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Messages - WHAM

#2601
Quote from: auriond on Thu 14/01/2010 14:19:33
Wow, this is a tough situation you've written yourself into. Still...

Can you make it so that the camera angle changes when you click on a door, and so would show the door opening/entering next room animation separately? Then when the doors are inoperable, it cuts to a camera angle showing the character standing in front of a static door with whatever error message there is.

In other words, the doors in this view of the corridor are not animated. To make this consistent though, you'd need to make separate animations for the other side of the corridor, so that players don't get confused.

This was my original concern, which brought me to my current one: I could try spinning the camera around to show the doors that are being accessed, but seeing as I have AI controlled characters moving in the same space, it would just prove too difficult to have them cope with the changes in viewpoint without awkward animation an glitching. Also, I want to try and keep the camera angles uniform (as I said, there are many corridors like the one you see in the picture) and if the camera changed direction at any time, I worry that it could easily disorient players.
#2602
It's ok. My main goal was to ask around and see if someone had found a nice-looking and effective way to solve a similiar issue in the past, and from this thread I've already gathered a few workarounds that might do the trick. I'll know better when I start testing properly.

If someone still has more feasible ideas, feel free to post up.

Thanks people!
#2603
Here is the scenario I have at hand:

A corridor with several doors in it. In a certain situation in a game, the doors will cease to function for a brief period of time. During this time I want to be able to create a tangible reason for the player not being able to access the doors.

To use the doors, player must click on them, after which the main character moves to the door, the door animates and the room is changed. When the door are inoperable, the animation is not run, and the character states that door won't open for him. If I don't have a door to click, but just the floor space to give the image that there is a door there, the player will either have to click on a hotspot that has no visual cue of a door, besides the empty space, or will just be unable to walk into that space, for no VISIBLE reason.
#2604
I tried to avoid making doors on both sides, but it just wasn't a realistic and immersive option, as I want to stay loyal to my own "realism" rules. I'm making a fairly big game with nearly a hundred corridors such as these, all interconnected and navigateable by the player (with a proper map of-course), leading to over a hundred different areas and rooms in a space station. I've drawn a map of the space station, and I just can't make it feel realistic or good without sometimes having doors on both sides of the corridor.

I guess I'll just HAVE to try fiddling the rooms around until I can somehow make it seem logical that there are never doors on BOTH sides of a corridor, though the notion strikes me as unrealistic and silly. =(

#2605
The doors are obviously objects, and can therefore be seen through. My main point was to wonder how people DRAW these doors, so they don't look stupid.

The idea of having the doors go transparent when characters are near them would be a fairly good one, especially if I set the door's clickable status to "false" whenever a character is too close. I'll have to look into that.
#2606
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

#2607
Quote from: neon on Tue 12/01/2010 19:55:44
Okay, so here is the

Mirror with german setup

This webspace is limited, so I have to remove it tomorrow. But I will upload it to another place before.

With luck, my website will be up and running by then, too.
#2608
Quote from: neon on Tue 12/01/2010 19:23:23
WHAM, some people told me that they have problems with the download link. The download was broken several times. I've added a mirror for them, pre-configured with the winsetup.exe pointing to the german translation.

If this is not okay for you, I'll remove it. If it's okay, I can post the link here.


Perfectly okay for me. Sadly it seems that the host of my website is having some massive DNS server issues, which cause the site to go down-and-out at regularly irregular intervals. =(

-W
#2609
Quote from: Ben304 on Tue 12/01/2010 15:10:48
Have you tried replacing the %i with a %d?

Apparently not... Why is it a "%d" and not "%i"? if %s goes for "String" then why not "%i" for integer!? Who created these rules and why!? Argh!

Thanks anyway, this worked like a charm.  ;D

-W
#2610
Sorry to bump ye-olde-thread, but I realized that there was one thing it doesn't answer: To have a character say a line with a string variable attached, we have a line of code as follows:

Code: ags

cEgo.Say("Hello, my name is %s.", namestring);


However, is it possible and how do I get the same character to state an Int-type variable in the same conditions.

For example, I need a character to say "I have 10 rounds of ammunition left", where the number "10" is drawn from an integer type variable. (I tried
Code: ags
cEgo.Say("I have %i bullets.", ammocount);
-but to no avail.

Thanks! (Sorry if this should've been a new thread, I just though it would be useful to have all similiar info in one thread for future reference)

-WHAM
#2611
Way cool! Now I really wanna go to Australia, for some reason...  ;D
#2612
Bumping this oldie with a little bit of new material, created by neon a long time ago, made available now (because I was too forgetful to add a link back in the day  :-\)

> > > German translation available NOW (At long last! Thanks neon!) < < <

PRIMARY DOWNLOAD LINK (Updated with german translation on 12.1.2010)
Download link here  >>CLICK ME <<
The download now contains the german language translations as well, changing most of the game's text into german. This feature can be accessed by running the game's setup and selecting the german translation from the drop-down menu.
#2613
Quote from: neon on Tue 12/01/2010 08:54:32
Nice to see that you're working on a second part. That reminds me that I've sent you something for the first part some time ago..  ;)

ARGH! So you did! I tested it, liked it, uploaded it... and FORGOT to put up a link on the website! Sorry! :-[
I'll be bumping the old thread with a link to the "new" material, and replace the old download link with one that has your material added.
#2614
My website's host has informed me, that their DNS servers are down-and-out. They might work for fifteen minutes and go down again. They are trying to solve the issue, but at the moment the situation is out of my hands.

Temporary rapishare can be found here: http://rapidshare.com/files/334031312/inf_ii_demo.rar.html
(Just click the link, then click the button that says "Free user" and then wait for about 60 seconds and click the big round blue button that appears and says "Download")

#2615
Quote from: Crazy on Mon 11/01/2010 15:52:35
Dang. I'd love to play but your site is down (and thus all your images and downloads too).
Could anyone who managed to download it be kind enough to mirror the demo until WHAM or his host fixes his site?

Weird. I just checked and all seems to be fine on the website, and the download links are also working nicely. I'll see about uploading the demo on rapidshare etc this evening, if issues continue to present themselves.

-W

EDIT: The website seems to be going online and offline. I'll contact the service provider to see if they can do something about the situation.
#2616
Re-Bumping to notify that the Demo has been finally released and can be found at http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1265

;D
#2617
Bumping to notify, that the demo for this game will be released very soon (probably less than a week to go). It's pretty much done now, but I want to test it a bit more before I upload it, to avoid the same sort of mess I had with the first game.

*fingers corssed*

EDIT 7.1.2010: The demo is now finished and going through final testing and polish. I will post a link and new info soon, probably tomorron (friday).
#2618
Quote from: Dualnames on Fri 01/01/2010 23:08:03
Quote from: WHAM on Fri 01/01/2010 23:01:07
Quote from: Calin Leafshade on Fri 01/01/2010 22:06:21
the

Code: ags

while(timer<seconds*GetGameSpeed())


part is converting game loops to seconds.

just replace that while statement with the number of game loops you want to wait.



Wait, what? Can you give me a code example where the game waits for, lets say 20 game loops (1/2 of a second), please? I'm afraid I didn't quite understand what you just said...  :-\

Code: ags

while(timer<40) //If 40 is the time you want to wait for input.


Yopu said you want for example to doge a bullet in a certain time period. That time period is represented by the number 40. Ideally you can have a global variable instead of 40 and adjust time period for every alike scene.



Aaaaaa! Now that I see it written, I get it. Thanks a lot to you both!
#2619
Quote from: Calin Leafshade on Fri 01/01/2010 22:06:21
the

Code: ags

while(timer<seconds*GetGameSpeed())


part is converting game loops to seconds.

just replace that while statement with the number of game loops you want to wait.


Wait, what? Can you give me a code example where the game waits for, lets say 20 game loops (1/2 of a second), please? I'm afraid I didn't quite understand what you just said...  :-\
#2620
Bringing this thread up again, as now that I've actually started to implement the script Khris gave me in his last post (Christ! It's been MONTHS!), I realized that the script is not quite cutting it due to the following reason: you can only have it set on one second intervals, instead of giving it the amount of time for the player to react in either fractions of a second, or in game loops.

Any good ideas on how to remedy this, all I've gotten in my attempts has been a bunch of "cannot convert to int" etc. errors...

Thanks again in advance!
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