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Topics - alisa_tana

#1
Is there a quick and simple way of checking a range of pixels for the GetHotSpotAt, rather than just a single x and y coordinate?

To say, I'm checking the hotspots at cEgo's y, but I want to check for the hotspots anywhere between cEgo.y+10 to cEgo.y-10, without having to repeat the If statement 20 times.
#2
AGS Games in Production / AvatarSD
Fri 17/07/2009 07:15:38

Whoohoo.   First official Beta was released today.  I've still got a long way to go.

http://www.alisachristopher.us/avatarsd




When Nick released the Avatar animated short Bending Battle, I thought that it would be fun to have a fighting game based on that graphic style. Well, Nick did release a game, Bobble Battles, but it was a 3d strategy game that played like Warcraft. booooo.
Legends of the Hidden Arena had the fighting aspect, but it was a limited MMO in 3d.  Double Boooo.
So I've decided to make my own game.

It's a fighting platformer game, think old school Street Fighter, with a tiny bit of Super Smash Brothers, and then shrink it all down to size.

At first players will be able to select Aang, Katara, Toph, Sokka, Zuko and Azula. I will have other unlockable characters.   Players can choose match style, at 30, 60 and 90 seconds, as well as single or team battles.

Each character option has 6 special moves (Zuko technically has 10), that can be viewed by hitting the ESC key during a match to pause the game.

>  >The latest version available for download is V0.15< <

Bugs
Please note that there are a few bugs, such as placement of secondary characters in a teams battle after doing a standard battle, and Toph's rock punch doesn't seem to work.
I'm still working on these, thanks!





Please note this game is still in the Early Beta stages.

Nickelodeon also has nothing to do with this game, and this game is Freeware.
I'd prefer if you didn't redistribute this, but please feel free to link back to my site!
http://www.alisachristopher.us/avatarsd



Oh, and if you're a midi composer who would like to help, lemme know.  thnx!
#3
I'm not sure if this is more complicated than for a beginner or not, but I still consider myself as being a beginner...

I know that the save game function saves just about everything to the save file, variables, sprite views, room and location...
But I only need to write the variables to the save file, can this be done?

Reason being, I'm making a fighting/platformer game ( http://www.alisachristopher.us/avatarsd ) and I only want to save which data has been unlocked, the player score, and options that the player has set (like key choices, and match settings).



(secondary question, any idea if and when custom properties will become more than readonly?)

Thanks!
#4
I've found http://www.adventuregamestudio.co.uk/yabb/index.php?topic=30457.0  about changing the Color of the text outline... but is it possible to change how the text_shadow (outline) is drawn?

Or for that matter just changing the width of the outline.

I assume by default it's drawn by creating duplicates (in the shadow color) and offsetting the text by 1 and -1, but I'd like to make it appear more like a drop shadow, so that it's 2 and -1  (if that makes any sense)
#5
I'm working on a fighting game ( http://www.alisachristopher.us/avatarsd )
and I'm currently writing the bit to allow players to choose their own keys.

I've already got the GUI built for the options page,  and set up my variables to work in the player commands.


but what I don't know how to do is to set a variable equal to the ascii value of a keypress (other than writing an if statement for each possible keypress)

EDIT:
Okay, I figured out how to have the keypress become the variable...

But now I'm stuck with the dilema of having the key that was pressed displayed.  so that after a player chooses the A key (and sets the variable to 65) to have the label in the GUI read as "A".  ??
#6
Again, I know I'm being stupid and missing something...

My script was getting much too big, so I've split it up into different modules (in the new 3.0 btw).  I've got a lot of variables I use throughout the different pieces, so I created one Script just for the variables, and put it at the top of the script list. 

In the ash I've got all of them as
Code: ags

import int ENEhealth;

and in the asc some of them have starting values:
Code: ags

int ENEhealth=120;


But I get an error when trying to run a test game:
QuoteScript link failed: Runtime error: unresolved import 'ENEhealth'

This is the 7th variable in the script, and one that's used in almost ever script.
I found a few other topics related to this error, but none of them seem to be the exact same problem...

If you need to see the whole thing, it's here

#7
I know I'm missing something.

I just upgraded to the new v3.0, and I'm having trouble setting up the interactions for an object. 

I created the object, named it oCHAang, clicked on Events, and then clicked on the Any Click, which takes me to the room script, like it should.

So I put in something simple, for example:
Code: ags
function oChAang_AnyClick(){
Display("Hello");
}


And then test it out.  and when I click on that object, nothing happens.

I've tried it with the different events too, and all of them seem to behave the same.

The only other thing I've got in the room script right now is:
Code: ags
function room_AfterFadeIn(){
SetCursorMode(eModeInteract);
}
to change the cursor.

Please help this poor ignorant fool figure out what she's missing.

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