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Messages - WHAM

#2781
Well... fcuk!!! FCUK!!!

The closing bracket and the wrong order of words in GetTextProperty have been causing the problem! I'm just too friggin BLIND to spot these things. *bangs head to the wall in frustration*

Thanks for pointing this out people, I'll be trying this out today but it seems to be working. Ill modify the results here in an hour or two.

EDIT: Works like a charm now! WOOHOOO!!!
#2782
Ok... I dont know what I've changed, but at the moment, both:

Code: ags
// main global script file

function unhandled_event (int what, int type) {
  if (type==3) { // use inv on
    InventoryItem*i=player.ActiveInventory;
    player.Say(i.GetPropertyText("unhandled");
  }
}

/*************************************************************\
 GLOBAL VARIABLES
\*************************************************************/


and:
Code: ags
// main global script file

function unhandled_event (int what, int type) {
  if (type==3) { // use inv on
    player.Say(player.ActiveInventory.GetPropertyText("unhandled");
  }
}
/*************************************************************\
 GLOBAL VARIABLES
\*************************************************************/


Return a "Runtime error: Umexpected eof". I'm not even sure if it matters if I put this script in a certain area of the global script or not? Does it? I've been trying to put it at the very beginning or the very end.
#2783
I have my ways of getting past this problem. In my opinion the system I'm using works like a charm, although it doesnt get used muck in the first game as most conversation is scripted and cannot be skipped. I also keep the player's goals very clear at all times, so they dont have to go back and get the NPC:s to repeat what they just said.
#2784
General Discussion / Re: SFX copyright
Thu 24/05/2007 19:16:16
I dont know about Valve, but in other matters I have mailed Activision about another game, and replies came within a few days. I also doubt it is beyond them to send a simple "sorry, but no" back to me on Valve's part either. But that is only if they ever read the mail, or if they thought it to be worth answering to. Who knows, as the ways of the game creation gods are unknown, and Valve is probably the god of gods in this matter. If they ever respond, you'll know about it. Promise!
#2785
General Discussion / Re: SFX copyright
Thu 24/05/2007 18:34:44
Well, the message I sent Valve was very clear on few things:

1: If they do not give it a green light, I'm not doing it.
2: If they allow it, they will be properly credited in the game
3: I used a few extra sentences to promote how great they are.
4: I was very clear on how much of their work would be used and in what way, and WHERE (freeware game).

Maybe part three scared them off.
#2786
Time? You cannot hope to make ANY game work without a crapton of TIME! I thought I'd make a simple lil' game and it'd take a few weeks tops... I've been at it for two MONTHS and its still about halfway done. Pokemon style game? Geez, It'll take you ages to even make a working base, not to mention making a properly working battle system with all the different attacks, have the evolution system and whatnot.

Nobody can really tell you how. You need to start making the game yourself, come up with more specific questions and ask them, and then MAYBE someone can help you a bit.

I'd wish you luck, but it would be a sad waste in  this kind of a project... sorry
#2787
General Discussion / Re: SFX copyright
Thu 24/05/2007 17:49:43
Oh I respect Valve, and especially the sound crew! Goodness, their games have one of the greatest soundscapes ever! And I'm not talking about stealing all their sounds, but one specific gunshot soud, two footstep sounds, and two or three other sound effects. (Now that I  specified the list, I feel stupid... darn...)

Anyways: I'm not using their sounds if they don't reply and thats that. I'll just have to start tapping my microphone on stuff... ^^

On a second note: I just dont like lawyers anyway... Nothing personal...
#2788
General Discussion / Re: SFX copyright
Thu 24/05/2007 14:12:28
Hahahahahaha! Eigen, thats pretty good... I mean bad! Shit! I need to avoid that at all costs.
#2789
General Discussion / Re: SFX copyright
Thu 24/05/2007 13:49:30
But the gunshots! I need GUNSHOTS! RATTATATTATATTATATTA!!!
#2790
True, but you have control of the charactrers actions, although the game is forced to limit them, otherwise the players would just shoot everything... ^^

Again, the first part will mostly be a simple prologue and practice, and not a fully fletched game. That's up in the second part.
#2791
Quote from: Hudders on Thu 24/05/2007 11:24:38
Or you could give the player a choice, but have each dialogue option amount to the same thing:

1. "Blow it up!!!?"
2. "What do you mean you're going to blow up the supercomputer!?"
3. "I don't understand!"

What's the point here? It just allows you to pick a different way of saying the same thing, and doesn't allow you to effect the game OR storyline at all anyway. If this was trying to have role playing elements I would add the player selectable dialogues, but as it is not, there's no point. I'll just create the characters and the dialogue will play itself out in a way I, as the writer, see best.
#2792
General Discussion / Re: SFX copyright
Thu 24/05/2007 10:28:55
Damn...

The trick is that the commercial game sound effect lever is far higher quality than the free stuff, in my opinion.

I've been looking through the archives at http://www.a1freesoundeffects.com for now, and they have some good sounds for other purposes, but nothing that really suits me.

If Valve doesn't answer my mails before July (I'll bombard them a bit to see if I get an answer out of them ^^ ) I'll probably give up and use the free sounds anyway. I want to keep things legal...

Damn them lawyers! DAMN THEM ALL!
#2793
General Discussion / SFX copyright
Thu 24/05/2007 08:11:09
Hullo!

Does anybody know whether or not sound effects (footsteps, gunshots, etc, etc...) are copyrighted material in games (for example: Half Life 2)? These sound files can be easily accessed and used, and I am veeery much intrigued by them, but I'm not sure if its illegal, as they are a part of a copyrighted game.

I already sent Valve an Email about the matter, but for some strange reason I've got no reply (perhaps the combine caught my messages and destroyed them!).

Any ideas about this? Should I try to find free sound files somewhere, or make my own, which will be a pain in the ass and lower my game's quality quite a bit? Has anyone else thought of this?
#2794
AGS Games in Production / Re: Operation "G"
Thu 24/05/2007 08:07:34
Nice and deatiled characters (kinda anime-style, I like it!) but they dont really fit with the slightly blurry backgrounds. The characters stand out throught being so sharp...

Otherwise, nice looking and sounding game. Will there be any voice acting? (In my opinion: sounds make a game good, and lack of them can really ruin a game.)

A chicken? Does it have a pulley in the middle??
#2795
Just wanted to bump this to tell people that the project is alive and kicking. Although some redrawing was just done for the intro sequence, and some more is still underway, the scripting part is now 100% working, and I only need to add the same scripts, and variations, to different rooms to make the game properly work.

The Infectiong games, my pet project at the moment, are also getting a website (little something simple, nothing massively new or never before seen here) in the near future (trying for July). Check http://www.kopteri.net/koti/tomi.kahkonen/ for details. This website will house info for all three Infection games in time, but will mostly be limited to Infection 1 in the beginning (as the others have not been made yet!).

The website will also house my contact information in the future, in case anyone wants a part in the creation of the game. More detailw will be posted on the website in due time, and of course: here!
#2796
Thanks! This'll be a big help in the future too.
#2797
Sorry to wake up this old hag here, but it was the only thread I could come up with my searches that seemed appropriate.

I used the script given above to stop the following, but it has one minor setback. For some reason the NPC who was supposed to stop following the main character, appears to every room the main character is in, only late, and as his view is set to lying down in a pool of blood, hes there, at the door, lying in a pool of blood... Ideas?

Code: ags

if (player.x < cAi3.x) {
cEgo.Animate(8, 5, eOnce, eNoBlock);
cAi3.Animate(8, 5, eOnce, eBlock);
SetGlobalInt(22, 1);
cAi3.FollowCharacter(player, -1);
}
#2798
well, I copy/pasted it from this thread so I THOUGHT it would work as is, and therefore believed the mistake was mine. Sorry about this.
#2799
I've been trying my version of this now, but I get an error on this:

Code: ags

// main global script file

function repeatedly_execute() {
  if (cAi3.IsCollidingWith(player)) {
    QuitGame;
  }
}


The error says that IsCollidingWith is not a public member of 'character'. What am I doing wrong here? What am I missing? This part would be the only part I need to have as repeatedly execute, as all the rest is done is separate room's scripts.
#2800
Graphics: WOWZERS! (Sweet mother of mammaries! They're huge!!!)

You've got a really professional looking game coming up here. The characters are animated nicely and they fit in with the backgrounds, unlike so many other projects in this forum. Great work here.

Story: Nothing too new or amazing on the story part, but its a background story for a game, its not meant to be amazing. Its what happens in the game, and how well the game sucks its player into playing, what counts. You have a great thing going on in here, and I cant wait to get playing this one.
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