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Messages - alphadalekben

#81
AGS Games in Production / Re: 58
Fri 01/08/2014 08:23:03
Cheers Khris, I'll do my best to fix the issues that you have. I haven't put in the VBNM shortcut keys quite yet and I'll redraw the title and Darren's flat. The reason the demo crashes is because I haven't figured out any other way to close the game (i.e. I've no idea what the Quit Game command looks like yet.) To be perfectly honest, the part in the 'demo' is most likely to be the most text-packed part of the 'Journalist' story-line and it will open out not long after that.

The main reason I uploaded is to get an idea of how to refine the game mechanics. So, in that regard, it's been very successful.

Anyway, less chatting, more working. Thanks guys for the comments. I'll upload a few screenshots of the improvements (maybe even a small trailer) before I upload the updated version of the demo.

So, if there's anything else I need to add and refine, please say.
#82
AGS Games in Production / Re: 58
Thu 31/07/2014 19:19:01
Ah, so should I include a download to the winsetup then? I'll do that now.

Thanks for the comments.

Could you elaborate on the missing elements please?
#83
AGS Games in Production / Re: 58
Thu 31/07/2014 17:39:17
The demo has been added to the main post. By the way, the current in-game graphics are temporary until an artist is found. Comments and opinions on the demo are much appreciated.
#84
Thank you very much.

And with that, the demo is now complete. I'll edit the post when it's uploaded.

EDIT: The demo is uploaded. Check the 58 thread in the 'Games In Production' forum to download it.
#85
AGS Games in Production / Re: 58
Thu 31/07/2014 16:12:08
Yes they are. The game's played completely from a first person view, so the player character (the head) only appears when there is a conversation going on. I have disabled the GUI completely, so you would have to use the V, B, N and M keys (thanks for reminding me to put that in) or right click to cycle through look, talk etc. The screenshot was taken at a point where the player character isn't on screen (not intentional, just too slow with taking the screenshots.)
Would you want me to update the second one for you?

#86
Cheers for that, CW. Yet another bleeding issue now (yeah, I know). When I click on the first hand, the game acts as though I've clicked both hands, sending me into the next section of the game.

Here's the code:

Dialogue 1:
Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
Darren: Again.
Darren: No avail.
  if (DarrenThrust ==2)
  {
    DarrenThrust = 1;
  }
    if (DarrenThrust ==1)
  {
    DarrenThrust = 0;
  }
  if (DarrenThrust ==0)
  {
    player.ChangeRoom (6);
  }
stop


The coding is the same for both dialogues.

Hey at least it works.
#87
Well, I've come up with a new solution to the issue. But, the game hangs when changing to the next room.

Here is the code for both dialogues;
Dialogue 1
Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
Darren: So, I shoved again.
Darren: To no avail.
  if (DarrenThrust ==1)
  {
    SetGlobalInt (1,0);
  }
  if (DarrenThrust ==0)
  {
    player.ChangeRoom (6);
  }
  else SetGlobalInt (1,1);
stop


Dialogue 2
Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
Darren: Again.
Darren: No avail.
  if (DarrenThrust ==1)
  {
    SetGlobalInt (1,0);
  }
  if (DarrenThrust ==0)
  {
    player.ChangeRoom (6);
  }
  else SetGlobalInt (1,1);
stop


I've a feeling it's something terribly simple AGAIN, but hey ho.
#89
AGS Games in Production / 58
Thu 31/07/2014 10:57:13
58

Story

Another headline; ‘58 murders and still no sign of ‘The Count''. Another victim, huh? And for what? What have they got against society?

Thrust into a bizarre and complex mystery through fate, 60 strangers are split into groups by a shady and corrupt General and have to combine their wits to complete his mysterious task.
Play through six unique, interlinking story-lines as six of these strangers to unmask his plot and escape, preferably alive.

Game Play Features

Investigate, among other locations, Area 58 via a first person view to solve puzzles and talk with the 9 intriguing characters in your party and discover more details about your situation.
Fight against the clock for your very own life in the surreal and intense PANIC! mini-games, which crop up at various points during all 6 story-lines.

Screenshots of the upcoming demo build as of 31 Jul 2014;




EDIT:

Download Demo

http://www.mediafire.com/download/o7a42chdy8gwdz4/58.exe

Winsetup for Demo
http://www.mediafire.com/download/c2p02dslqahz1of/winsetup.exe

Note
You need to right click on the start screen until you get the look icon.
The demo consists of the opening investigation and the first PANIC! section of the 'Journalist' story-line.

There will be an updated and improved demo in the near future.

Updated artwork

#90
I have no idea, as the computer didn't shut down. It also said that one of the room files was missing. Oh well, I'm just reimporting and rescripting everything into a new game, just to make things easier. Hey, I should be able to get the demo done tomorrow and get it on the 'Games In Production' forum. Now, I just need to rework the PANIC! section in the demo.

Edit: I bet you're onto something with relocating the demo PANIC! section into the Global Script. Cheers for the suggestion.
#91
Cheers man. Now, one more question. Would I be able to call up dialogues (eg dEAttackD) with the player.Say function? So, to illustrate, it could be player.Say (dEAttackD) or player.Say (7).

EDIT: Scrap that, doesn't work. What on earth does this error message mean?:

Unexpected error: Cannot open file game28.dta for writing

EDIT #2: I've a terrible feeling the whole game's just corrupted.
#92
Updated with Cassie's suggestion;

Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
Darren: A moment later, I felt two hands grip tightly around my neck.
Darren: Agony took hold of my whole body as I struggled to break free.
Darren: I needed SPACE!
  if (eKeyCode == eKeySpace) {
option-off 1
option-on 2
  }
  {
  else
      player.ChangeRoom(4);
  }
return
@2
Darren: My hands clutched what I assumed to be my attacker's arms and shoved back in terror.
Darren: But they still would not let me go free.
  if (eKeyCode == eKeySpace) {
option-off 2
option-on 3
  }
  {
  else 
      player.ChangeRoom(4);
  }
return
@3
Darren: So, I shoved again.
Darren: To no avail.
  if (eKeyCode == eKeySpace) {
option-off 3
option-on 4
  }
  {
  else 
      player.ChangeRoom(4);
  }
return
@4
Darren: Again.
Darren: No avail.
Darren: Then, as soon as it had started, the attack ceased.
stop


I'll upload the fruits of my labour (when I mean labour, I mean over the last 24 hours) onto the 'Games In Production' Forum once I've sorted out this issue.
#93
Suggestions taken, but I'm still getting errors.

Here's my dialogue:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
Darren: A moment later, I felt two hands grip tightly around my neck.
Darren: Agony took hold of my whole body as I struggled to break free.
Darren: I needed SPACE!
  if (eKeyCode == eKeySpace) {
option-off 1
option-on 2
  }
  {
  else (player.ChangeRoom(4);
  }
return
@2
Darren: My hands clutched what I assumed to be my attacker's arms and shoved back in terror.
Darren: But they still would not let me go free.
  if (eKeyCode == eKeySpace) {
option-off 2
option-on 3
  }
  {
  else (player.ChangeRoom(4);
  }
return
@3
Darren: So, I shoved again.
Darren: To no avail.
  if (eKeyCode == eKeySpace) {
option-off 3
option-on 4
  }
  {
  else (player.ChangeRoom(4);
  }
return
@4
Darren: Again.
Darren: No avail.
Darren: Then, as soon as it had started, the attack ceased.
stop


Here's the error message:
Dialog 7(8): Error (line 8): static non-property access: internal error.
#94
So would the key press still work if I remove the function?
#95
OK, I've another slight issue in another game I'm making. I want to make it so that, when the Space bar is pressed at certain times during a dialogue, it moves to a success dialogue option and carries on with the game, else it will restart the game at the previous room and you would have to restart the minigame.

Here is the error i'm getting:
Dialog 7(8): Error (line 8): Nested functions not supported (you may have forgotten a closing brace)

Here is my dialogue at the minute:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
Darren: A moment later, I felt two hands grip tightly around my neck.
Darren: Agony took hold of my whole body as I struggled to break free.
Darren: I needed SPACE!
  function on_key_press(eKeyCode keycode) {
  if (eKeyCode == eKeySpace) {
option-off 1
option-on 2
  }
  else (player.ChangeRoom(4);
  }
return
@2
Darren: My hands clutched what I assumed to be my attacker's arms and shoved back in terror.
Darren: But they still would not let me go free.
  function on_key_press(eKeyCode keycode) {
  if (eKeyCode == eKeySpace) {
option-off 2
option-on 3
  }
  else (player.ChangeRoom(4);
  }
return
@3
Darren: So, I shoved again.
Darren: To no avail.
  function on_key_press(eKeyCode keycode) {
  if (eKeyCode == eKeySpace) {
option-off 3
option-on 4
  }
  else (player.ChangeRoom(4);
  }
return
@4
Darren: Again.
Darren: No avail.
Darren: Then, as soon as it had started, the attack ceased.
stop


The issue being is that I know I need a bracket somewhere. I'm just not sure whereabouts in the script I need it.
#96
Thanks. It was a mind-fart on my part anyway. I thought the error referred to the Global Script, not Dialogue 3. My bad.
#97
I get this error when I remove the semicolon;
Dialog 3(20): Error (line 20): expected semicolon after ')'
#98
Another minor issue again. I'm trying to get the character to say a different dialogue depending on the player's View and I'm getting this error;
GlobalScript.asc(541): Error (line 541): PE04: parse error at ';'

Here's what my code looks like at the moment;

Code: ags

function cWiseSage_Talk()
{
  if (player.Room == 2) dCrystals.Start();
  if (player.Room == 3) dMPTutorial.Start();
  if (player.Room == 4);
 {
   if (player.View == 13) dCaveDynamite.Start();
   if (player.View == 14) dRockDynamite.Start();
 }
}


The issue results from the bottom few statements.
#99
Cheers man. Now I just need create both walking animations and implement the code in.
#100
I want it so that when the player gets the dynamite, the view changes to a variation of the walking animation with the character holding the dynamite. When the player needs to use the dynamite, they simply click the dynamite and then click the rock. The character would then place and detonate the dynamite.

Is that any clearer?
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