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Topics - barefoot

#21
Hi

Is it possible to make a label  (@Score) not be blocked?

cheers

barefoot

#22
Hi

UPDATE: I think there may be another talk view snag.. I'm trying to fix.


I have a long intricate dialog and I have come across a slight snag... The character will not talk view when i change his speech view in the dialog. He just lays there and the speech happens but no speech animation.

Part of the script:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
narrator: You now have a decision to make.
return
@1
    cFrankj.SpeechView=10;
Frankj: I won't saw my foot off!! This is madness!!
stop
@2
    cFrankj.SpeechView=10;
Frankj: I need to get out of this clamp and this place!! I will have to saw my foot off!!
 

Even this fails:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
narrator: You now have a decision to make.

return
@1
    cFrankj.SpeechView=10;
    cFrankj.Say("I won't saw my foot off!! This is madness!!");
stop
@2
    cFrankj.SpeechView=10;
    cFrankj.Say("I need to get out of this clamp and this place!! I will have to saw my foot off!!");



Thanks for any solutions.

barefoot


#23
Hi

I am currently in production of a one room game:

Sawn 1: Pain is just the start!

You've seen the film, you know the score.

Can you watch if you decide to saw off a foot? Enjoy digging a sharp instrument into you neck?

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

You have just 5 minutes to escape else.. Boom! goodnight vienna as a tiny explosive explodes in your neck!!

Who is the mysterious masked man?

3 possible endings.

16-bit colour and 320 x 240 resolution.

The below pictures are still in production:





Testers always wanted.

barefoot




#24
Hi

something has always occurred to me and I was wondering what you think.

Let's say you are in a room. You are are in leg chains. There is a cassette player just out of reach. However, with your belt you can reach the cassette player and move it closer to you.

Now, as a game player, would you expect to use the belt (inv) on yourself to run events or on the object (cassette player) to run events or either?

I would like to know your views

cheers

barefoot
#25
Hi

I am using a trial game to complete this task and I am having a problem. My character or object may be blocking events for when character collides with the object?

I am having my character jump up the screen via keypress 1 (move using -y  eNoBlock, Anywhere ) to head butt an object that is slowly moving right to left eNoBlock, eAnywhere.
I am having to use Wait(25) before the character then moves (move using +y ) back down the screen. Unfortunately the collision events do not take place when the character collides with the object (dreaded watch!) Think of Sonic the Hedgehog jumping up for Stars...

Code: ags

 object[0].Move(-25, 55, -1, eNoBlock, eAnywhere);


Global
Code: ags

{
  if (keycode == eKey1) {  // Key 1

  cEgo.StopMoving();
  cEgo.SetWalkSpeed(10, 10);
  cEgo.Move(cEgo.x + 0, cEgo.y -176, eNoBlock, eAnywhere);
 Wait(32);
  cEgo.Move(cEgo.x + 0, cEgo.y +176, eBlock, eAnywhere);
  cEgo.StopMoving();
 cEgo.SetWalkSpeed(7, 7);
	
}
}


I also have in Room

Code: ags

 function room_RepExec()
{
  if (cEgo.IsCollidingWithObject(object[0])) {
   object[0].Visible = false;
   Display("10 points.");
   GiveScore(10);
	 
}
}


Is there something i am overlooking or something I should replace/amend?

Grateful for all help

barefoot

#26
Hi

I'm presently looking around to find an answer / solution to this:

is there a way you can store a 'highest score' as in the real gaming machines...  Each time you run the game you see the highest score so far to beat and if you beat it the highest score changes and so on?

Also (while i'm at it):

MODULE: KeyboardMovement v1.02: have heard you can do diagonal (up right + up left keys).. This is what I would like to implement. Have you tried it?

All help / hints appreciated

barefoot


#27
Title: SHARKY'S 3: The Heist

Storyline:

A 'would be' master criminal (Sharky) has planned the BIG job. He plans to steal $300,000,000 in gold bars from the worlds biggest bank: The Zurich Metro bank!

To help him complete his master plan he  enlist the services of a local team. He has 3 teams to choose from.. Who will you pick for the BIG job???

Overcome CCTV cameras, guards and blinding laser beams!

Can you get to the gold and steal it? Are the guards more incompetent than you and your chosen team?

Think of Oceans 11 meets the Italian job meets the Thomas Crown affair: with a touch of humour :=

Full entertaining background music.

16 bit colour - 320 x 240 resolution.









http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1438

barefoot




#28
Hi

I have looked but have not yet found any answer to what I am trying to achieve.

There is one view of numbers 0-9 (View Name: Numbers)

0 is the view frame (object) that shows first (it does NOT animate).

Each time you press a button it forwards one frame of the loop of its current loop frame...

eg:  0 showing, click button goes to 1 click button again goes to 2 etc etc

You basically have to set 5 numbers correctly ie 87563

I will keep looking but hope help is at hand to help me configure this.

I know this can be done using plain objects which is a workaround but that means endless scripting. I would like to find Loop Frame +1 sort of advance script.

cheers

barefoot




#29
Hi

I am trying to amend the Interact cursor from selecting a particular inventory Item and having just the Look mode which opens a gui (or also have the interaction cursor do the same as the Look Inventory)..

This code simply makes the cursor disappear.

Code: ags

mouse.DisableMode(eModeInteract);


And this does about the same:

Code: ags
mouse.ChangeModeView(eModeLookat, 1);


Can you help please

barefoot



#30
AGS Games in Production / * SHARKEYS 3
Thu 26/05/2011 19:06:44
Hi

Sharkys 3

You are a Sharky, a 2-bit gangster with very high hopes. You plan to steal $300,000,000 from the Zurich Metro bank..

To help with the BIG job you hire a team. There are 3 teams to choose from, which team do you pick?

Can you penetrate the bank and get to the vault, open it and steal the $300,000,000.

Overcome armed security guards, CCTVS, blinding laser beam security and get to actually open the vault!!

This game is based on 3 levels of difficulty. As your team progresses the solutions become harder to solve.

This game is 16 bit colour and 320 x 240 resolution.







Above pictures under further adjustments where required.

Story: 100%
BG's: 20%
Puzzles:10%
Music/Sound: 0%





#31
Hi guys

I am trying to reposition the control panel but it refuses to go lower and the top of it is being blocked by another small gui... is the CP able to be repositioned?

cheers

barefoot
#32
Hi

I have 3 labels that control gameplay...Mode 1: easy, Mode 2: hard and Mode 3: very hard.

The user picks a Mode and the room changes to the next room with the appropriate Mode showing on a label and game play based on whichever label is showing.

IE Label 1=Mode 1 (easy),  Label 2=Mode 2 (hard), Label 3= Mode 3 (very hard)

I understand that i have I have to use global variables to determine which label is displayed from the mode the user chose in room 1?

I can control the commands (by which label is visible) once it's known which label mode the user selected in the first room.

Hope this is easy to understand and that you can help me in the right direction.

barefoot











#33
Hi

UPDATE: I've gone for Give Score / Game score to deal with this.. if you know better please let me know

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

I have an idea and it involves GUI and buttons..

Each GUI (6 in all) has a hire and hired button..

When you click the hire button it's replaced with the hired button after some text.

What i am trying to do if have a condition if any3 buttons say hired (hired buttons visible after clicking hire) is to proceed to next scene.

I'm ok up until the condition of if any of the 3 hired buttons visible.

Maybe a variable?

Any thoughts/ideas which could help me in the right direction would be helpful and appreciated..  hope this is clear

cheers

barefoot

#34
The Hamresanden Chronicles II: The Black Prism


This is the second instalment of the series (1st instalment cancelled for re-working)

The backgrounds are mainly grey scale with hints of colours here and there.


You are Magrid, a Wizard to the royal court and Asgrim's Nemesis.

Asgrim is an evil red wizard intent on ruling the earth through blood, murder and tyranny.

He has returned to earth to regain control after his defeat last time. This time he has found a Black Prism, capable of much power.

"Someone or something made you come to this spot tonight. You had a very strange premonition. It's as if your mind had been entered."

Many villages have been burnt to the ground and folk killed in Asgrim's intent to rule over all lands.

He has told you to meet him in his castle on the island of Varga to determine the earth's future!

Collect items to make magic and sorcery along the way such as Invisibility, Shrinking, Levitation, Morphing... Mix items for effective magic spells.

Can you stop him before time runs out and the moon's rays pass through the Black Prism and make him a supreme immortal?

16 bit colour @ 320 x 240







Download:

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1419




#35
Hi

I searching for the best method to delete all saved slots. Giving the player that option.

I understand someone had made a custom one but i'm a bit dubious about it.

I know about DeleteSaveSlot but does that not do just 1 saved slot?

cheers

barefoot
#36
Hi

UPDATE: It appears to have been a GUI stopping it.. Sorted

------------------------------------------------------------------------
something's happened and I don't know why. I am right at the end of my game so its even more annoying.

The mouse cursor is ok on the splash screen but then when the game plays the mouse cursor will not change, ie from eye or hand..

Why this has decided to happen I do not know..

If you have any ideas please let me know..

cheers

barefoot

#37
Hi

My player changes room and has his inventory lost and new ones replaced for that room.

I have done all the losing inventory and adding the new one's and they are indeed there.

Problem: only the last inventory item shows in inventory window. You need to scroll UP (north) inventory window to see other inventory items.

All Inventory items are given their ID when adding.

Obviously i want the inventory items to fill the Inv window replacing the previous once.

I can't seem to solve this issue at the moment. Can you help?

cheers

barefoot

#38
Hi

I am just getting into variables and have a bit of a problem implementing this one..

If main character has been manually scaled to12 by an inventory item and he then walks on a region a bool becomes true and events happen. Normally nothing will happen if he has not been Manually scaled.

I have made a variable bool in global pane and set name to hole and have it as false..

When player walks on to region I have this:

Code: ags

function region6_WalksOnto()
{
 if (cwizard2.Scaling==12)
 hole=true;
 SetTimer(1, 0);
 cwizard2.Transparency=100;
 cwizard2.Walk(842, 98, eBlock, eAnywhere);
 cwizard2.Transparency=0;
}


At the moment nothing happens.

If someone could help me out on this i would be grateful and will have learnt some more valuable knowledge.

cheers

barefoot




#39
Hi

I'm trying to work out what would be the most efficient way to stop character's having a collision event.

I already have in rep execute:

Code: ags

if (cskeleton1.IsCollidingWithChar(cwizard2) == 1) 



cskeleton1 changes to an animation and then to view 55 after an inventory (ifireball) is used on it.. and colllisions work fine.   So far so good.

I am trying to then put if colliding make it ==0.  Because at the moment if the main char goes near cskeleton1 the collision events happen when it should not (some text said and score adjusted);

I have this in Rep execute:
Code: ags

{

 if (cskeleton1.IsCollidingWithChar(cwizard2) == 1)

{
	
  cwizard2.Say("Aghhh!!");
	GiveScore (-1);
  SetGlobalInt (1, 100);
	cwizard2.Walk(cwizard2.x + 20, cwizard2.y +0, eBlock, eAnywhere);
{


And this when Inv is used:

Code: ags

function cskeleton1_UseInv()
{
 if (player.ActiveInventory==ifireball){
	 
 player.ActiveInventory=null;
 cskeleton1.ManualScaling=true;
 cskeleton1.Scaling=28;
 cskeleton1.ChangeView(54);
 cskeleton1.Animate(0, 5, 0, eBlock, eBackwards);
 cskeleton1.UnlockView();
 cskeleton1.ChangeView(55);
 cskeleton1.FollowCharacter(null);
 Display("The skeleton is now burnt to a crisp and lifeless!");

  }


Hope this is understandable though I'm certain the solution may well be simple yet been overlooked.

cheers

barefoot








#40
Hi

Iv'e looked here, on internet and tried scripting but to no avail so far.

I'm trying to disable a gui button after it has been mouse clicked x amount of times..

I have a score system set up which affects score if conditions are met (after button has been clicked on);

I don't need it disabled when score reaches x.. (which can be easily done) as i have other buttons which can affect the score also.

I have 7 buttons that i need to check how many times they've been mouse clicked on.

I am also looking into variables (ints) for a way if this be a solution.

Have made Variable: fire, int...  I think i need a way to take one off each time a button is clicked on and disable button when it reached 0.

cheers for any guidance.

barefoot










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