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Messages - barefoot

#501
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

#502
Cheers Dave,

Yes, i was aware of the character sizes but thanks for pointing it out...

Game building is a great way to keep me mentally stimulated after the stoke..

Ive always said:  learn a bit - practise a lot...

Thanks again Dave

Best regards

Les (barefoot)

Agggggggggggg game errored and unable to open!!! ...Had to begin again Aggggggggggg



#503
Hi

thank you Khris... knowledge is not always a deadly thing  :=

cheers

barefoot
#504
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



#505
Hi


UPDATE: Yes, this script works!

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


I used this with ==1 which possibly means 'true'... Im going to run through it a few times with fingers crossed..

Code: ags

function region4_WalksOnto()
{
     if(HasPlayerBeenInRoom(6) ==1) {
     cChris.Say("Iv'e killed that fur critter in there");}

    else {
    Display("I hear something. I must find out what it is!!");
   cChris.ChangeRoom(6, 523, 466);
  }
}


cheers

barefoot
#506
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

#507
Hi

yes, you're right there... always something..

anyhow  V2 uploaded now..  player can't use flute in cave.

cheers

barefoot
#508
Hi

Thanks Tabata,  I will look into this and appologise to all if it happens to you.

Will upload new version V2 this week...

regards
barefoot
#509
Hi

after going over the script for about 3 hours I decided to change the end bit with this and it seems to work ok now  :=:

Who said it was going to be easy!  :o

Code: ags

function oball2_UseInv()
{
if  (player.ActiveInventory == itie){
   
  cChris.Say("I know what I can do with this robe tie!");
  cChris.Walk(139, 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);
  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.FaceLocation(377, 450);
  cChris.Walk(298, 450, eBlock);
  Display("You turn the water on to fill the bath");
  object[3].Visible = true;
  Display("You lower the foul creature into the bath!!");
  object[5].Visible = true;
  cChris.Say("Die you smelly creature of satan!!!!");
 
  cChris.ChangeView(80);
  Display("Soon the fur ball breaths no more, it is dead!");
  cChris.Say("Well, I don't have to worry about this one anymore!");
  object[3].Visible = false;
  cChris.LoseInventory(itie);
  mouse.ChangeModeView(2, 2057);
 

}
  if  (player.ActiveInventory == ihairsprayoff){


   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!!"); {
   
}
}
}


barefoot
#510
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
#511
Hi Khris

I understand your meaning, and  im sure in the near future my scripting will be vastly improved, untill then...

The  general idea is that you grab an object (enemy) and you deal with him..

EG: You lasso him with a robe tie (graphic changes so he is the mouse cursor) then you put him in the bath to drown.... So you would need to have him on the mouse to put him in the bath...

The new cursor mouse graphic clicks on a hotspot for this to happen...  this is the general idea Khris.

I overlooked the mode for this event as you mentioned and have now corrected it.

Many thanks Khris...  That's why you have the stripes..

:=

PS Be nice to see a writeup on scripting eitiquette and uses... for mortals like me...

Thanks again

barefoot


#512
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

#513
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

#514
Quote from: Alla on Wed 01/12/2010 14:37:43
Any WT ?
Its impossible to get knowlege in Egyptian signs !
Or the Game is so short and i needles pressing tha bottons near Mummy ? ??? ???

Not quite sure what you mean???

The signs represent letters... if you have say an A then you look up the relevant symbol in the symbols.... click on symbols button to view... its really that simple..!

mummy does not use any symbols...  just look at what is going into the mummy... you need to server it..

barefoot



#515
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)

#516
Hi Khris

Because i want the inv object to be the mouse cursor....it saves having to open the inv window. This may be the case for a few inv objects. Your points have been noted and I thank you Khris.

UPDATE:

This seems to work for the second part so it now seems to all be solved, hard work but worth getting there:
Code: ags

{
  
  if (!oscrewdriver.Visible) 
{
  cChris.Walk(166, 450, eBlock);
  player.ActiveInventory=null;
  object[2].Visible = true;
  cChris.LoseInventory(iscrewdriver);
  mouse.UseModeGraphic(eModeWalkto);
  mouse.ChangeModeGraphic(2, 2057);
  hHotspot2.Enabled = false;
 
}
}  


cheers Khris

barefoot

#517
Hi Khris

UPDATE... So far this works..

Code: ags

function oscrewdriver_Interact()
{
  
  cChris.Walk(380,384, eBlock); 
  cChris.Say("It's a screwdriver");
  Display("You decide to take it");
  object[1].Visible = false;
  cChris.AddInventory(iscrewdriver);
  cChris.Say("Well, looks like i've missed who ever did this! I think they are still in the house!!");

 if (player.HasInventory(iscrewdriver))

 
  mouse.ChangeModeGraphic(2, 959);

}


AND THIS WORKS;

Code: ags

function hHotspot2_Interact()
 {
  if (!oscrewdriver.Visible) 
  object[2].Visible = true;
}


I Just need the mouse graphic to return to normal ie say interact etc
----------------------------------------------------------------

Now, with the screwdriver mouse graphic it allows events to happen when used on a Hotspot/Object in the room and then return to normal mouse graphic mode such as interact or walk etc (of course you lose the inventory item after use (iscrewdriver).

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


basically, click on iscrewdriver and the mouse graphic changes to image 959 (screwdriver), with the mouse graphic (959) you click on a hotspot and another object appears and then mouse returns to normal mode.

maybe keep Active.Inventory?

cheers Khris

barefoot
#518
Hi Khris

Hope this explains better:

You Interact with an object (oscrewdriver / Object1), it is added to inventory as iscrewdriver and the object becomes visible=false (Object1)

Now, when the player HasInventory (in this case iscrewdriver), the mouse graphic turns to screwdriver graphic (Number 959). With the screwdriver Mouse graphic you click on a particular Hotspot and an object (Object2) becomes visible and events happen. Afterwhich the mouse graphic returns to normal mode eg walk and the inventory item is withdrawn from inventory.  

I don't really want this as an Active.Inventory scenerio.

Hope this explains better

barefoot

#519
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










#520
Thanks Khris, I'll look into that solution..

barefoot
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