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Topics - barefoot

#141
Hi

Is it possible to choose more than 1 x and y for an Object... ie like an Int for Text giving random options?

Basically a player clicks a button which sets an Object to move.. what i am looking for is to be able to move that object from say 3 option random moves.

For example: Object Move: option1 300,190  option2 307,198 option3 320,202 etc etc

I want to check if that Object is at a certain x y location then set off another function such as door opening.

cheers
barefoot
#142
Hi

I have made a few games with AGS and my background graphic skills are not as good as i would like, which tends to spoil the game..

The Game I am working on is 'Dalek Invasion Earth'... I have made a few Dalek sprites which are ok... the story line is simple: The Daleks are coming to steal all of our resources before destroying the planet...

Unfortunatly the Doctor has been suspended and his TARDIS taken away by the Master Time Lords and is unable to help....

A young enthusiast picks up the Daleks signal of their intentions.. but no one believes him!

What I would like is if somebody would be prepared to design a few backgrounds based on particular scenerios..eg Water dam... Power station....and maybe a few objects etc etc

Basic shot:


If anyone would like to assist me on this new project that would be great. Credit will be given....

Please give indication of skills you can help with.

Game 640x480 and 16-bit

cheers
barefoot



#143
Hi

I have used

Code: ags

function hHotspot1_Interact()
{
  RestoreGameDialog();
}



To work from a text Hotspot Load Game at start option.

It works ok, except that although I have changed its GUI colours it still appears Grey...although changes are seen if loading from Top display GUI.

I note that the GUI name is gRestoreGame..

Any thoughts/help appreciated


barefoot






#144
Hi

Scenerio:

you roll a Dice. The Dice can show numbers 0 to 6. What I would like to do is set an Event for each View that the Dice (Object) stops at (7 Events in total).

IE.
if object frame 0 do this
if object frame 1 do this
etc etc


So far I have this CODE that works (except Frame 4 is actually 5 on the dice)

The Dice actions of start and stop are controlled by Text Hotspots.

Code: ags

function hHotspot6_Interact()
{
odice.SetView(16);
odice.Animate(0, 1,  eRepeat, eNoBlock);
}


function hHotspot7_Interact()
{
  if (object[2].Animating) {
  object[2].StopAnimating();
  
  Display("You have rolled a %d", odice.Frame);
  }
  
    if (object[2].Frame>4)
  Display("weldone");
}


The Object is named odice

Any help would be appreciated

barefoot




#145
Hi

I have the following Drag Object code which works fine. What I am trying to do is set a condition so that when it is clicked in a certain area or on another Object another Object becomes visible, as if you have placed the dragged object there... The dragged object obviously dissapears once the new object is visible.. also the hand curser should return to a hand once that object piece is in place correctly..

I don't want objects added to inventory...

Possibly check for x y position ???

Similar sort of thing to a jigsaw puzzle


Code: ags

function noloopcheck odrag_Interact(){
  while(mouse.IsButtonDown(eMouseLeft)){
    odrag.X = mouse.x;
    odrag.Y = mouse.y;
      Wait(1);
         }
}



What would be the simplest way..

Thanks for any help on this..

barefoot




#146
Hi

I have a 'Room' (actually a symbols chart) that the player can acess from any room by clicking a text hotpot, so I am trying to find latest Code to return player to the very last room he was in. I don't want to have to create lots of the same room.

I checked out PreviousRoom property etc but thats not whatI'm looking for.

any help would be appreciated.

barefoot

#147
Hi

I'de be interested in finding out what other game-makers and players think about "Political correctness" in terms of words and phrases as well as items such as backgrounds, objects within the Games industry.

Is it paramount to every game to be Politically Correct?
Is it only relevant when certain conditions arise within a game?
Do you think that it should apply in all cases?
Do you think its all nonsense in most cases

What are your views on this???

barefoot
#148
Hi

What would be the best way to stop a user interfering with game play and causing 'character not in room' scenerio when forwarding the game by spacebar/mouse to early?


UPDATE:SORTED

barefoot

#149
Hi

This is my third Game using AGS and is an improvement on my previous games as I am begining to get into the scripting side more and hopefully will continue to learn and grow.

Thanks to all those people who contributed with their help.

Download: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1292

STORY LINE:

Set in America during the 20's prohibition and the wall street crash you are Frank

Stallone, a Taxi driver who by accident becomes involved with Al Capo, a bigtime

Mobster. The poor get a small slice of crust action but the rich get the loaf. In

your case it's definately the small crust!

Anyhow, there you were, waiting to pick up a fare when suddenly this man jumps

into your taxi screaming at you to make a quick gettaway. He is trying to escape

the clutches of Bugsy Muldoon's mob who are chasing him with Tommy guns blasting!

You have no choice but to try to escape them!

* Drive cars, Booze lorry and a speed boat
* Use Guns, Baseball bat, knuckle dusters, molotov cocktail, Gelignite......
* Meet Al Capo, Loose lips, 2 Fingers Tony, The Bull.....and Bugsy Muldoon!!
* Find and steal a secret pizza recipe, but carefull you don't disturb Luigi's
   gigantic, mad dog!!
* Blow a safe and steal con artist Lady Malinsky's Bengal Tiara
* Shoot it out with booze hijackers
* Try to get Johnny the Bull to talk!!
* Find and rescue Diva Maria

Bonus Shooting range at the end!

SPECS:
Resolution: 640 x 480
Color: 16-bit
Music and sound included

Driving around Town!


Using Al Capo's speedboat to get to the Lost Lobo's Hotel after finding 2 of Al's collegues dead!!!


Speeding along the Swannie River!


Trying to get Johnny 'The Bull' to talk is not easy, he's one big, tough cookie!!!
"I'll eat your liver when I get free!!!!"



barefoot






#150
Hi

I am using:

Code: ags

btnIconInv.Enabled = false;


It works perfect. My only question is is it possible to have some kind of text displayed explaining why you can't access inventory...

Something like "It's best not to let anyone here know what you have, keep it hidden"

thanks for any help on this

UPDATE
Meanwhile Im using 'Say' on entry to Room, which may well suffice...  and then Enabling btnIconInv at a certain point in that Room.

Just wonder if my query was possible.

bareoot
#151
Hi

I know that Objects and Characters block Hotspots, but is there another way to allow Hotspots on Characters?

The Character does talk, otherwise I could embed on the Background.

I have set up several Hotspots that work with an Inv Item, but of course the Hotspot is activated off-set... I have placed the Hotspot dot in various places on inv item.

SCENERIO:

A Character is chained up (so unable to move) and is hit with a baseball bat, I wanted a different reaction depending on where he is hit.. and in a certain place the character spills the beans, as it were...


Example of one Hotspot I am using:

Code: ags

function hHotspot2_UseInv()
{
if(player.HasInventory(ibat))
     {
         
     johnny.Say("Ouch you son of a bitch. Ok, I'll talk!!!");
     
hHotspot1.Enabled = false;
hHotspot2.Enabled = false;
 cEgo.Say("Tell us where Diva Maria is!!!");
   }
  else
  {

 
  johnny.Say("That won't work sonny!");

  }
}



Cheers for any insight into this

barefoot
#152
Hi

I cannot find an answer to the following query:

can you have more than one text display at the same time...   as in a crowded pub where more than one person is talking?

barefoot
#153
Hi

I am looking for a condition that when certain Objects are NOT visible a condition can be run such as change room... (Opposite condition of below code)

'After killing an Object it is switched off (visible true/false)..   I have 3 objects.'


Code: ags

if ((oMobster1Dead.Visible) && (oMobster2Dead.Visible) && (oMobster3Dead.Visible)) {
  Display("You have killed the 3 Mobsters and it's now safe to pass")
  player.ChangeRoom(23, 55, 371);
}


I have looked but not found the answer yet.

All help appreciated
barefoot
#154
Hi

I am about a third of the way through my third game (which I wished  had been my first.. anyhow)

Title:
The Driver

Story Line:
It's the 1920's. Times are hard. A time of the great Crash and Prohibition.

A time when guys like Al Capo and Bugsy Muldoon run the gaming, protection and alcohol rackets. The poor sometimes gets a small slice of the crust action but the rich get the loaf! In your case it's definately a small crust!

Unemployment is at an all time high so you try to earn a living as a taxi driver on the East side of town.
Your wife has a life threatening serious condition so you are trying to raise some cash to make her better by working 24/7.

Anyhow, you're waiting to pick up a fare when suddenly this man boards your taxi and screams at you to make a quick gettaway. He is trying to escape the clutches of Bugsy Muldoon's mob who are chasing him with machine guns blasting! You have no choice but to try to escape them!

Little did you know then what the 'Brotherhood'  meant, but you were soon to find out when you come face to face with Mob Gang Boss Al Capo and become his 'Driver' doing jobs and Mob law enforcing..!!

Lots of 20's style music included.

Having to make a quick gettaway from Bugsy Muldoon's mob!


Speeding around the city in a variety of cars!


Meeting Al Capo's Manic Mechanic!


Trying to find a secret pizza recipe - but watch out for the dog!!


Meeting 2 fingers Tony!




Specs:
Resolution: 640 x 480
Color: 16-bit
Music and sound included

Progress:
Game: About 33% of the game done
Story line: Mostly Complete.. (but things change)
Graphics mostly done but some just need a slight touch up and tweek

Estimated time of finish: March 1st..

Thanks to Monkey, Khris, Crimson and others for your great help and support..









#155
Hi

I am having trouble inplementing the below code. Its the ActiveInventory that Is giving me problems as any inv can be used. The else statement works as does the distance settings.
When a player comes to close to the main character the main character can knock them out with a knuckleduster (iduster), would also like to have the choice with baseball bat (ibat)...

Can anyone shed some light?

cheers
barefoot


Code: ags

function cHank_UseInv()
{
 if (player.ActiveInventory == iduster)

 {
 }
  
  if ((cHank.x - cEgo.x <=90 && cHank.x >= cEgo.x) || (cEgo.x - cHank.x < 90 && cEgo.x > cHank.x))

{
 cHank.Say("Ouch!");

{
  cEgo.Say("sorry mate");
  Display("He falls down and you drag him off and hide him in the bushes");
    Display("You search him and find a knife");
    player.AddInventory(iknife);

  SetTimer(1,0);
  cHank.ChangeRoom(30);
  
 }
  
 }
else
  
  {
     Display("That's no good!!");
   
} 

}






#156
Hi


UPDATE...

I went throught the manual again only this time i found what i was looking for...
If at first you dont see.. read read and read again... SORRY


function cChris_UseInv()
{
if ((cChris.x - cEgo.x <= 90 && cChris.x >= cEgo.x) || (cEgo.x - cChris.x < 90 && cEgo.x > cChris.x))

{
cChris.Say("Ouch!");

{
 cEgo.Say("sorry mate");
 Display("You drag him off and hide him in the bushes");
SetTimer(2,0);
cChris.ChangeRoom(25);
 
{

{

}
}
}
}

}















I have set up a Timer with RepExe and it works ok...

The query I have is that once you have put another character out of action I need to quit that Timer... The other character is put out of the game yet Timer errors saying not in room.  I can't quite find the answer I'm looking for.

PS  I am trying to repeat this for another character as well.

Here's my code:


Code: ags

function room_Load()
{

  player.SpeechView = 5;
   cEgo.ChangeView(4);
   
   cEgo.SetWalkSpeed(3, 3);
   
 cEgo.ManualScaling = true;
cEgo.Scaling = 80;

 cChris.ManualScaling = true;
cChris.Scaling = 80;

 cHank.ManualScaling = true;
cHank.Scaling = 80;

player.FaceLocation(165, 357);
SetTimer(1, 1600);
  
    SetTimer(2, 2800);
 
}



function room_RepExec()
{
if (IsTimerExpired(1)){
    cHank.Walk(96, 458, eBlock);
    cHank.Say("Nothing here");
    cHank.Walk(414, 318, eNoBlock);
    cHank.Say("Wish I had me fags now!");
    SetTimer(1, 1600);
  }

if (IsTimerExpired(2)){
    cChris.Walk(96, 458, eBlock);
    cChris.Say("All quiet here");
    cChris.Walk(414, 318, eNoBlock);
    SetTimer(2, 2800);

}
  }
}





Help very much appreciated

barefoot


#157
Hi

Is there a function/event script where an inventory item can only be used on another character if they are at a certain distance away?

EG: you can't use a knuckleduster on someone yards away, they have to be close...

Summary: A character has to wait for another character to come close to him before you can use an inventory item.. in this case a knuckle duster.

I have looked around and not found exactly whatI'm looking for although i have seen collide...

Can I use the Collide script like the one below and tweak it? All advice and help appreciated.

Code: ags

if (cEgo.IsCollidingWithChar(cMan) == 1)
   { colliding code here 



cheers for any help

barefoot
#158
Hi

I cant find a late script version for this problem.

The main character drives a car, so i have assigned a car as the 'character' with walk and talk views.

When the character enters rooms he needs to change into a human character. I have assigned a view for this, so far so good. But how does one also assign the talk view that reflects the human character? At the moment the talk view shows the car???

I have tried this function:

Code: ags


 SetCharacterSpeechView 



Any light on this issue or advice. appreciated

barefoot

#159
Hi

Just completed Redpants Episode2: Redpants Meets Robinson Clauseau. (A parady of Robinson Crusoe)

I have learnt much since my first Redpants episode and have tried to incorporate this into the gameplay.

STORY:
Redpants wakes up on a desert island and meets Robinson Clauseau who has just been marooned by Yellow Beard the infamous pirate of the 7 seas!

* Find stuff and build a shelter
* Look for food
* Make a raft
* Find all of Yellow Beard's hidden treasure chests

Can you complete the tasks and help Robinson Clauseau by finding all the treasure??

GAME PLAY:
This is a game of collecting items and completing tasks. Use inventory items to
complete tasks. A few inventory items have to be used with another inventory item to
produce another inventory item needed to complete that particular task.

To complete the game you need to sucessfully collect 3 treasure chests.

GAME SPECS:
Colour depth 16-bit
Resolution 640x480
Contains Music and Sounds



Robinson Clauseau being marooned by Yellow Beard the pirate!


Redpants dining on Wild Boar with Robinson Clauseau!


http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1276

Experienced gamers should be able to complete within an hour.


barefoot
#160
Hi

A speech voice (with text) cuts off the background sound when playing, is this normal? Would playing an ambient sound be better?


Any help appreciated

barefoot

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