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Messages - barefoot

#61
Hi Selmiak

Thank you for your comments.

Using images may well help with non-natives to better understand.

Blood fountains... in some cases a great idea.. I just used a spurt.

The explosion blows the man over and naturally he is mortally wounded and loses much flesh and bleeds heavily, hence 'bucket of paint' as you so put it. Also, if you did not saw your foot off it does come off in the explosion.

Thanks again and thank you for your comments..

maybe you could add a view/comment of the game in the games section that would be great.

cheers

barefoot


#62
I had that same problem, would not show upload,  until i created a new folder and uploaded. It was ok then.
#64
Font registry perhaps?

Re-installed new arial font?

#65
Hi

eNoblock for the animation and run eBlock for the move. Plus you have it to only animate ONCE, so it may well be much shorter animation than required move distance you have.





#66
Cheers guys

I will look into it

:=

barefoot

#67
Hi David

learn a bit, practice a lot..

Yeah, I'm looking forward to putting this game together.

:=

barefoot




#68
Hi

WHODUNIT? 1:  3 Sherlock Holmes cases to solve. Solve case 1 then move on to case 2 then to case 3.

Each case must be solved and the murderer(s) correctly accused and method used before you can move on to the next case.

Interview the suspects. Hear their story. Watch clips. Gather clues. Determine red herrings.

Accuse suspect(s) and guess the method used to kill..

16-bit colour. 320 x 240 resolution.

Production: 10%











#69
Hi David

food for thought.

cheers

barefoot

#70
Hi

New Sherlock Holmes game.

3 cases to solve.

Name the correct culprit(s) to move onto the next case.

I'm looking for some basic, short story lines.

Case 1 involves: Death of Earl Grey.

Suspects: Lady Grey, Alfred the butler, Charity the maid, Joe the gardener and Mrs Lewis the cook.

All ideas welcomed.

Please PM

barefoot





#71
Hi NickyNyce

Thanks for your comments. Yes, some extra additional audio would go down better.

EXTRA SOUND NOW ADDED.

Its only by people commenting can game creation be improved. Cheers.

I will look into increasing 'hotspot' size as I know it can be awkward at times.

Thanks again

barefoot





#72
If a character has 11 frames in an animation view then it will run through all11..

IE 0 to 10..


barefoot
#73
Cheers guys... problem solved 

:=

barefoot

#74
V1.00

Sawn 1: Pain is just the start!

Horror / Drama.

1 room Game (my first attempt.)

You've seen the film (Saw), you know the score.

You are abducted and wake up in a dungeon with your foot clamped.

There is a religious, hooded madman on the loose who has planted a tiny explosive device in your neck!

You have just 5 minutes to remove it or else.. Boom, goodnight vienna as the tiny explosive will explode in your neck blowing you to pieces!!

A timer will show you what time you have left to remove the device.

* Can you watch if you decide to saw off your foot?
* Possibly lose a finger or 2?
* Will you enjoy digging an instrument into you neck?

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

There are 3 possible endings.

16-bit colour and 320 x 240 resolution.





Check it out:

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1446

Comments/Views always welcomed.

#75
General Discussion / Re: R.I.P Ryan Dunn
Sat 25/06/2011 08:18:14
Epitaph: Live fast dies young..
#76
Hi

sorry to be a pain (lad in classroom who sticks his hand up  8) )

I have created a Global Pane variable: score, int, 300...

Countdown after every game loop by timer on rep exec from 300 to 0 with a label updating.. So far so good..

I want/need to put a closure on this as I'm still a little confused.com as it still goes over the 0 (if 'talking' it keeps counting down passed 0 ie -1 -3 etc)

Once 'talking' has stopped it then proceeds to events as it's supposed to do.

I need to nail the counter to stop and label off when score reaches 0.

I'm unsure about how to implementing monkey's on event method and feel like my feet are in toffee... but thanks for help so far guys..


Hopefully there is a layman's way of dealing with this crises.

In room_RepExec:

Code: ags

function room_RepExec()
 {
  
 if (IsTimerExpired(1) == 1) {
   score= (score -1);
   SetTimer(1, 40);


{
	
if (score  <  0){
  score--;
   SetTimer(1, 0);
   Display("Times up!");
   LScore.Visible=false;
   object[12].SetView(19, 0, 0);
  object[12].Animate(0, 3, eRepeat, eNoBlock);
  cFrankj.FaceLocation(185,126);
  aGameover.Play(); 
  aExplodes.Play();
  cbjorn.Say("Your time is now up. Boom!!");
  aGameover.Stop();
  cFrankj.LockView(29);
  object[5].Visible = true;
  object[8].Visible = true;
  object[37].Visible = true;
  cFrankj.Animate(0, 4, eOnce, eBlock);
  Wait(8);
  object[34].Visible = false;
  Display("You have been blown to pieces!");
  SetFadeColor(200, 0, 0);
  cFrankj.ChangeRoom(3);

 }
 }
 }


Then in repeatedly_execute_always()

Code: ags

function repeatedly_execute_always()
	 
{
if (IsTimerExpired(1) == 1) {
	 score= (score -1);
	 SetTimer(1, 40);
	 
}
	

  LScore.Text = String.Format("Seconds remaining: %d", score);

}


Sorry if I give you a headache  :=

barefoot





#77
Yeah, nutty as a ton of coal  :=
#78
Screenshot




#79
Thanks again

I will incorporate..

cheers

barefoor
#80
Thanks for your help guys.

I have created a Global variable... score, int, 300.     it works fine except it does not continue the countdown through 'Says'  like it did using Give Score method (as per monkey's comment). It now appears blocked.

Code: ags

function repeatedly_execute_always()
{
	
	 LScore.Text = String.Format("Seconds remaining: %d", score);

}


Code: ags

function room_RepExec()
{

  if (IsTimerExpired(1) == 1) {
	
  score=(score -1);
	SetTimer(1, 40);
 {
		
		
 if (score  == 0){
	
	object[12].SetView(19, 0, 0);
	 object[12].Animate(0, 3, eRepeat, eNoBlock);
	 cFrankj.FaceLocation(185,126);
	  cbjorn.Say("Your time is up. Boom!!");
	 aExplodes.Play();
	 aGameover.Play();
	 aGameover.Stop();
	 cFrankj.LockView(29);
	 object[5].Visible = true;
	 object[8].Visible = true;
	 object[37].Visible = true;
        cFrankj.Animate(0, 4, eOnce, eBlock);
	 Wait(8);
	 object[34].Visible = false;
	  Display("You have been blown to pieces!");
	 SetFadeColor(200, 0, 0);
	 cFrankj.ChangeRoom(3);



My venture into variables is at an early stage so kid gloves would be preferable.

cheers

barefoot





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