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Messages - Wayne Adams

#41
Somebody please say this isn't true..

EDIT: I've already converted everything over to PNGs with XNView.. but I just like TGAs for some reason... any reason for their departure?

#42
EDIT: This is working now, Thanks for the assist, Khris..
I think I understand the formatting and usage of the dislog script versus normal scripting a little better.


So, I tried running the dialog with the command in the format you gave Khris.. however. AGS still reports an undefined command..
Also.. in 3.1.2 sp1 the error reporter gives lines, but in the dialog script doesn't list the code with lines.. is there a way to toggle line numbers in dialog script?


EDIT: Sorry. here is the new line:
Code: ags

if (player.HasInventory(iInventory1)) dThornOldWatch.SetOptionState(6, eOptionOn);


Where iInventory1 is item in question, and dThornOldWatch is the dialog plant should be used in.



#43
Quality craftsmanship in those backdrops... has an awesome full throttle feel to it..look forward to more updates..
#44
Ok, so i may have missed it somewhere but i want to do inventory work in dialog scripts..

add-inv works just fine..

however if i try to check for inventory:
if (player.HasInventory(1)){
option-on 6
}
it gives me errors..

I've also searched for examples on the "run-script" command to remove inventory from player inside of a dialog, and I haven't found anything of use..

Also I'll note that I've just upgraded to 3.1.2 sp1, and all ran fine with the project.. until i started trying to be fancy that is :)

Thanks in advance guys.
#45
AGS Games in Production / Re: The Wanderer
Sat 28/02/2009 07:32:59
New update 28 Feb 2009
#46
Hey Ghostlady, theres a game on STEAM called Dracula: Origins.. or something like that.. that utilizes a lot of pre rendered stuff, something you may wanna look into..

There's nice atmosphere in the exterior lighting shots in your project.. whoever your artist is should look into nice ambient occlusion renderers for the interior shots.. AO will help everything in the rooms feel grounded, as of right now, some assets appear a little "floaty" in the screenshots..

Just a suggestion..
Sounds really interesting, and I can't wait to give it a go when you get a demo, or final game pushed out.
#47
Speaking as somebody with industry experience in art, citing that something needs a polish pass isn't rude.. in fact just saying something needs polish is the opposite of negative.. something in need of polish has already gone through several stages of development, and now its ready to be fine tuned.. Even if all these projects are just our private passions we work on at home.. I feel its still ok to critique and advise like this was a developer environment..

I'm not meaning to argue, Jared, but professionally..I've had WAY worse said about my work.. and personally.. I would rather have people nit pick my work, and give me honest critique any time.
#48
Hey Trent, thanks for the assist... ive been thinking of just placing buttons over the squares in the inventory screen and tryin to assign the items to those buttons.. but im not sure ags will interpret this as an inventory...

for now.. i have a temp inventory screen for testing the items..
#49
The art style and direction is great. The Film Noir, monochrome style is good and fits the story..

I think when some say polish.. you should look at the rendering on some things in your backgrounds.. In some areas there is a stark contrast between the light and dark points.. but then in other pieces, like the moon, and the back of the subway wall.. theres gradations of gray.. I would go back over those and clean them into black and white..

Also the line work is varied in conflicting manners.. you have a scene with drafted straight lines, and in others they are very freehanded.. both methods are fine.. but not together..

Lookin forward to future updates.
#50
So this is how the inventory looks:



So I wanna throw the inventory objects into the ring slots.. the HUD tools under the gui tab let you build your area where inventory items go.. but it seems to only work in a square grid format.. can this be altered?

Thanks.
#51
Heres the code for on click:
Code: ags

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
  {
  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
    {
    }
  else if (button == eMouseLeft)
	  {
    ProcessClick(mouse.x,201, mouse.Mode);
    }
  else // right-click, so cycle cursor
    {   
    if (button == eMouseRight) 
			 
			gMain_menu_Click(1,4);
			
			 
 
			
			
    }
  }
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


this is for repeatedly execute:

Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() 
{
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) != hotspot[0]) {
  Mouse.Mode = 2;
} else {
  Mouse.Mode = 0;
} 

}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


yes, my version is 2.72

currently in the script for the room, i have an interaction stating if the hotspot is clicked then goto room100
room100 does exist.
I've even gone so far as telling to just display a message if clicked for bug checking..

#52
I have the left mouse button making the dude march around..the right mouse button opens up the hud, the only time the left button does something is when its moused over a hotspot, object, person..etc..

The player can not force interact, the cursor mode and graphic only changes on mouseover..

What works is the mouse cursor changes when mousing over a hotspot.. what doesn't work is when i tell the ANY CLICK script on the mouse over option under the hotspot interaction to do what I tell it (Give a description, change rooms, start a conversation) it does not work..

If more information is nessecary, please make me elaborate.

Thanks.
EDIT: Thanks Trent.
#53
Didn't backread all the way, but Alt Print screen will capture just the ags window if you are in windowed mode... windowed mode makes multi shots back and forth from game to art program much faster.


Alt printscreen in game window.. in art program in new document ctrl V
(This works in photoshop not sure bout other apps.)
#54
Im gonna see about integrating that into my code after work today. Thanks man..

Snap.. forgot.. my copy of Street Fighter 4 comes in today..

Maybe I'll write it in tomorrow. :)

#55
I'll reformat my function to that structure.. i knew it was matter of inncorrect code grammar, i just didn't know how it should be laid out..
Thanks for a quick reply, Gilbet.

EDIT: That is in fact what i was doing wrong, all works well now..

Gilbet, you get one piece of triforce for the assist. Thanks a bunch!

#56
So, in my project, the player doesn't change screens by walking off them, but rather thru a travel hud that pops up.. as illustrated here:


Say north takes you from room one to room two, you click north:
and

Room 2.. obviously..

now I'm handling this in the global script like so:
Code: ags

#sectionstart GO_NORTH_Click
function GO_NORTH_Click(int interface, int button)
  {
  if (player.Room == 1) 
   gTravel_menu.Visible = false;
   player.ChangeRoom(2);
}
#sectionend GO_NORTH_Click


this works.. until i need the player to be able to go back or to another room...etc.. if i have multiple IF statements in the global GO_NORTH_Click function, AGS gets upset and tells me this:

code with multiple IF statements:
Code: ags

#sectionstart GO_NORTH_Click
function GO_NORTH_Click(int interface, int button)
  {
  if (player.Room == 1) 
   gTravel_menu.Visible = false;
   player.ChangeRoom(2);
  if (player.Room == 2) 
   gTravel_menu.Visible = false;
   player.ChangeRoom(1);

}
#sectionend GO_NORTH_Click


error:


I know I'm doing this wrong, but i can not for the life of me figure out how to write this function..
Any help is much appreciated..
Thanks in advance



#57
I went to an overpriced game design school, and we used Dark Basic in our "programming" class.. i think it was probably just to accustom us to what code looks like, and try to help us understand a fraction of what a programmer may come by our desks and say..

..In my case, it didn't really help. But I'd been programming in simple languages since 7th grade, and still have now idea what those dudes are complaining to me about :)
#58
I like TGAs myself, but I'm just used to using TGAs at work..
#59
Theres a lot of skill and attention to detail in this project. Look forward to more updates.
#60
AGS Games in Production / Re: The Wanderer
Wed 18/02/2009 15:29:32
@ Andorxor: Yeah, little stuff like that will billow..
@ Garage: I've never seen that game, but i desperately want to play it now.. thank you for the link.
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