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Messages - WHAM

#2801
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.
#2802
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.
#2803
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!!!
#2804
MEGAEDIT: Cleaned up the first post as it contained obsolete material / Check the latest posts!
#2805
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.
#2806
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...
#2807
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...
#2808
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!
#2809
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.)
#2810
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
#2812
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?
#2813
I return once more to siphon your endless wisdom!

I have conversations that take place through a radio, that is located on the players  (cEgo) person.

Is there a way to have messages appear above the player character, as if he was talking, except that the text colour is different and the character does not enter the talking view? (There's voices inside his head!)

Thank you.
#2814
General Discussion / Re: Latin translators?
Tue 01/05/2007 15:11:54
Thats a crude plan to be given to the tattoo artist and to be refined to a final form before tattooing. I't wont (of course) be tattooed as it is! Hell no!
#2815
Quote from: Fatal Fury on Tue 01/05/2007 03:55:50
Well since everyone is coming out. I like furries.

Fatal Furry?  ;D

Me: Furries, Dickgirls (this is new), hentacles... All the wonderfully sick stuff you can find on http://img.4chan.org/b/imgboard.html !!!
#2816
General Discussion / Re: Latin translators?
Tue 01/05/2007 10:55:21
http://protoni.huittinen.fi/~tkahkone/Wham%20Tattoo.jpg

Designing a tattoo I'll be getting later this year. The Latinforum's people have been doing a really great job at it!

At the moment the first sentence is forming out to be: "Vita mea est honor quem defendam moriens. " or "My life is the honour I will die defending".

I love those people!
#2817
General Discussion / Re: Latin translators?
Mon 30/04/2007 09:32:17
Also took this question to the latin forums.

They have been on the lines of "Vita mea est honor quem relinquam defendens.
Honore egentes moriantur."

but I'll wait for more opinions. Thanks for the latinforum tip though, Venus! Thanks!
#2818
General Discussion / Re: Latin translators?
Sun 29/04/2007 16:24:16
I'm looking to translate the following phrase to proper latin:


"My honour is my life. The day I abandon my honour, is the day I die defending it!

Those without honour do not deserve life." (or: "Those who have no honour deserve to die!")



Noble stuff, eh? Might be pretty simple to translate, as its pretty short, might not be...


EDIT: My thought process got jammed again and I wrote the sentences a bit wrong. Sorry!
#2819
General Discussion / Re: Latin translators?
Tue 24/04/2007 13:26:24
I did come up with that idea, yes.

Thast why I have a ton of Latin books at my home that I sto... borrowed from my local library, but I'm not a very fast reader, nor learner! I'll probably answer my own questions on this matter in a year or so, but I'd REALLY like to get a few short sentences translated ASAP.

I'll probably end up going to some company that does this and paying up big bucks for these, but I just wanted to try this out before I do that.
#2820
General Discussion / Latin translators?
Tue 24/04/2007 12:14:44
I've been becoming more and more interested in the Latin language of late. I also think I spotted someone's profile saying that he/she was studying latin and could translate a bit. Now I cannot find this person.

If anyone on this forum can translate, or knows someone who can translate english into Latin, I would be most interested.

I am sorry for posting a request such as this, as I will probably be the only one to get anything out of this, but I had no other ideas and the free internet translation sites... not even worht mentioning sadly.

Thank you beforehand, to anyone who bothers contacting me about this matter.
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