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Messages - barefoot

#321
Hi

UPDATE:
I Deleted the Room and created a new one and reset everything and it's now how it should be.. strange happenings indeed..

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

An object changes view with animation in a scene but when the game runs its colours (object) reduce like 8 bit... It looks fine in View..

I'm stumped as to why.. I have re imported frames but still the same..

I have used this after fadein:

Code: ags

  ogypsy.SetView(50);
  ogypsy.Animate(0, 10,  eRepeat, eNoBlock);
  cEgo.SayAt(12, 152, 200, "Yes. I see a feint vision coming through.");
  cEgo.SayAt(12, 152, 200, "I see but I cannot tell!!.");
 ogypsy.Animate(0, 10,  eRepeat, eNoBlock);



I then added an identical object and gone that way.. still the same..

Code: ags

object[0].Visible = false;
 object[2].Visible = true;
 ogypsy2.SetView(50);
 ogypsy2.Animate(0, 10,  eRepeat, eNoBlock);
 cEgo.SayAt(12, 152, 200, "Yes. I see a feint vision coming through.");
 cEgo.SayAt(12, 152, 200, "I see but I cannot tell!!.");
 ogypsy2.SetView(50)


I've just discovered this happens to any view you change the object to!!

any ideas as to why this may happen?

cheers

barefoot
#322
ha ha...  I almost laffed  :=
#323
Hi

The  Hamresanden Chronicles: The Rising

New characters and animations which is set in an ancient magical time.

You also have your pet Owl who will fly in to help you should you need help at any time..

STORYLINE:

In a time when man first walked the earth they said giants ruled with blood and pain over all creatures and that one such giant, Asgrim, became ruler over all things and much blood was spilt during his reign of utter terror.

Blessed by the ancient God of mischief, Loki, he was given powerful magic beyond imagination and taken to Neverworld and turned into a half man.

Sage's gathered in future years to discuss finding a way to stop this evil Wizard Warlord should he ever return.

They discovered he obtains his power through the light of the lunar moon and only 6 sacred prisms could stop him.

Now Asgrim has found a way back and has only one intent:  to acquire the 6 prisms and regain his full power's!!

You are Magrid, a powerful royal wizard, and you have to find 6 prisms to stop Asgrim (the evil Red Wizard) from wrecking havoc by taking over the earth through blood, violance and tyranny.

Face a Troll, Ride on a giant Dragonfly, face a fiery Dragon, fighting Skeletons, Destroy a Medusa type creature and much more as you travel to find the 6 sacred prisms that can stop Asgrim.

Start off with Royal Wizard Magrid reading a letter from the King


Up against a Troll who wants you for lunch!


The Twilight world - Can you obtain the prism?


Confronted by Ice man Akozos


Confronted by Kanipus!


The snow creature spots you!


Have your fortune read!



UPDATE: March 27th 2011:

STORY: 99%
PUZZLES: 99%
SCENES: 99%
SOUND and MUSIC: 90%
16 bit 640 x 480

This game is being beta tested March 2011

Release date: April 2011

barefoot




#324
Cheers mode7.. i'll look into that

barefoot
#325
Hi Monkey

I am not offended by your remarks, just taken back a bit. I'm ok and appreciate all your posts and I hope that you can be on hand in any further issues I have.

You guys have so much to give and some of us appreciate that fact.

I know I can be a pain but I mean well as no doubt you do..

I don't just post and sit here waiting for someone to give me the answer, I keep on looking for myself and if i sort it then i say so...

Thank you monkey and of course khris...  :=

barefoot



#326
Hi Khris

I must be spooked.. poltergeist or something..  strange crap has been happening..

I mean, show character is quite low down on the events panel..

Anyhow, I will have to be on my guard..

cheers

barefoot

#327
Hi

UPDATE: Iv'e just noticed that somehow show player character in room is false!!!! Very strange..I'm going to try it now... It works fine now... Fact is stranger then fiction, they say..


Id'e like to ask a logical question...  if my character does not appear in the next room and the walk icon has gone in that Room as well, what are the possible causes as to why?

i have stripped all the code away for the character to nothing so you are only able to walk across the screen and then when he lands on a region he goes to the next Room, which he does. So this can't surely be a script error?

However, once in the next Room the character cannot be seen and the walk icon has gone..

There is a walkable area in the right place for the character. There are no walkbehinds and no scripts..

I am puzzled as to why..

I am not asking for any script just the possibilities so I can amend and adjust.
My script is saved in notepad.

Meanwhile, i will keep looking.

cheers

barefoot

#328
Hi

Thank you so much Khris... and of course monkey...

my indentation winds people up so i guess i'll use as it should be and hope i can read it properly... i apologise..

Khris: You put time and effort into telling me what i should have used etc and so did monkey in a way but i guess your reply was more user friendly..

I did manage it on my own with the playerRoom== and your message was more than welcomed.

Thank you again

barefoot







#329
Hi Monkey

i knew about hasbeen andprevious but did not find player.Room anywhere..

I thank you for that statement of player.room.

if (player.Room == 6 && player.ActiveInventory==ibook) {

I have looked again at the script and have now got it functioning as it should..
so I thank you for that monkey..

I did not ignore you post... i was in AGS..

I am upset a little by your remarks. Its all so obvious to you. I do respect you for your script knowledge but maybe you could ease up a little..

I've done teaching myself, guitar, I know some students can be a pain.. but you have to have rock hard patience...

regards
barefoot




#330
Hi

sorry of it deters you monkey, but with less than 50% vision i have to do it this way, i find i can see it better.

I amended a line to read:

Code: ags


 if (player.PreviousRoom==3 && player.ActiveInventory==ibook) {



Surely this piece of script should only run if player's previous room was 3 and end as it should... but it continues on as if room 9 as if he has used the mirror...



barefoot




#331
Hi

Sorry guys,

Something in the below script is not acting as is planned. Its from the Global script for when an inventory item is clicked on the player (cwizard)..

The part that's giving me gyp is when the book or horn are used in room 6 on the player.
It runs as normal but at the end of that particular piece of script it carries on as if player is in room 9.. (about using the the mirror)

Obviously conditions need to apply depending on what room the player is in when using inventory items on himself.

I know its a conditional thing and i have tried amending but have as yet not found the solution. I shall study it again but in the meantime if anyone can advice i would be greatfull.

I hope i have included enough info and that you'll excuse me.

Code: ags


function cwizard_UseInv()
   
{    
  if (HasPlayerBeenInRoom(3)&& player.ActiveInventory==ihorn){ 
  
  player.ActiveInventory=null;
  cwizard.LoseInventory(ihorn);
  player.FaceObject(object[3]);
  Display("You take out your magic Horn and blow with all of your might! The wailing banshee sound is unbelievably wailing so you close your ears.");
  aBird.Play();
  object[3].Move(20, 13, -1, eBlock, eAnywhere);
  object[3].Visible = false;  
  aBird.Stop();
  cwizard.Say("Good job brought my horn along!");
  cwizard.Say("I need to get that prism!");
  cwizard.Clickable=0;
  
} 

 else if (HasPlayerBeenInRoom(3)&& player.ActiveInventory==ibook && !player.HasInventory(imirror)) {[/b]
   
   player.ActiveInventory=null;
   cwizard.LoseInventory(ibook);
   player.FaceObject(object[3]);
   cwizard.Say("Now let me see. Ah, here's a spell of bat calling. If there is one thing a great Macaba bird is frieghtened of it's a bat!!");
   Display("You utter a few magic words");
   cwizard.Say("O magi karindo marlon ellami!");
   cwizard.AddInventory(ibook);
   object[4].Visible = true;
   aBird2.Play();
   object[4].Move(498, 76, -1, eNoBlock, eAnywhere);
   object[3].Move(20, 13, -1, eNoBlock, eAnywhere);
   object[4].Move(20, 20, -1, eBlock, eAnywhere);
   object[4].Visible = false;
   object[3].Visible = false;
   Display("The Macaba bird flys off in distress!");
   aBird2.Stop();
   cwizard.Say("Now to get that prism!");
   cwizard.Say("I need to get it down from that high branch!");
  
   
   
 }
  else if (HasPlayerBeenInRoom(7)&& player.ActiveInventory==ibook && player.HasInventory(imirror)) {
   
   
   Display("You don't need anything from your magic spell book just now");
  
  
    }

  else if (HasPlayerBeenInRoom(7)&& player.ActiveInventory==ibook && !player.HasInventory(imirror)) {
   
   
   Display("You may need to cast a spell on something else!");
  
  }

  else if (HasPlayerBeenInRoom(8)&&  player.FaceLocation(30, 307)&& player.ActiveInventory==imirror && player.HasInventory(imirror)) {
  
  SetTimer(1, 0);
    
    }
    
     cwizard.ChangeView(35);
     Display("You take out the mirror so you can see as you walk backwards towards the statues.");
     Display("You hope it's right what is said about using a mirror against such an diabolical creature!!");
     caliska.SayAt(350, 100, 270, "Come closer. Look into my eyes. Look deep deep into my eyes.");
     cwizard.Walk(459,213, eBlock); 
     Display("You manage through the mirror to stop at the Urn of Osisi and grab the prism");
     cwizard.AddInventory(iblueprism);
     
     GiveScore(1);
     SetGlobalInt (1, 100);
     
     cwizard.Say("Got it! Now to try and sort that creature out!");
     cwizard.Say("Hopefully my magical Staff will stop that monster and banish it to the burning fires of hell!!!");
     Display("You get out your magical Staff and bang it on the ground");
     cwizard.ChangeView(37);
     cwizard.Animate(0, 5);
     cwizard.ChangeView(3);
     object[8].Visible = true;
    
     Wait(70);
     
     caliska.SayAt(350, 100, 270, "Aghhhhhhhhhhh.");
     object[8].Visible = false;
     object[0].Move(490, 352, 8, eBlock, eAnywhere);
     cwizard.Say("It's gone back to hell! That should relieve the folk of Latvik!");
     Display("You shout to the village folk that the monster has gone. They sing with rejoice!");
     cwizard.Say("Now, I really must get to another prism. I remember someone saying that had seen a sage at the Narvik staits");
     Display("You head off to the Narvik staits");
     cwizard.IgnoreWalkbehinds = 1;
     RemoveWalkableArea(2);
     cwizard.Walk(620, 244, eBlock, eAnywhere);
}   


cheers

barefoot



#332
Hi

i appreciate both of your replies.. I just got a bit entangled that's all...  information overload and burnout...  I never need ask that question again... solved...

Thanks again
:=


barefoot
#333
Hi

I'm trying to put some script together that checks if you have spoken to another character.

A bool where you could check true of false...

I did do a bool some time ago with the help from khris... but i need it to refer to something else and can't seem to find the right way of putting it in. I know the basics.

The boolean checks if you (cwizard) have spoken to a character (cbjork) so that when you talk to another character (cbergthora) what you say is determined by wheather the boolean is true or false..

I will check out booleans more..

All help/support appreciated

barefoot


#334
Hi Khris

it's that old chestnut..  after doing a dialog with options (3 in all) 2 return and 1 stop.. it all looks correct in the dialog window.. the game starts it then crashes..

It displayed: DoDialog options turned off error

I have not added any other settings...

Im wondering if lower GUI is to blame even though its turned off???

Now I'm getting that funny picture thing with my character image on near the top of the screen.. as with a pervious post.. this is very strange to say the least..

The dialog works fine, its just the look and its in a smallish box..

I tried in a new game and its ok..

If I can't solve this maybe i can work around it with a gui with buttons and questions with conditions for anyone they pick???

barefoot
#335
Hi

I'de like to clear one major point...

what i generally want to know is the causes of the DoDialog options turned off error... I seem to be getting it... If I know some possible reason i can check.

Can GUI's, even though switched invisible cause Dialog problems?

cheers

barefoot
#336
Hi

I shall make a note of that..

cheers suicidal pencil

barefoot
#337
Hi

I looked again at the code and moved the object[0].Visible = true; and it works as it should now..

Code: ags

unction region1_WalksOnto()
{
  cwizard.ChangeView(28);
  Wait(2);
  cwizard.ChangeView(29);
  Display("You gaze into the oasis and notice its tranqulity. Thoughts become clearer the mind becomes pure. An image begins to appear");
 object[0].Visible = true;
  int trans = object[0].Transparency;
  while (trans < 100) {
  trans++;
  object[0].Transparency=100-trans;
  Wait(1);

}

 
  obluesage.SetView(30);
  obluesage.Animate(0, 5,  eRepeat, eNoBlock);
  cEgo.SayAt(395, 20, 250, "Magrid. I am Kazziba an anxient sage. I am appearing to you in a vision. We pray everyday for you. Be strong.");
  obluesage.SetView(30, 0, 0);
}


barefoot


#338
Hi

I have the following script. What changes would I need for the object to fade in  a bit quicker?

Also I believe there may be a plugin for this type of thing.. Fading an object out is no problem.


Code: ags

function region1_WalksOnto()
{
  cwizard.ChangeView(28);
  Wait(2);
  cwizard.ChangeView(29);
  Display("You gaze into the oasis and notice its tranqulity. Thoughts become clearer the mind becomes pure. An image begins to appear");

  int trans = object[0].Transparency;
  while (trans < 100) {
  trans++;
  object[0].Transparency=100-trans;
  Wait(1);

}

  object[0].Visible = true;
  obluesage.SetView(30);
  obluesage.Animate(0, 5,  eRepeat, eNoBlock);
  cEgo.SayAt(395, 20, 250, "Magrid. I am Kazziba an anxient sage. I am appearing to you in a vision. We pray everyday for you. Be strong.");
  obluesage.SetView(30, 0, 0);
}


Cheers

barefoot


#339
Hi Monkey

that was some information there.. i have added it to notepad for reference.. and thank you. I learnt a few bits there, understanding wise...

cheers again

barefoot

#340
Hi

UPDATE: I've searched around again and used this and it works..

Code: ags

function room_RepExec()
{
  if (obird.Visible)
  obird.Animate(0, 5, eRepeat, eNoBlock);
}



For some reason my object (obird) will not animate as it flys off, i get an undefind error that says that obird is undefined taken.  I know that with characters the move command slides rather then walks...  what would be best to use?

Its this bit  
Code: ags
obird.Animate(0, 5, eRepeat, eNoBlock);
 
that is causing the problem.
It runs ok elsewhere in the scene like going on to  a region makes it animate.

Code: ags

function cwizard_UseInv()
   
{    
 if (HasPlayerBeenInRoom(3)&& player.ActiveInventory==ihorn) {
  cwizard.LoseInventory(ihorn);
  player.FaceObject(object[3]);
  Display("You take out your magic Horn and give along blast. The wailing banshee sound is unbelievably wailing so you close your ears and it scares the bird and it fly's off.");
  aBird.Play();
  obird.Animate(0, 5, eRepeat, eNoBlock);
  object[3].Move(20, 13, 1, eBlock, eAnywhere);
  object[3].Visible = false;  
  aBird.Stop();
  cwizard.Say("Good job I brought my horn along!");
  cwizard.Say("I need to get that prism!");
}

 else Display("I can't use that!");
}


All help appreciated

cheers

barefoot



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