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#41
Hi

I have now sorted this out and everything works as it should..


Aghhhhhhhh I need a very gentle hand with this code for it to work properly... Will you please help.....

In rep exec:

Code: ags
if (cwizard.x >150 && cwizard.y > 137)&& (cwizard.IsCollidingWithObject(object[7] == 1))
} 

  cwizard.Say("Ouch!!");
  GiveScore (-1);
   SetGlobalInt (1, 100);


Or could have if an object is visible and player at given location.

All help appreciated

barefoot





#42
Hi

Is there a Label limit and if so, how many?

I noticed that the GUI icons have now vanished from the top of the window so i can't add a new label on a GUI... (I have  26)

Strange.. I restarted AGS and it now appears as normal and I can add more labels..


barefoot
#43
Hi

I can't seem to find much for my latest scenario and I'm scratching my head trying to find a solution..

Scenario:

A Character throws a spell (object) at Main Character. If it hits Main Character then it causes an event.

If object hits something else it will ricochet off (can do objects collide).

What I would like to do is determine where the main character is and project the object in that direction..

I suppose I may be able to uses players x y to determine projection of object...

Some help with basic direction assistance would be welcomed.

cheers

barefoot


#44
Hi

When the player gets to a certain point I want to stop ShakeScreenBackground (which is in Rep Exe).. I have tried ShakeScreenBackground=false and also tried setting ShakeScreenBackground (4, 10, 0);
so it's length is 0 but to no avail..

It is set to happen after main player uses inventory and runs to point B where another character appears. An object stops animating up and down (thats ok) and then  ShakeScreenBackground supposed to stop. Afterwhich a dialog opens (thats ok)..

It mainly because it makes dialog harder to read when shake screening..

Here is my code from when an object stops animation (ok to this point)

Code: ags


// This bit runs ok
 
 object[0].StopAnimating();

// Problem (says invalid perimeter)

 ShakeScreenBackground (-2, 1, 0); 

 //  Runs ok from here

 object[1].SetView(15);
 object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
 cwizard.SayAt(60, 66, 200,"That is my doing Magrid. I'm going to toy with you before you meet your doom!! I have a question for you!!!");
 object[1].SetView(15);
 cwizard2.FaceLocation(282, 144);

 cwizard2.Say("Eh!!");
 object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);

 cwizard.SayAt(60, 66, 230,"So, you've overcome my pressing contraption! Answer me this is you want to take a step closer to me Magrid! Get it wrong and I will send you back!!!");
 object[1].SetView(15);
 cwizard2.Say("Back???!! What is it you ask?");
 object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);

 cwizard.SayAt(60,66,230,"You are in a cold house in the winter. It is dark. You have one match. There is a candle and there is a wood burning stove. Which do you light first?");
 object[1].SetView(15);

  dquestion1.Start();


Any hints...

barefoot

#45
Hi

This is not a die hard question but i would like to find out if it is possible to have like a SayAt when character speaks in a dialog option. as below. At the moment it all works ok but the say text is a bit off with the text preceeding the dialog starting. Object 1 is spoken by cwizard with the SayAt option so it has a position.

Maybe a SpeechOffsetX and SpeechOffsetY value or similar display options would be good in future editions.

Code: ags
@1
wizard2:Candle
   object[1].SetView(15);
   object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
wizard: Wrong! Prepare to be sent back Magrid!
    object[1].SetView(15);
    object[1].Visible = false;
    cwizard2.ChangeRoom(22,207,135);


barefoot


#46
Hi

I know that Manually Set Region properties is something that may be implemented some time in the near future but i wonder if there is a present work-around for this scenario:

The player is sent back to an earlier room. In that earlier room is a region where events happen... when sent back I have to disable the region to stop events happening.  This all works fine...

I know about region[3].LightLevel = 40; but the region has to be on..

It would be nice if we could draw a region on top of another and disable/enable at will.

The bug bear is the lighting.... any thoughts / ideas?

cheers

barefoot




#47
GAME DISABLED...

This is the first episode and is a prototype version for future episodes. (Episode II in production with new sprites and style.) V1.0 April 2011. Version will be revised throughout the year.

STORY:

You are Magrid, a powerful royal wizard and you have received an urgent letter from the King of Hamresanden.

You have to find 6 prisms to stop Asgrim, the evil Red Wizard, who is returning to Earth from the Neverworld and is planning to take over the Earth through blood, violance and tyrany!

Seek out the wise Sage's. Each Sage knows where one prism is.

Sage's are high priests and frequent the towns and villages of Norway.

Search the towns and villages to find the Sage's. They will tell you where a prism is hidden.

Each prism is guarded. You will need to defeat a guard to obtain each prism.

Confront an evil Troll, a Snow creature that packs a punch, a Wolf, Overcome a Neverworld Beast, Ride on a Dragonfly, meet a Gypsy fortune teller and much more...

After you have got all 6 prisms you must put the prisms in place in a special way.

When Asgrim calls for the power of the moon's lunar power's the prisms will then alter the moons rays as they enter Asgrim, thereby defeating him!

* You have your very own pet owl who will be with you all the way and will help you whenever you need him!

Can you defeat Asgrim??!!







16 colour 640x480

Mouse controls

Music and Sound

Uses Media Player 9 video codecs (Esc Key  to bypass.)

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

Please report (pm) any found bugs to me and I will endeavour to correct them asap.. Thank you

barefoot






#48
Hi

I am in production of The Hamresanden Chronicles: II The Black Prism

I have not published part l because i  believe it could be better and intend to vastly improve it in all aspects sometime later in the year.

I have decided to go grey scale with some touches of colour here and there to give atmosphere, along with the music I think it works well..

Anyhow, you are Magrid, a royal wizard who is confronted by Asgrim the evil red wizard who plans to rule the world with blood and tyranny!

Asgrim invites you to his castle where you play a game of cat and mouse!

Asgrim has fiendish traps and puzzles laid throughout the castle that he hopes will end you once and for all...

Collect magic and sorcery items as you go along to help you, such as levitation and shrinking magic.

Can you defeat Asgrim and destroy the Black Prism???









Story: 90%
Graphics: 20%
16 bit
320 x 240
Music and sound: 10%

barefoot




#49
Hi
SOLVED:

I manually adjusted both char and objects baselines during walk (jump).. works a treat.   :=

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

is it possible to separate ignore walkbehinds?

IE

cwizard2.IgnoreWalkbehinds=true; Works but can I specify which Walkbehind area?

The char jumps over a block and lands on the other side with just his head showing so that's when the Walkbehind area is true, this works kind of ok. Obviously he ignores all walkbehind areas at the moment.

I have made object (block) ignore Walkbehinds.

This is what I have for actions to happen:

Code: ags

function imoss_UseInv()
{
  if (player.ActiveInventory==idust && (player.Room==7))
  {
  cwizard2.IgnoreWalkbehinds=true;
  Display("You mix the dust with the moss.");
  Display("Suddenly you beging to rise!");
  cwizard2.ChangeView(21);
  cwizard2.Walk(165,118, eBlock, eAnywhere);
  cwizard2.IgnoreWalkbehinds=false;
  cwizard2.Walk(165,180, eBlock, eAnywhere);
  cwizard2.ChangeView(2);
  
  
 }
  
  }


Yet char still behind walkbehind when he first rises (walks).


Hope you catch my drift.

cheers

barefoot



#50
Hi

I have an inventory item that I only want to look at.. this causes another GUI to appear.. This works ok.. However, I wish to disable all other clicks for that inv item and to keep the Look mouse mode until it's changed by the mouse right click as normal..

I could of course have the item as a button, if all else fails..

I sure there is a way but have not come across it yet.

cheers if you can assist me

barefoot



#51
Hi

I have a friend who is a very good artist and has run up these paintings that i may use with permission. These are not the high res one's that i would use but are examples.

What are your thoughts on using paintings in games?

Naturally everything else (chars/objects) would need to blend in so they don't look out of place.

Your criticism is welcomed.












Thank you for your comments

barefoot



#52
Hi

I have a couple of questions I'de like to put hoping to find a general resolve..

having played a fair number of AGS games I am still debating about the placement and use of inventory items used in the game as well as exit signs.

Scenario: you pick up an inv item in room 3, you need to use it in room 7... now if you don't pick up the inv item what do you do when you need it?

A: hint and allow the player to go back and get it?
B: give player another option to the solution?

I also notice that some games refuse to let you leave that room without having picked up an item in that room.. if nothing explains why you can't leave I personally hate! which leads onto this:

What are your views on:

A: Arrows depicting exits
B: Mouse over Hotspots
C: Combining more than 2 inv items

I know it may be down to style and taste but i just want to know your thoughts.

cheers

barefoot


#53
Hi

I'm at loggerheads! I have saved my video file as AVI but it's massive (1.9 GBs uncompressed)... On outputting i have options to compress it like:

ffdshow
xvid
cinepak
Intel Indeo

and lots of other options.

Which, in your experience, is the best  to choose to reduce its file size?

I will try a few until I get an answer here..

cheers

barefoot



#54
Hi
UPDATE:
Managed to get a video converter and made it avi and now ok.. so i have my answer..


having spent some time doing a splash and credit screens with movie maker i find that the video sound jutters which is annoying when played in AGS.. it runs ok in other applications such as media player....

Is WMV not the best format to use?

cheers

barefoot

#55
Hi

I have just noticed, having to run my game from the beginning, that my new inventory window displays inventory from old inventory window..

In Room Load:
gInventory.Visible=false;
gnewinv.Visible=true;

The new Inv gui displays but shows inv from ginventory window.

The new Inv window (gnewinv) displays Inv items from ginventory window...  Do i need to lose all items not required in gnewinv gui?

Hope this is understandable.

Until I get some kind of solution I have manually lose all inv items..

cheers

barefoot





#56
Hi


Are co-ordinates x y (such as walk to) based on part of the Room you actually see at the time or the whole Room?

Secondly... I'm trying to remember where chars hotspots are.. is it somewhere in their lower half?

I have main char being followed and have set if colliding,

Code: ags

if ((cskeleton1.x - cwizard.x <=8 && cskeleton1.x >= cwizard.x) || (cwizard.x - cskeleton1.x < 8 && cwizard.x > cskeleton1.x))


The attacking char (cskeleton1 is bigger then char being attacked (cwizard)


cheers

barefoot






#57
Hi

I'm wondering. mainly because I would like to do this, is it possible to have the mouse cursor change to the hand icon when over any GUI button?

cheers

barefoot



#58
Hi

I have set up the below script that works in the global after clicking a button:

Code: ags

 }
   
 if (player.Room== 28) {
     cwizard.FaceLocation(264, 70);
     cwizard.Walk(260, 138, eBlock);
      cwizard.ChangeView(85);
     cwizard.Animate(3, 14, 0, eBlock);
   
     cwizard.ChangeView(3);
     cwizard.Say("My lightning bolt does'nt have any effect on him!!");

 } 
    }


As you can see, the character faces then walks to a location and then changes animation view to 85, does a simple animation and then reverts back to normal view (3) with a Say dialog.

What I am trying to achieve is to not have the character walk but to have the animation run whatever his frame view is.. that is: up, down,left,right. But using the animate character i am having to put a view loop in..  

Is the a good way around this?

I'm looking into while player is at x at the moment if that's any solution?

Ideally to be able to auto walk near to object and change animation view to face object and then fire at object...

Hope my question is understandable.

cheers

barefoot






#59
Hi

UPDATE: What an idiot.. id'e already declared player was in that room so objects must relate to that room.. i think... anyhow.. got it going..   sorry guys  :-\

Here is what I have in case you see something I don't:

Code: ags

function Button16_OnClick(GUIControl *control, MouseButton button)
{
   if (player.Room== 28) {
   if (Game.DoOnceOnly("Killed bird")) {

   SetTimer(1, 0);
   Display("You use levitation");
   cwizard.ChangeView(64);
   cwizard.Walk(259,30, eBlock, eAnywhere);
   cwizard.Walk(259,77, eBlock, eAnywhere);
   Display("You land on top of the bird and squash it!!");
   object[1].Visible = false;
   object[5].Visible = true;
   cwizard.Walk(229,137, eBlock, eAnywhere);
   cwizard.ChangeView(3);
   cwizard.Say("That's taken care of him!!!");

 }
  else Display("You don't need your levitation spell at the moment.");
   }
}  



Scenerio:

I'm in the global script and I have entered events for a button that causes the character to levitate on to an object (obird (object 1) )... The obird is then supposed to change view to a dead bird (possibly some blood) and the character levitates to another position and changes back to normal view..

I have an understanding that's it's not easy to dictate objects in the global...  what do you think would be the best way or doing it in the global in maybe in the Room script?

I'm thinking if character is at a certain x y position then run condition? (not quite sure how to script that).

The below script works but without the obird (object 1)  ChangeView which I have not included:

Code: ags

function Button16_OnClick(GUIControl *control, MouseButton button)
{
  if (player.Room== 28) {

   SetTimer(1, 0);
   Display("You use levitation");
   cwizard.ChangeView(64);
   cwizard.Walk(259,30, eBlock, eAnywhere);
   cwizard.Walk(259,77, eBlock, eAnywhere);
   Display("You land on top of the bird and squash it!!");
   // Here the obird (object 1) changes view
    
   cwizard.Walk(309,75, eBlock, eAnywhere);
   cwizard.ChangeView(3);
   
   
}
}


cheers if you can shove a bit of help this way..

barefoot







#60
Hi

I have a series of events that are set off by a Timer in Rep..

These events cause an object (bird) to fly around a scene.

I have 4 different Random options of where the bird fly's to.

This is ok and works as it should.

I have also incorporated a collide with character so should the bird touch the character during one of it's flights a series of events happen as below..

My problem at the moment is that the Display and Say happen even if the bird is not colliding with character.

I'm sure it's a script thing and possibly {}..  ::)

I will study the script again and all help appreciated..

Code: ags


  if (IsTimerExpired(1) == 1) {
    int ran=Random(2);
     
    if (ran == 0 ) {
    obird.Animate(0, 5, eRepeat, eNoBlock);
    object[4].Move(460, 662, 3, eBlock, eAnywhere);
  
    if (cwizard.IsCollidingWithObject(object[4]) == 1)
    
    Display("The bird's claws catch you on the neck!!");
    Wait(1);
    cwizard.Say("Ouch!!");
    object[4].Move(380, 502, 3, eBlock, eAnywhere);
    SetTimer(1, 100); 


barefoot



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