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Messages - barefoot

#601
Gilbet, thought we had it..

but its not really working.. Ive  set the timer to activate from a region now.

The ceiling drops down as it should with the char behind it but nothing is said (displayed)..I also wanted the char to changeview to 17 if collides...

Code: ags

function region1_WalksOnto()
{
Display("Clue: You are going to have to hurry!");
SetTimer(1, 160);
object[0].Move(80, 469, 2, eNoBlock, eAnywhere);

}


And put this in RepExec:

Code: ags

function room_RepExec(){

    if (IsTimerExpired(1)) {
    if (cindy_bones.IsCollidingWithObject(object[0])) Display("You've been squashed. It's the end of your journey!!"); 
    else Display("Congratulations! You escaped from the trap!");
  }
}


UPDATE

I think it may be a case of distance,speed of object and time..!!

This is what I now use:
Code: ags

function region1_WalksOnto()
{
Display("Clue: You are going to have to hurry!");
SetTimer(1, 120);
object[0].Move(56, 433, 3, eNoBlock, eAnywhere);

}


Code: ags

function room_RepExec(){

if (IsTimerExpired(1)) {
    if (cindy_bones.IsCollidingWithObject(object[0])) Display("You've been squashed. It's the end of your journey!!"); 
    else Display("Congratulations! You escaped from the trap!");
  }
}


Do I really need a Timer?... would it be better to adjust speed of Object with Collision???

barefoot
#602
Hi

I'm trying to get below script to run as it should..

You get a warning that you need to hurry. Ceiling drops down and squashes you if you run out of time.

If I use eblock then you can't run, if i use eNoBlock then the next piece of script runs.

Am i using the correct IsCollidingWithObject or is it a {} problem?

Code: ags

function room_AfterFadeIn()
{
Display("Clue: You are going to have to hurry!");
SetTimer(1, 320);
object[0].Move(80, 397, 4, eNoBlock, eAnywhere);
if (cindy_bones.IsCollidingWithObject(object[0]) == 1) 

Display("You've been squashed. It's the end of your journey!!");
cindy_bones.ChangeView(17);

}



All help appreciated.


barefoot

#603
See your message inbox

barefoot
#604
Have you got any of the tracks?

might be able to help...

barefoot
#605
Cheers Vince.. brill...

x has to be X

:=

barefoot
#606
Hi

Ive used the Object.GetAtScreenXY but to no avail..

I have some Objects with each one set to Int Random Moves.. which works fine..  

Now I need to check when a certain Object moves to one of the int random options it then carry's out an 'if'...

eg:
if Object A moves to x y coordinates then AddInventory.....  etc

Code I have at the moment:
Code: ags

function oyellcirc_Interact()
{
int ran=Random(5);
if (ran==0) object[1].Move(134, 292, 4, eBlock, eAnywhere);
else if (ran==1) object[1].Move(206, 285, 4, eBlock, eAnywhere);
else if (ran==2) object[1].Move(269, 284, 4, eBlock, eAnywhere);
else if (ran==3) object[1].Move(320, 274, 4, eBlock, eAnywhere);
else if (ran==4) object[1].Move(360, 294, 4, eBlock, eAnywhere);
else if (ran==5) object[1].Move(217, 344, 4, eBlock, eAnywhere);
else object[1].Move(146, 298, 4, eBlock, eAnywhere);
}


Hope this is understandable

barefoot
#607
Cheers guys... works a treat..  :=

barefoot
#608
Hi

Is it possible to choose more than 1 x and y for an Object... ie like an Int for Text giving random options?

Basically a player clicks a button which sets an Object to move.. what i am looking for is to be able to move that object from say 3 option random moves.

For example: Object Move: option1 300,190  option2 307,198 option3 320,202 etc etc

I want to check if that Object is at a certain x y location then set off another function such as door opening.

cheers
barefoot
#609
Hi

why not try: repeatedly_execute_always

Called every game cycle, even when a blocking routine (eg. speech/cutscene) is in progress. You cannot call any blocking functions from this event handler. You can have a repeatedly_execute_always function in both your global script and in any room scripts where you require it.

Its in the Manual...

barefoot
#610
Nicely put Khris..


barefoot
#611
It's a Built-in Hardcoded piece of script... like in other languages like c and java...

Hazard a guess:
GET- ie retrieve that function, in this case GetSetSpeed, and change its variable from default to your own variable ie 40.

I think it returns a variable which you set yourself for the getgamespeed script ie speed=40 etc  (but don't quote me on this)..

But if it works then why bother to wonder why.... curiosity I suppose....

I no doubt expect many language experts on here could explain the full thing...and shoot me down...;)


barefoot
#612
Hi

I have made a few games with AGS and my background graphic skills are not as good as i would like, which tends to spoil the game..

The Game I am working on is based on Dr Who's enemy: the Daleks... (No real running title yet). I have made a few Dalek sprites which are ok (slight alteration to their looks will be implimented to make them a litttle different..ie wings on head etc)... the story line is simple: The Daleks are coming to steal all of our resources before destroying the planet...

Unfortunately the Doctor has been suspended and his TARDIS taken away by the Master Time Lords and is unable to come here to help.... but he can teleport stuff.

A young enthusiast picks up the Daleks signal of their intentions.. but no one believes him!

What I would like is if somebody would be prepared to design a few backgrounds based on particular scenerios..eg Water dam... Power station....and maybe a few objects etc etc

Basic shot:


If anyone would like to assist me on this new project that would be great. Credit will be given....

Please give indication of skills you can help with.

Game 640x480 and 16-bit

cheers
barefoot



#613
Hi

I have made a few games with AGS and my background graphic skills are not as good as i would like, which tends to spoil the game..

The Game I am working on is 'Dalek Invasion Earth'... I have made a few Dalek sprites which are ok... the story line is simple: The Daleks are coming to steal all of our resources before destroying the planet...

Unfortunatly the Doctor has been suspended and his TARDIS taken away by the Master Time Lords and is unable to help....

A young enthusiast picks up the Daleks signal of their intentions.. but no one believes him!

What I would like is if somebody would be prepared to design a few backgrounds based on particular scenerios..eg Water dam... Power station....and maybe a few objects etc etc

Basic shot:


If anyone would like to assist me on this new project that would be great. Credit will be given....

Please give indication of skills you can help with.

Game 640x480 and 16-bit

cheers
barefoot



#614
Some bits of answers...

AGS supports various resolution options (320x200 to 1024x768) you can actually import bigger backgrounds to allow scrolling.

Colour options from 8 bit to 32 bit

You can import quite detailed images into your game without losing quality.

AGS also supports transparancy.

As far as I'm aware You can keep adding frames until the frame/loop limit is reached (20, 40, or something).  There is a checkbox in the view editor that allows you to chain multiple animation loops together if more frames are needed.

Yes, you can import up to 5 backgrounds per room.

As wonkyth said,  pretty much everything you've asked..

The best way to answer most of your questions is to go ahead and try something in AGS and see for yourself..

Read the Manual and trawl these Forums for answers.

barefoot



#615
you could end the script by disabling the hotspot to stop it activating again.

Code: ags

hJtoilet.Enabled = false;


Or use HasInventory

Code: ags

{
  if (player.HasInventory(object)) {
    (do this);
  }
  else (do this);
}



barefoot
#616
Quite often people do use other peoples work as it were: objects, characters etc etc
but best to get approval by asking the person who made the game first though before you use... or even ask if someone could make you one or two...

If you sell any AGS games there are certain conditions that must be adhered to... read the rules about selling as a commercial game...

Info about this:
http://www.adventuregamestudio.co.uk/aclegal.htm

The best way is to make a demo of the game for users to comment on and possibly give advice... If the game gets rave reviews then maybe it may be worth selling... but don't expect miracles, after all, why should they part with money, unless its pretty top notch.. and you are also up against some pretty awesome scripters and gamers here....

Best bet is to download a few games to see what is not only possible but what you may need to learn to do before you can fully venture into deep waters...


Barefoot
#617
Hi

I suggest you use characters already made for AGS, there are quite a few about.. Just dig a bit deeper.

You can even change them by exporting to a paint program and changing their appearance so to speak... so as to make them a new character.

It can be hard to develop new characters with animations so i suggest you use what is available untill you can make your own.There are many skilled people here that may help you and give advice.

You can choose what resolution you want, thats all part of the set up. I generally stick to 640x480.. but thats me... AGS supports scrolling.. go with whatever suits you.

MS paint has its limitations... paintshop pro and photoshop are good programs to use, even just for the layering options.

Just experiment untill you find a solution that suits you..

barefoot







#618
Hi

Welcome to AGS..

1, You can make your own inventory items using most paint programs and import them into AGS via the Sprite Manager.

2, You can download Templates from various sources here, but do check that it is compatable with the version of the AGS you have as older templates may not work with laster versions.

Quote
Using downloaded templates

If you've downloaded a game template from the internet, you should find a file with a .AGT extension. This is the AGS Template File, and you just need to copy it into the "Templates" folder within the AGS Editor directory.


Resources:
http://www.americangirlscouts.org/agsresources/Templates.html

Everyone has to learn the scripting from scratch, it does get easier but there is help here if you can't find an answer to your question in the manual or need further help.

Above all, keep reading the manual and checking through these Forums using the search facilty to find info.

Being a newbie you would do well to practise with the Default Template that comes with AGS until you are comfortable and have an understanding of how it all works.

The lastest version is 3.1.2

Hope this is helpfull

barefoot

#619
You should include the Dialog so we can check it out..

I've used this and it works:

Code: ags

// Dialog script file
@S  // Dialog startup entry point
cDmg: Which is the world's largest ocean?
return
@1
cRedpants: Atlantic
cDmg: Wrong. You are on your own! Pass by
  player.ChangeRoom(28,300,106);
stop
@2
cRedpants: Indian
cDmg: Wrong. You are on your own! Pass by
 player.ChangeRoom(28,300,106);
stop
@3
cRedpants: Pacific
cDmg: Correct. My next question is
 goto-dialog10



barefoot
#620
General Discussion / Re: "Band" name?
Tue 11/05/2010 23:01:39
It may well depend on where the name will be seen... it will look different on a CD then it will a billboard poster for example..

Imagine someone passing a poster with your name on... does it look appealing enough
for people to go "Hey, cool name, I wonder who they are??" sort of thing..

If you want a personal tip... check the horses.... there are some great names amongst them... just adapt a few  to your own taste.. may give good results.

Also how that name is display in terms of text, color and if its abstract..

Find a few good names and make up some posters and see of any click...

You say its folky stuff.. well, the name can be as absurd as any new wave band!

I have been playing in bands for 40 years, it can be quite daunting!!

Good luck.

barefoot  (believe it or not.. barefoot was a band i was in years ago!)



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