and to overcome the obstacles the cruel world has to throw between him and survival of the survivors of the space station. It will take all of his (and the player's) cunning, bravery and outright insanity to survive the odds Mike must face this time. And, as always, everything might not just be what it seems like at first.

WHATS NEW?

In its second episode, the Infection will learn quite a few new tricks, as well as receive greatly improved visuals, which I hope will make it a much more enjoyable experience than the first one was. The game will feature several paths for the player to choose from, quick-time-events that can decide the fates of many more characters than the player's own, a space shuttle you can fly and some strange things called the "True Time System" and the "Stress System" here at WHAMGAMES HQ. You'll see then...

Infection 1 got some gripe because it had action sequences, which required quick reflexes and mastering of a less-than-ideal control scheme. The action is still around, and it will actually play an even more prominent role in the second episode, but the way the action plays out will be smoothened quite a bit by the all-original GUI.

The action will also form dynamically, as well some of the side missions the player can undertake during the course of the game, making the game play out slightly differently each time you play it. You will NEVER know if you are walking into an empty room with free goodies (such as ammo and supplies), or a potential deathtrap full of hiding enemies. You WILL have to fight for your life, you WILL have to run away like a scared little girl and you WILL be eviscerated if you draw attention to yourself in the hostile environments you will have to navigate in order to survive the game.

In the first game, I tried to create an enemy that followed you, gave chase and ambushed you if you didn’t make sure he was knocked out before you entered a room or used an elevator. This time the enemies will work even harder to do the same, and every second you spend in an area will increase the odds, that the sounds of your footsteps, of doors opening and closing, and of gunshots, will attract a lot of unwanted attention. Keep moving, or be tracked down and killed by the murderous AI!

Oh, and I remade the doors so that they actually work now, though now they are not nearly as cool as they used to be in the first game. Oh well…

STATUS of the game

> The combat system WAS nearly done, but I decided to overhaul it a bit later: 50%
> The map skeleton is complete, new rooms are added as backgrounds are finished: 25%
> Main character's animations are around 80% finished
> Other NPC's animations and graphics are about 10% done
> Music seems to be coming along nicely, sounds awesome so far!

(Note: In the images below the main character is represented by a placeholder graphic, which will be replaced with another before the actual demo is released)
Screenshots below:




Here's a new screenshot, with the final character graphic in the demo visible.


And this lovely toilet background, added in December 2010!


EDIT (24.04.2010): Here are two near-final character models I'm currently adding to the game


EDIT (02.02.2011): Long breaks, but there is some progress still. Here's a new finished background for you to enjoy! (Just a link as it's pretty big)
http://www.whamgames.com/images/Forumsht/finalhydroponics.png
#114
Below is a code

Code: ags
function oChair_Interact()
{
  
 if (GetGlobalInt(demostatus) == 1) { 
   cEgo.Say("I don't think that's a good idea at the moment");
 } 
 
 if (GetGlobalInt(demostatus) >= 2 || GetGlobalInt(demostatus) == 0) { 
    cEgo.Walk(390, 313, eBlock, eWalkableAreas);
    cEgo.FaceLocation(cEgo.x, cEgo.y - 10, eBlock);
    cEgo.Transparency = 100;
    oChair.SetView(CHAIRS, 0, 3);
    oChair.Move(274, 331, 1, eBlock, eAnywhere); // End of animation
    
if (GetGlobalInt(democomputer) >= 2) {
    SetGlobalInt(democomputer, 3);
    cEgo.ChangeRoom(275);
} else if (GetGlobalInt(democomputer) <= 1) {
    oObject7.SetView(MONITORS, 0, 1);
    cEgo.Say("It needs a password!                    ");
    SetGlobalInt(democomputer, 1); // THIS LINE CAUSES THE PROBLEM
    Wait(40);
    oObject7.SetView(MONITORS, 0, 0);
    Wait(15);
    oChair.Move(364, 331, 1, eBlock, eAnywhere);
    oChair.SetView(CHAIRS, 0, 2);
    cEgo.Transparency = 0;
}
}
}


When I execute the script, the global variable "demostatus" is 0. When the script finishes, it has become 1.

WHY!? Is it that I cannot use global variables like this or what?
#115
I have an inventory, and there are three items in this inventory (A, B and C)

When i select the items in the inventory by clicking them, my cursor becomes the inventory item, which I believe means, that my active inventory item is now the item shown.

If I use item A on item B in the inventory, it works and they combine into a new item by removing the two items and replacing them with a new one, so this far all seems okay, yes?

Now: I select a new item (C) from the inventory, everything looks ok and then I use the item on a character as follows:

Code: ags

function cSidecharacter_UseInv()
{
 if (player.ActiveInventory == iTemC) {
   cEgo.Say("Hello, would you like this item?");
 }
}


The result: the game thinks I just clicked on that character normally, causing my character to talk with the character!
What in the world am I doing wrong?
#116


New version


I need ideas on how to improve this sprite. Not so much in the shading, or adding colours to make it detailed, but to make it look more natural while keeping it easily animateable.

All ideas are welcome!


EDIT: Updated sprites added 28.11.2009
Pics are in 2x original size:


EDIT: Walkcycles completed so far

(Thanks to Brentimous for prettying-up this walkcycle for me)
#117
Hi!

I'm back with a new project, and I seem to be having a small issue.

I have a room with a walkable area mask, as seen below.



In the spots I've boxed, it seems that sometimes (seemingly randomly) my character can walk OFF the walkable area (seemingly by just one pixel) and become stuck. Any ideas on how to solve this?

Also: It seems that I can only have walkable areas and hotspots in 320x200 resolution (the finer areas of the mask are transformed into "blockier" ones when I import them into the game). However, walk-behind masks dont get the same treatment!?
Is this normal, or am I doing something wrong here?

(Using AGS 3.1.2)

Thanks for the help!

EDIT: I've noticed that only lines that Aren't in a precise 90 degree angle but run diagonally (I think that's the word) cause the getting stuck, alongside with corners.
#118
General Discussion / Medical robot
Fri 27/03/2009 12:45:56
Hi all!

I'm designing a character for my next game, and I thought I should ask for some ideas.

the character is a medical robot, commonly found on a spaceship / space station in the late 3300's. It's main task is to assist in surgery (assess and monitor the patient's status and use its precision lasers and other apparel to assist in the actual operating), assess and treat injuries and act as a lab assistant (draw blood samples and analyze them).

What do you think this kind of machine should look like? Should I go for a human-like look that is designed to calm the patient, or a crude mechanoid that is purely built to do a job and not look pretty at all? How do you think this kind of machine should work?
#119
As said in the headline:

How can I get my Ego to say a line with an integer embedded in it?

cEgo.Say("Hi! My name is" *insert string varible here* "and I love you all!");
#120
How do I identify what the player is clicking on?

For example: If I use a mouse mode "normal" as the default cursor, and want it to talk to characters when it is clicked on a character, use when it is clicked on a hotspot/object and walk to when none of the earlier apply?

How would I do this?
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