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Messages - WHAM

#2781
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?
#2782
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??
#2783
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!
#2784
Thanks! This'll be a big help in the future too.
#2785
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);
}
#2786
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.
#2787
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.
#2788
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.
#2789
Quote from: KhrisMUC on Fri 04/05/2007 22:13:03
This can be done by using unhandled_event.

Add it to the global script:
Code: ags
function unhandled_event (int what, int type) {
  if (type==3) { // use inv on
    InventoryItem*i=player.ActiveInventory;
    player.Say(i.GetPropertyText("unhandled");
  }
}


In the Custom properties editor, add a new string property with name "unhandled" and a default value of, say, "That doesn't work."
Now enter an appropriate message for every inv item.

This will work for every hotspot/char/object... with a blank "use inv on ..." interaction.

If there are actions in "use inv on ..." defined:
Code: ags
  if (player.ActiveInventory==iKey) {  // intended item(s)
    ...
  }
  else unhandled_event(1, 3);


If this doesn't work, try I'm- and exporting unhandled_event.
If it still doesn't work, add this below the declaration of unhandled_event:
Code: ags
function unhandled() {
  unhandled_event(1, 3);
}
export unhandled;

and import it in the script header, then call unhandled(); at the end of the interaction.

I've tried this quite a few times now, altering it and trying to get it to work, and keep getting an error:
"We're sorry, the AGS editor has encountered a serious error and must shut down...

(Exception 0.0000000 at EIP=0x0000000,
AGSEDIT v2.72.652, SIP=26)

Ideas on the reason? This happen when I put KhrisMUC's code into the global script and test the game. Something about is either wrong or then there's a problemn with something else.
#2790
I'll try to put some work into it soon, but I just realized that I'm a bit busy with work and all...

I've been trying to compare my character with other pictures and I dont really think the legs are too long. He IS standing straight, so his feet are also straight, making them look a bit long, but not TOO long.

The outlining... I was actually trying to AVOID all outlines... Im odd that way, but I was trying to have the characters have no real outlines, though in the next level versions I might try it out for size...

Shading, I'll have to work on that. No doubt about it, but I also try to keep my shadings as simple as I can to make my job as a crappy animator easier. I'll try to find some time to get another version, or perhaps even a pure redraw of the character.
#2791
Quote from: InCreator on Mon 07/05/2007 23:22:20


It only took 24 minutes!


All I got to say is: WOW!!!

But the again, in my game, nah!

As you said yourself, your character is bit too much of a actionfigure than the hero of my game: a spaceship mechanic in a biohazard suit, who just happens to be shit out of luck, and perhaps a little bit scared too.

I will not be changin my characters posture for the more violent one that you made, but your version does give me some ideas for other characters in the same game, characters that are actually soldiers.

But then again... WOOOoooOOOW!!!
#2792
MEGAEDIT: Cleaned up the first post as it contained obsolete material / Check the latest posts!
#2793
Ahhh... Thanks!

I've never been that good with figuring out how these things work, but this helped alot. I thought that having the animation block would cause the earlier activated animations to also cease.
#2794
Hey guys! I'm back! AGAIN!!!

The following code is my shooting script for the game, but it has one tiny problem. Apparently due to the "cEgo.ChangeView(1);" at the end, the cEgo's shooting animation is not run properly, as only the first frame of it is run. Any ideas on how to solve this? I recon that having the animation be a blocking one would help, but can I even have two animation running at the same time, that are both blocking?

Code: ags

if (player.ActiveInventory == igun40 ||  player.ActiveInventory == igun30 ||  player.ActiveInventory == igun20 ||  player.ActiveInventory == igun10) { 

if (player.x < cAi3.x) {
cEgo.Animate(8, 5, eOnce, eNoBlock);
cAi3.Animate(8, 5, eOnce, eNoBlock);
}

else if (player.x > cAi3.x) {
cEgo.Animate(9, 5, eOnce, eNoBlock);
cAi3.Animate(9, 5, eOnce, eNoBlock);

}

}
cEgo.ChangeView(1);


Thanks...
#2795
Just going to throw a quick question here.

Is there a way to give an inventory item a default message, that would be said by the cEgo every time that item was used on something that has not been set to react to that item. For example: I have a gun, that when used on a certain hotspot, triggers a cutscene. If it is used on a pair of boot lying on the floor, or anything else for that matter, the character says "No use".

The way I see it now, is to give each and every hotspot a way of reacting to that item, by making cEgo say this message. Troublesome...
#2796
AGS Games in Production / Re: Infection 1
Fri 04/05/2007 15:47:23
Quote from: LUniqueDan on Fri 04/05/2007 15:34:12
Wow WHAM!

Maybe I got a crush for Space Marines / Colonial Marines / Starship Troopers or anything who wake up from an HS chamber, but this is looking marvelous.

Plz - Tell us more!

LUnique"M40 pulse Rifles Rocks"Dan

Hahaha! As you probably guessed, I got the idea for the games space travel methods from Alien moves's hypersleep pods. I'll probably be releasing a proper background story for the game soon, the same thet will be in the games README, as the background story will not be looked into during the game itself.

Im positively suprised that people are interested in the game. Thanks guys! You gave me a ton of new enthusiasm to work on this thing!
#2797
AGS Games in Production / Re: Infection 1
Fri 04/05/2007 08:26:37
Quote from: Darth Mandarb on Thu 03/05/2007 13:42:55Thanks for the update!  I like the look/feel of the game.  While the story isn't overly original, it still looks like fun!

The first part story might not seem highly original, but as I said: Its only a prologue for the later games. I have a whole and, in my high opinion, interesting story evolving in the background. There WILL be twists and turns later on in the game(s). Also: Whereas the first game only has about three characters, the later games will contain dozens of characters you can talk to, and interact with. (Although I have decided NOT to use a dialogue in a way that the player has a choise of what he says. I think its just no use, as the game only has one ending, and the player just ends up going through all conversation options anyway.)
#2798
The Infection - Part 1 - The ship

The Infection - Part one - The Ship
Finished - See Completed Game Announcements later this evening (7.4.2008)

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

IMAGES




Infection - episode 1 - The Ship, my first game, will be the first in a series of three games telling the story of Michael Owen, a spaceship mechanic working aboard the Pelican transport vessel. The first game has about 30 rooms to explore and the future episodes will have much, much more!

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Features:

*/   Beneath a steel sky - like user interface

*/   Full voice acting (Over 600 lines of it)

*/   A peculiar storyline that will make sure you want to see the sequel

*/   Several easter eggs to find, which reveal things about... well... you'll see, eh?

*/   Great music, created by Tony -Ferrara- Caven

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

The first part, "The ship", is now NOT ready. To be released between 30.04 - 30.6

Checklist of things to be done below

[100%] Beef up the background graphics by adding lights, shades and details

[100%] Recreate the doors and basic layout of the ship and correct all past glitches in their operation

[100%] Recreate the elevators and correct all past glitches in their operation

[100%] Create hotspots and their functionalities

[100%] Create the game's events (Triggers and such)

[50%] Self-test the games function and correct visible errors

[IN PROGRESS] Have the game beta-tested by someone else

[70%] Create voice acting for the game and add the pre-created music (Music half-done)

[100%] Music

[99%] Add the intro

[25%] Add the outro

[ ] Release the game (final version)


* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

EDIT: Fixed the post as requested, and added a bit more info.
EDIT2: Added notes to the game completion percentages, to explain what's going on. As it is, the game may be finished before july, or it can wind up all the way to christmas. Slow and steady people!
EDIT#cheese: added a link to website and to the demo
EDIT#pizza: Game back from the dead and going through a serious reworking!
EDIT# Who cares?: Rewrote the whole post, to better reflect the current state of the game
#2800
Quote from: KhrisMUC on Wed 02/05/2007 17:51:26
Use an invisible character which is the same height as the player's and let him do the talking.

Ummmm... Have this invisible character appear at the players coordinates and then make the talking happen?

Invisible character? Make a character that's only view has only one colour: transparent?

Same coordinates? Wont the game not allow the two characters stand on the same coordinates?
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