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Topics - barefoot

#101
Hi everyone

I must confess that my background art leaves a bit to be desired and would like to vastly improve my skills

I would like to improve my artwork and have since brought a tablet to help me with the finer points.

Can you share a top tip as to the best way to build a room?

My main concern is shape and lines of a room..

Could also know a bit more about layering.

I am pretty well versed with PSP.

I generally go for 64x480 16 mill colours.

Thanks to all who answer.

barefoot




#102
Hi

I have an issue regarding Reset Rooms... My Play button is set to Reset the starting room (1) and go to that Room, this works fine.

But, on the game ending the player is given the opportunity to play the game again.

The problem is the inventory is still there in Room 1...

What would be the best way to have no inventory if playing the game again?

So far I did this, though it seems there must be an easier way:

Code: ags

   cleech.LoseInventory(iPoster);
      cleech.LoseInventory(iknife);
         cleech.LoseInventory(idoc);
            cleech.LoseInventory(ihair);
               cleech.LoseInventory(icsibag);
                  cleech.LoseInventory(iprint);
                     cleech.LoseInventory(ibrush);
                        cleech.LoseInventory(iscalpel);
                           cleech.LoseInventory(ispray);
                              cleech.LoseInventory(ineedle);
                                 cleech.LoseInventory(idna);
                                     cleech.LoseInventory(iphoto);
                                         cleech.LoseInventory(idisk);
                                              cleech.LoseInventory(iid);
                                                 cleech.LoseInventory(icsibag1);
                                                    cleech.LoseInventory(idisguise);
                                                       cleech.LoseInventory(icordainates);
                                                          cleech.LoseInventory(idis);
                                                             cleech.LoseInventory(inote2);
                                                                cleech.LoseInventory(ikey2);
                                                                   cleech.LoseInventory(ilocation);


cheers for all advice

barefoot

#103
Hi

Ive started to have a few problems with the following GUI.. particularly with the button GUI that opens them up.

Could someone please check below code and see where i may have errored...

At the moment a gui comes up when no clue is found... ie the else statement..

Code: ags

function Button7_OnClick(GUIControl *control, MouseButton button)
{
 
  
   if (player.HasInventory(ihair)) {
    ghair.Visible=true;
     gdocs.Visible=false;
}
  if (player.HasInventory(idoc)) {
    gdocs.Visible=true;
     ghair.Visible=false;
    
}
 
 
  if(player.HasInventory(ihair)&& player.HasInventory(idoc)){
    ghair.Visible=false;
     gdocs.Visible=false;
      ghairdoc.Visible=true;
  
}
 
 
 
    if(player.HasInventory(iphoto)){
      gprofile.Visible=true;

  
  
  
    }
 
     if(player.HasInventory(idisguise)){
        gdablodis.Visible=true;
   
  
   }
 
     if(player.HasInventory(icordainates)){
        gcords.Visible=true;
   
  }
  
  
   if(player.HasInventory(idisguise)&& player.HasInventory(icordainates)){
    gcorddisguise.Visible=true;
    
    
    
    }
  
  
   if(player.HasInventory(iphoto)){
    gcorddisguise.Visible=true;
    
    
       }
  
  
   if(player.HasInventory(idis)){
    gbossdiss.Visible=true;
    
    
      }
  
  
   if(player.HasInventory(iprint)){
    gprints.Visible=true;
  
  
  
    }
  
  
   if(player.HasInventory(inote2)){
    gprofnote.Visible=true;
  
  
  
}

  else { gnotepad.Visible=true;

}

}


Cheers if someone could check for me..

barefoot



#104
Hi

I have a number of characters in one scene that you can click on... any character you click on will change room..  any npc you click on will go to the same room.

So far so good....

Now my problem is: I need a function to determine which npc is in the room.

Like when you talk to him you need the right npc to respond...

Sort of like

Code: ags

 if character_cChris

Do this

 if character_cFrankm

Do this



This type of thing..

I was thinking along the lines of after picking any npc have him transparent 100% and have an object of the npc in its place in the next room.. for all npc...  if possible..

cheers for any help/suggestions

barefoot



#105
Hi

I have been looking for an answer to this:

I know that you can select keypresses to pause and unpause a game, but i want to pause game when a gui button is used to bring up the main gui window.. then with a close gui on the main gui it closes the main gui and the game continues...

The button gui is: gnotepad and when clicked it brings up the main gui: gnotepad1 which pauses the game and has a button: Button9 which closes the main gui and unpauses game.

I know the game pauses when cusor in over control custom buttons.

any thoughts?

cheers

barefoot

#106
Hi

I was wondering if there is a function for if a char has spoken to another char then do this or if not do this etc

IE when char is on a region it checks if he has spoken to another char in same room.

Cheers

barefoot
#107
TITLE:

CSI 1: Ginger and Leech: The Arizona Project!

STORYLINE:

You play Leech, a CSI (Committee for Skrutiny Investigations) investigator in Arizona and you discover the blooded body of good friend and collegue Professor Lumley laying on his bed knifed in the back!

He had called you on a matter of extreme importance but you were too busy at the time!

You and your partner Ginger work for the Arizona CSI unit and must look for clues that will lead you to Professor Lumley's cold blooded killer!

The killer uses disguises and you will not rest until the killer is brought to justice!

You discover: A missing Top Secret Document, a disguise, fingerprints, a radio receiver chip and an evil plan that would startle the world should it ever become known!!!

With the aid of your CSI kit and Lab equipment you and your partner Ginger set out to solve not only the murder but the Case of the Arizona Project!...

* Please note that in one scene you can actually die, so be warned!

STORY: 100%
ROOMS: 100%
MUSIC: 100%

GRAPHICS:

16 bit colour
640 x 480 Resolution

SOUND:

Has Music and sound

RELEASE DATE:

Jan 10th


Ginger and Leech Splash!


You discover the blooded body of Professor Lumley!


Can the Janitor help?


In the suspects apartment



barefoot




#108
Hi
I would like to announce my latest game.

TITLE:
Fur Balls 1 - evil be thy name: Bundles of mayhem!...

STORY:
Your uncle Silas is being terrorised by mysterious critter fur balls who are eating his food, objects and wrecking his house!

Uncle Silas has asked you, his nephew Willy, to help him by getting rid of them, but its
not that easy!!!

They started appearing after a meteor storm a month earlier and are now taunting Uncle Silas!

Go through each room killing the fur ball residing there.. if you can..

Try to drown, burn and microwave fur balls!!!!!!

Good luck!!

SUMMARY:
This is a short game of about 40 mins to an experienced player, others may take longer!

TIP:
You may need to combine inventory items to be successfull.

NB: Due to a computer error and unable to rectify, you will see some speckles at the top of the window, hopefully this won't spoil the gameplay.

Graphics

16 bit - 640 x 480 resolution.

Game story and scripting by Les Mayers (barefoot)

2010


You arrive at your terrified uncle Silas's house in the cold and snow!


Finding a smoking fur ball! He's got to go!


DOWNLOAD HERE:
http://www.adventuregamestudio.co.uk/games.php?action=search&sterm=fur+balls&submit=Search%21

Thank you

barefoot

#109
Hi

I am trying to script for 'if player has been in rooms'.

Im not sure on how to seperate them like with the && or ||...

Like this:


  if HasPlayerBeenInRoom 5, 6, 7, 8, 10, and 11... Else..

Im trying this (AGS acccepts it but fails):

Code: ags

  StopMusic();
   if(HasPlayerBeenInRoom(10) ==1) {
     if(HasPlayerBeenInRoom(11) ==1) {
       if(HasPlayerBeenInRoom(5) ==1) {
           if(HasPlayerBeenInRoom(6) ==1) {
             cChris.Say("ive got them all now");


:o

cheers for all help

barefoot

#110
Hi

I think my mind's gone dead because I can't quite get this to script to work.

I want to check for two conditions if an active inventory item is clicked on another inventory item:

if (player.ActiveInventory == idriver) AND if {player.HasInventory(iwire));  An action happens and of course an ELSE Display("You need some wire first");

In the inventory you can have an electrical plug, screwdriver, pliers and

wire. You should only be able to use the screwdriver on the plug if you have the wire...

Something like this:

Code: ags

function iplug_UseInv()
{
  if (player.ActiveInventory == iscrew)
  if (player.HasInventory(iwire)) 

   
   Display("You use the screwdriver to attach the wire to the plug"); 
   cChris.LoseInventory(iwire);
   cChris.LoseInventory(iplug);
   cChris.LoseInventory(iscrew);
   cChris.AddInventory(iplugwire);
   Display("You now have a plug with some electrical wire attached.");
}


Should i try and use a dummy screwdriver until the wire has been got or is there a better way?

Can someone with a sound mind please advice..?

cheers

barefoot

#111
Hi

UPDATE: I now made the gIconBar100% transparent.. but had to move it well out of the way... Now my new GUI'S work as normal!

Problem was: GUI Buttons were not responding above 50 from top

cheers

barefoot

#112
Hi

I saved my game and shut down computer. When i later restarted i got this error message on trying to open the game.. Can anyone shed any light. I have been having a few problems with AGS lately.



cheers

barefoot

#113
Hi

My latest project is: Fur Balls 1 - Bundles of mayhem!...

Uncle Silas is being terrorised by mysterious critter fur balls who are eating his food and wrecking his house!

He has asked you to help him by getting rid of them, but its not easy!!!

Go through each room killing the fur ball residing there.. if you can..

Try to drown, burn and microwave fur balls!!!!!!

Rooms shown are subject to slight change.

You arrive at uncle Silas's house in the snow and rain!



Smoking Fur Ball!


Down in the dark




16 bit 640x480 res.

Story: 100% done
Rooms: 60: done

Completed by: Hopefully by the new year

barefoot



#114
Hi

Im trying to disable a Room once you've been in it (can't go back in)... you don't have inventory so you can't use IfActiveInv or HasInv..etc

if (player.PreviousRoom==X) works when it should.. Then again it all happens from Room 4.

You have 5 rooms to visit so it won't really work.

Would it be best to use Regions on and off as each Room is done or is there an easier way?  if (player.PreviousRoom==X && if player.PreviousRoom==X) does NOT work!!

I'm searching for a solution in Manual and here..

cheers a lot

barefoot

#115
Hi,

I have the following script but no matter how much I try and look at it I know something is wrong..

When the script gets to the very end the mouse cursor goes to Wait and you can't continue..... as if it's waiting for a block option to finish..

Can someone help please?

I hope this script is shown how you like it shown.

Code: ags



function oball2_UseInv()
{
  if  (player.ActiveInventory == itie){
   
  cChris.Say("I know what I can do with this robe tie!");
  cChris.Walk(123, 470, eBlock);
  cChris.LoseInventory(itie);     

  oball2.Move(43,364, 2, eBlock); 
  oball2.Move(47,388, 2, eBlock);
  oball2.Move(43,328,2,  eBlock);
  oball2.Move(47,320,2,  eBlock); 
  oball2.Move(49,325,2,  eBlock);
  oball2.Move(43,388, 2, eBlock);

  object[4].Visible = false;
  object[6].Visible = true;
   
  Display("The furry ball beast is angry and aggressive but you manage to overcome it and tie it up!");
  cChris.Say("Now I've got this ugly fur ball tied up I need to do something with him!! I've an idea!");
  object[6].Visible = false;
  cChris.ChangeView(85);
  cChris.LoseInventory(itie);
  
  cChris.FaceLocation(377, 455);
  cChris.Walk(298, 445, eBlock);
  Display("You turn the water on to fill the bath");
  cChris.ChangeView(80);
  object[3].Visible = true;
  object[5].Visible = true;
  Display("You lower the foul creature into the bath!!");
  cChris.Say("Die you smelly creature of satan!!!!");

  Display("Soon the fur ball breaths no more, it is dead!");
  cChris.Say("Well, I don't have to worry about this one anymore!");    // it hangs on Wait here
  object[3].Visible = false;

   }

  else cChris.Walk(123, 470, eBlock);
 
  oball2.Move(43,364, 2, eBlock); 
  oball2.Move(47,388, 2, eBlock);
  oball2.Move(43,328,2,  eBlock);
  oball2.Move(47,320,2,  eBlock); 
  oball2.Move(49,325,2,  eBlock);
  oball2.Move(43,388, 2, eBlock);
 
 cChris.Say("That helped a lot, it tried to eat it!!"); {
   
}
}


cheers
barefoot
#116
Hi

I am having a bit of trouble with the below code. When I click on a Hotspot with a changed mouse graphic it just acts as 'Walk' and does not activate below code although the
'else' works fine:

After you Click on a particular Object:
Code: ags

object[4].Visible = false;
      mouse.ChangeModeGraphic(0, 167);


This works fine.

Then Click the mouse with the new graphic on a Hotspot:

Code: ags

function hHotspot5_Interact()
{
 
   if (!oball2.Visible) {
   Display("You lower the foul creature into the bath!!");
   cChris.Say("Die you smelly creature of satan!!!!");
   Display("Soon the fur ball breaths no more, it is dead!");
   cChris.Say("Well, I don't have to worry about this one anymore!");
  
}


  else 
  Display("Is this the right time for a bath?!!");

}


All help appreciated

barefoot

#117
Hi

UPDATE
Changed Code to:

Code: ags

mouse.ChangeModeGraphic(0, 167);

Seems to have done the trick..

Sorry to waste a post but maybe someone will find it usefull.

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

I'm having a little trouble with the below mouse code..

It works showing the right graphic but does not show up on cursor immediately,
cursor displays Walk mode... How do I make it the immediate graphic instead of
clicking through to it?

Code: ags
 mouse.ChangeModeGraphic(2, 167);


IE: you click on a character with an inventory item  the mouse curser image should change to the new graphic as above which you are meant to use on something else.

Complete code for this section:

Code: ags

       function ball2_UseInv()
{
if     (player.ActiveInventory == itie)
{
      
       ball2.ChangeRoom(8);
       mouse.ChangeModeGraphic(2, 167);
       player.ActiveInventory=null;
       cChris.Say("Now what do I do??!!");

}
}


All help appreciated

barefoot

#118
Hi

I would like to announce completion of Indy Bones: The  Book of the Gods.


Splash Screen:


Beware!!


Can you solve the conundrum??



STORY:

You are Indy Bones: an intrepid explorer, museum lecturer and adventure seeker.

You are called by Professor Wilkins to join him in Egypt, he claims to have found the ancient tomb of Uky.

Uky was a pharoah who lived 5000 years ago and the ancient Gods had entrusted him with their Holy book. It is a book of immense power.

Together you both set off to find the Holy book but along the way you encounter deadly traps as well as being followed by an unseen enemy who plans to steal the book from you!

This game is 16-bit and runs at 640x480 resolution. Download Size 32.8Mbs.

Use the mouse to move and interact. The arrow keys may also be used for walking, but only press arrow key once and do not hold arrow down! Press again to stop character walking.

You can die in a few places so it makes sense to save your game often!

* Beware of the Minotaur who hunts in the labryinth!
* Study the tomb sysmbols
* Read the professors notes
* Beware of the giant 2-headed cobra!
* Look around each room to discover what you need to do
* In some cases you may need to run, so be warned!

*** Pressing Keyboard Number 9 will quit the game and close the window throughout the game!

Game designed and implemented by Les Mayers (barefoot) with additional ideas and Beta test by CaptainD.

Go to games page and download now:

http://www.adventuregamestudio.co.uk/games.php?action=search&sterm=indy+bones&submit=Search%21

Good luck. I hope you enjoy and complete the game.


Les (barefoot)

#119
Hi

As my subject describes, rather then have an ActiveInventory graphic act as mouse curor i would like to check if player Has.Inventory item and if so change the mouse graphic to that item..

The mouse cursor graphic when used on an object/hotspot returns the cursor to normal, say interact mode and events happen.

Example: you see a screwdriver (object), you interact with it and you have it as an inventory item and the object visible=false.. The mouse cursor changes to a screwdriver.

You use the mouse graphic (screwdriver) on a particular hotspot/object and events happen and the mouse cursor returns to normal, say interact mode.

I have seen a variety of answers on this but yet to find a precise one.

I hope i have got this right. cheers for any help

barefoot










#120
Hi

Iv'e been trying to find out if/how i could have a different text display box gui for each character.

I have one text gui box for all displays but would like to have 2, one for each character...

This is mainly because I cannot find suitable colors that dont clash with the background.

cheers
barefoot




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