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Topics - barefoot

#1
Completed Game Announcements / ** TIGER HAWK 1
Fri 02/09/2011 11:09:57
This is a short, shoot 'em up style game and is my FIRST venture into this style of game play.

You play as Airman Conrad who wants to join the TIGER HAWK SQUADRON: the very top elite squadron.

You have passed the written exams now you must complete a series of sorties which includes: destroying enemy planes, tanks, boats, weapons factories and obliterate terrorists hold up in mountain caves.

You start off with a Panther GX plane and work your way up to a Tiger Hawk Jet.

Can you complete the sorties successfully and destroy enough enemy targets to become a vital member of the Tiger Hawk Squadron?

* Day and night sorties.

** Sunny, foggy and snowy weather.

*** Various weapons (Missiles/Bombs)

**** View your current height and speed indicators.

***** This game uses Text To Speech software.

****** Scrolling backgrounds

There are no text display Dialogs so make sure your speakers are ON.

MOVEMENT: Use MOUSE to move up and down

USE ESC Key for Info

Various Keys are used to fire weapons:

Space=  B4Missile
T= Thermal Bombs
A= Anti tank Bombs
S= Smart Bombs
B= Big Tim Bombs


(see info - Press Esc key)

16 bit colour and 320 x 240 res.

Comments always welcomed.

Preparing to take off for your first sortie:



Destroying Enemy Planes:



Destroying Enemy Tanks and Planes in the snow:



Download here:

http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1474&refresh1314959080

barefoot



#2
Adventure Related Talk & Chat / AGS Book 2
Thu 01/09/2011 14:12:45
Has anyone heard about AGS book 2 coming out yet?

barefoot


#3
Hi

(forum search help still down)

I have music playing yet a sound won't play.

whilst music is playing and you shoot a missile a sound is supposed to play on contact with an enemy plane.

Code: ags

function room_AfterFadeIn()
{
	
	aMusic3.Play();
        BLAH BLAH BLAH
}


Code: ags

function repeatedly_execute_always()
{
	
	// MISSILES

	if (cbullet.PPCollidesWithC(cplane1) == 1)

	if (Game.DoOnceOnly("cplane1"))
	
	{
         aBomb.Play();
	 cplane1.ChangeView(11);
	 cplane1.Walk(cplane1.x + 0, cplane1.y +200, eNoBlock,  eAnywhere);
	 Planes = (Planes + 1);
	 Total = (Total + 1);
	
}


aMusic -1
aBomb 3

The sound itself works.

EDIT: Maybe its an audio issue and it is too low to hear?

EDIT.. It is a sound volume issue.. I will have to record another with higher volume.

Any ideas?

cheers

barefoot




#4
Hi

Help search still down.

I have a gui (gPanel customised) with a button on scripted as gPanel.Visible=false; but the button is not active... it is set to Run Script.

Code: ags

function CloseInfo_OnClick(GUIControl *control, MouseButton button)
{
 gPanel.Visible=false;
}


any ideas why?

cheers

barefoot
#5
Hi

as an afterthought (though not a hard case must have) I decided it may be an idea to show labels on a gui that would show the number of enemy killed per item.

These items are: planes, tanks, boats, factories, caves

Like for example the labels would display :

Planes: 5 Destroyed
Tanks: 5 Destroyed
Boats: 5 Destroyed
Caves: 5 Destroyed


Starting off i made a Global Variable: Planes Int 0

Also a label (planes) on the gui

Then after shooting a Plane I added

Planes = (Planes + 1);

In Global repeatedly_execute_always() i put:

planes.Text="Kills,$%d,Planes";


Unfortunately it shows the whole text (including $%d) and not the Total.. Something is obviously not right.. Could you give me a bit of a leg up?

cheers

barefoot


#6
Hi

I was wondering if it's possible to change the font colour for script comments as the default green is a bit hard for me to see properly..  Maybe to a red.. Or is it hard coded?

Forum search is down at moment.

:=

barefoot
#7
Hi

Somewhere, I am sure, though can't seem to find it in the manual or here, there was Disable keyboard command.

The reason is because I do not want any keyboard action at certain points in the game. So turn off/turn on keyboard is what I am looking for.

eKeyboardMovement ?

I will go through keyboard scripts see if i can see anything.

I'm sure this is a noob question sorry.

barefoot




#8
Hi

EDIT: I guess I'm trying to determine if player y is between int and int then show this TEXT on labels.

IE (y from top) 200/170  Display this, 170/140 Display this, 140/100 Display this, 100/70 Display this,


It's if player between y ints that the problem.

Hope you understand.

-----------------------------

I'm trying to make a global so that whatever the players y is will determine Labels text
IE Lheight: 400 feet / Lspeed: 300 mph.

I would like the screen split up into say 4 horizontal lines, each will display Lheight and Lspeed Labels with appropriate text depending on y.

I am using regions to do this but fails when with an eBlock.

So far I have this but need help beacause it's not quite enough.

In Global:
Code: ags

function repeatedly_execute_always() 

{
  
	  if (cfighter1a.y >  99) 
{
  Lheight.Text="0 feet";
	Lspeed.Text="0 mph";
	
	{
		
		
	 if (cfighter1a.y <=  219) 
{
  Lheight.Text="500 feet";
	Lspeed.Text="300 mph";
}
		
		
	  if (cfighter1a.y < 209) 
{
  Lheight.Text="300 feet";
		Lspeed.Text="200 mph";

	
	}
		
		
	  if (cfighter1a.y <=  99) 
{
  Lheight.Text="0 feet";
		Lspeed.Text="0 mph";

}
 
}
	
}}


Also trying to STOP firing missile continuously when key is pressed.
Tried Game.DoOnceOnly but this does not stop the firing. If key is pressed action happens only once until released and pressed again.

Can you help please

barefoot

#9
Hi

SOLVED: I forgot to include a background picture as well as the object background.  ::)
-----------------------------------------------------------------

Not sure if this is the right place but here goes..

I created Room 4 as normal (320 x 240). It is set up as other rooms.

I started the snow/rain plugin.. Room 4 now has a black strip across the top and bottom!

I took out all plugin code but Room 4 still the same.

Room 4 only has only 1 object which is a scrolling background.

Anyone know possible causes/remedy?

cheers

barefoot



#10
Hi

I am in production of: TIGER HAWK FIGHTER SQUADRON

(Testers always wanted)

You play as Airman Conrad who wants to join the TIGER HAWK SQUADRON: the very top elite squadron.

First you must complete a series of sorties which includes: destroying enemy planes, tanks, boats, weapons factories and obliterate terrorists hold up in a mountain cave.

You start off with a Panther GX plane and work your way up to a Tiger Hawk Jet.

Can you complete the sorties successfully and destroy enough enemy targets to become a vital member of the Tiger Hawk Squadron?

* Day and night sorties.

** Sunny, foggy and snowy weather.

*** Various weapons

**** View your current height and speed indicators.

***** This game uses Text To Speech software. There are no text display Dialogs.

320 x 240 res (the game scrolls right to left and background is 1500px)
16 bit colour

Game progress: 5% 10% 15% 30% 50% 70% 80% 90% 96%

Screenshots will be updated as game progresses.

Updated Screenshots (Aug 27 2011):

Preparing to take off for your first sortie:



Destroying Enemy Planes:



Destroying Enemy Tanks and Planes in the snow:



More soon......




#11
Hi

I'm not sure what's happening because eModeLookat still shows on mouse, rest are ok. I would like to have no mouse modes shown until the next room. All help appreciated.

Code: ags

function room_Load()
{
        mouse.DisableMode(eModeWalkto);
	mouse.DisableMode(eModeInteract);
	mouse.DisableMode(eModeTalkto);
	mouse.DisableMode(eModeLookat);
}


cheers

barefoot

#12
Hi

I would like your view/opinion on positioned GUI game interaction panel..

Eg: Fire weapon buttons and labels on GUI etc.

Along the top or bottom of screen?

If you could also give your ethnic/culture that would be useful (research).

many thanks

barefoot





#13
Hi

I have created a global variable: cars  int

There are 3 cars available: red, blue and green.

The player picks a car (clicks on a car image) to play game as.

On the next screen the picked car is now the main player: either red, blue or green.

So far so good..

I want to rename any car picked as the main player.

IE credcar becomes ccar, cbluecar becomes ccar or cgreencar becomes ccar.

I was thinking along the lines:

Code: ags

}
if(player==cbluecar) {
player.Name=ccar

}
else if(player==credcar) {
player.Name=ccar

}


Etc..  This would apply to any car picked. This would mean i can just script for ccar.

Code: ags

SetAsPlayerName


I know my code is not correctly put but gives an idea of what i am trying to achieve.

I'm toying with a few ideas but a gentle hand at this point would certainly help.

cheers

barefoot







#14
Hi

WHODUNIT? 1:  3 Sherlock Holmes cases to solve. Solve case 1 then move on to case 2 then to case 3.

Each case must be solved and the murderer(s) correctly accused and method used before you can move on to the next case.

Interview the suspects. Hear their story. Watch clips. Gather clues. Determine red herrings.

Accuse suspect(s) and guess the method used to kill..

16-bit colour. 320 x 240 resolution.

Production: 10%











#15
V1.00

Sawn 1: Pain is just the start!

Horror / Drama.

1 room Game (my first attempt.)

You've seen the film (Saw), you know the score.

You are abducted and wake up in a dungeon with your foot clamped.

There is a religious, hooded madman on the loose who has planted a tiny explosive device in your neck!

You have just 5 minutes to remove it or else.. Boom, goodnight vienna as the tiny explosive will explode in your neck blowing you to pieces!!

A timer will show you what time you have left to remove the device.

* Can you watch if you decide to saw off your foot?
* Possibly lose a finger or 2?
* Will you enjoy digging an instrument into you neck?

Maybe you will escape, who knows, it's possible.

There are 3 possible endings.

16-bit colour and 320 x 240 resolution.





Check it out:

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1446

Comments/Views always welcomed.

#16
Hi

I have a counter which when reaches 0 proceeds with events. I have it in rep exec ==0.

My problem is that if you have say it still counts down ie -1 -2 before events happen. I need it to stop once it reaches 0 and the events to follow. It runs ok if you are not saying anything etc. I even have  LScore.Visible=false; but you still see it.

This is what i have in rep exec:

Code: ags

if (game.score == 0){
	 
	 LScore.Visible=false;
	 object[12].SetView(19, 0, 0);
	 object[12].Animate(0, 3, eRepeat, eNoBlock);
	 cFrankj.FaceLocation(185,126);
	 aExplodes.Play();
	 aGameover.Play();
	 aGameover.Stop();
	 cFrankj.LockView(29);
	 object[5].Visible = true;
	 object[8].Visible = true;
	 object[37].Visible = true;
	 cbjorn.Say("Your time is up. Boom!!");
         cFrankj.Animate(0, 4, eOnce, eBlock);
	 Wait(20);
	 object[34].Visible = false;
         Display("You have been blown to pieces!");
	 SetFadeColor(200, 0, 0);
	 cFrankj.ChangeRoom(3);
	 
}


Help appreciated.

barefoot

#17
Hi

I have a dialog with an if else.. if the condition is true then the dialog closes and returns to game as normal if it is not it then the dialog stays open.

Have tried StopDialog (); in the dialog but still shows.

barefoot

#18
Hi

I now notice that some of the labels don''t show on the control panel when playing game.

I've checked with other games and its the same...

Can anyone explain?

barefoot
#19
Hi

For some reason my player character is not releasing an animation view and returning to the view he was before the object interaction. If you walk between clicks (have coded for 5+ clicks) it shows animation view even though I have used  cFrankj.UnlockView();!

There appears to be a few issues with LockView I believe?

There are 2 possible views for player before the interaction with object which after interacting need to return to the view before the interaction:

View 8:  Normal
View 17: has foot sawn off


Mouse Click 5:

Code: ags

 }
    else if (key_clicks ==5) {   // key clicks 

    cFrankj.Say("I'll make one final attempt!");
    cFrankj.LockView(26);
    cFrankj.Animate(0, 9, eOnce, eBlock, eForwards);
    cFrankj.UnlockView();
		
   Display("You manage to grab the key.");
   object[16].Visible=false;
  cFrankj.AddInventory(iKey);
  cFrankj.FaceLocation(185,170);
  object[12].SetView(19, 0, 0);
  object[12].Animate(0, 3, eRepeat, eNoBlock);
  cbjorn.Say("I'm so glad you sacrificed your fingers to get the Key. That shows promise.  
  The Key fits the lock of a metal box in the right hand corner of the room. Open it."); 
  object[12].SetView(20, 0, 0);
	
}


Hope this is understandable and you can see where I may have ****** up

cheers

barefoot



#20
Hi

I'm struggling with assigning a sound to an animation in a dialog.

I want the audio sound to work together when the animation begins.

I've tried stuff like:

Putting the sound around time of animation /

Linkaudio, Frame /

if (frame.LinkedAudio != null) frame.LinkedAudio.Play(); /

frame.LinkedAudio = asawing;

SetFrameSound

But as yet have not found the ideal solution.. No assign sound to frames in view events panel.

Can someone point out the best way..

cheers  if you can help / hint

barefoot


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