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Messages - barefoot

#682
Look at this thread.. contains Panarama module and manual + demo

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=27632.0

barefoot
#683
Thanks so much Khris

You helped me big time

cheers

barefoot
#684
Hi

I am looking for a condition that when certain Objects are NOT visible a condition can be run such as change room... (Opposite condition of below code)

'After killing an Object it is switched off (visible true/false)..   I have 3 objects.'


Code: ags

if ((oMobster1Dead.Visible) && (oMobster2Dead.Visible) && (oMobster3Dead.Visible)) {
  Display("You have killed the 3 Mobsters and it's now safe to pass")
  player.ChangeRoom(23, 55, 371);
}


I have looked but not found the answer yet.

All help appreciated
barefoot
#685
Hi Crimson

I use magic wand settings to get as close as i can 'see' to the objects/characters, and the white speckles are more reduced than in my previous games...

Going from some of the games I have played I think mine is not to bad graphically.. but there is always room for improvement...which i endevour to achieve.

Mafia?... well, i suppose so, in some aspects...


Well, you have helped me in various sorts...

cheers
barefoot
#686
I thought the name sounded good, and he has the nose..... could'nt very well have his brother Sylvester.. could I???  

:D
#687
Hi

I am about a third of the way through my third game (which I wished  had been my first.. anyhow)

Title:
The Driver

Story Line:
It's the 1920's. Times are hard. A time of the great Crash and Prohibition.

A time when guys like Al Capo and Bugsy Muldoon run the gaming, protection and alcohol rackets. The poor sometimes gets a small slice of the crust action but the rich get the loaf! In your case it's definately a small crust!

Unemployment is at an all time high so you try to earn a living as a taxi driver on the East side of town.
Your wife has a life threatening serious condition so you are trying to raise some cash to make her better by working 24/7.

Anyhow, you're waiting to pick up a fare when suddenly this man boards your taxi and screams at you to make a quick gettaway. He is trying to escape the clutches of Bugsy Muldoon's mob who are chasing him with machine guns blasting! You have no choice but to try to escape them!

Little did you know then what the 'Brotherhood'  meant, but you were soon to find out when you come face to face with Mob Gang Boss Al Capo and become his 'Driver' doing jobs and Mob law enforcing..!!

Lots of 20's style music included.

Having to make a quick gettaway from Bugsy Muldoon's mob!


Speeding around the city in a variety of cars!


Meeting Al Capo's Manic Mechanic!


Trying to find a secret pizza recipe - but watch out for the dog!!


Meeting 2 fingers Tony!




Specs:
Resolution: 640 x 480
Color: 16-bit
Music and sound included

Progress:
Game: About 33% of the game done
Story line: Mostly Complete.. (but things change)
Graphics mostly done but some just need a slight touch up and tweek

Estimated time of finish: March 1st..

Thanks to Monkey, Khris, Crimson and others for your great help and support..









#688
Many thanks Monkey

I definately need to keep my eye on my braces.. {}   ;)

Yes, need logic...

cheers

barefoot
#689
Hi

I am having trouble inplementing the below code. Its the ActiveInventory that Is giving me problems as any inv can be used. The else statement works as does the distance settings.
When a player comes to close to the main character the main character can knock them out with a knuckleduster (iduster), would also like to have the choice with baseball bat (ibat)...

Can anyone shed some light?

cheers
barefoot


Code: ags

function cHank_UseInv()
{
 if (player.ActiveInventory == iduster)

 {
 }
  
  if ((cHank.x - cEgo.x <=90 && cHank.x >= cEgo.x) || (cEgo.x - cHank.x < 90 && cEgo.x > cHank.x))

{
 cHank.Say("Ouch!");

{
  cEgo.Say("sorry mate");
  Display("He falls down and you drag him off and hide him in the bushes");
    Display("You search him and find a knife");
    player.AddInventory(iknife);

  SetTimer(1,0);
  cHank.ChangeRoom(30);
  
 }
  
 }
else
  
  {
     Display("That's no good!!");
   
} 

}






#690
You're proberbly right there monkey...

but it works...     I will look at and take out unwanted braces..

cheers

barefoot
#691
Hi


UPDATE...

I went throught the manual again only this time i found what i was looking for...
If at first you dont see.. read read and read again... SORRY


function cChris_UseInv()
{
if ((cChris.x - cEgo.x <= 90 && cChris.x >= cEgo.x) || (cEgo.x - cChris.x < 90 && cEgo.x > cChris.x))

{
cChris.Say("Ouch!");

{
 cEgo.Say("sorry mate");
 Display("You drag him off and hide him in the bushes");
SetTimer(2,0);
cChris.ChangeRoom(25);
 
{

{

}
}
}
}

}















I have set up a Timer with RepExe and it works ok...

The query I have is that once you have put another character out of action I need to quit that Timer... The other character is put out of the game yet Timer errors saying not in room.  I can't quite find the answer I'm looking for.

PS  I am trying to repeat this for another character as well.

Here's my code:


Code: ags

function room_Load()
{

  player.SpeechView = 5;
   cEgo.ChangeView(4);
   
   cEgo.SetWalkSpeed(3, 3);
   
 cEgo.ManualScaling = true;
cEgo.Scaling = 80;

 cChris.ManualScaling = true;
cChris.Scaling = 80;

 cHank.ManualScaling = true;
cHank.Scaling = 80;

player.FaceLocation(165, 357);
SetTimer(1, 1600);
  
    SetTimer(2, 2800);
 
}



function room_RepExec()
{
if (IsTimerExpired(1)){
    cHank.Walk(96, 458, eBlock);
    cHank.Say("Nothing here");
    cHank.Walk(414, 318, eNoBlock);
    cHank.Say("Wish I had me fags now!");
    SetTimer(1, 1600);
  }

if (IsTimerExpired(2)){
    cChris.Walk(96, 458, eBlock);
    cChris.Say("All quiet here");
    cChris.Walk(414, 318, eNoBlock);
    SetTimer(2, 2800);

}
  }
}





Help very much appreciated

barefoot


#692
Hi Crimson
I'm aware of some of the white speckles, especially around Redpants... I use the 'Wand' in PSP and it grips quite close to the sprite, but due to eyesight problems its difficult to get it exact at this point...

barefoot
#693
cheers khris

i will take that into account..

barefoot
#694
Sorted sorted sorted

many many thanks

barefoot
#695
Thank so much guys....

It works but i need script  to continue...

when i put 'display' and then 'say' only the 'say' runs.. if i take the 'say' out the 'display' shows.

After being hit the Barman says "Ouch" and then changes view to laying on the floor..

how can i get the script to continue to the changeview?

It seems to only take 1 event...  at the moment


barefoot
#696
just a slight problem Ethan

My code is:

Code: ags

function cBartender_UseInv()
{
 if (player.ActiveInventory == iduster)

 if ((cBartender.x - cEgo.x <= 10) && (cBartender.x >= cEgo.x)) || ((cEgo.x - cBartender.x < 10) && (cEgo.x > cBartender.x))
 Display("You hit him with the knuckle duster!");

}




Gives this error:
Code: ags

GlobalScript.asc(633): Error (line 633): PE04: parse error at '||'


barefoot
#697
Hi

Is there a function/event script where an inventory item can only be used on another character if they are at a certain distance away?

EG: you can't use a knuckleduster on someone yards away, they have to be close...

Summary: A character has to wait for another character to come close to him before you can use an inventory item.. in this case a knuckle duster.

I have looked around and not found exactly whatI'm looking for although i have seen collide...

Can I use the Collide script like the one below and tweak it? All advice and help appreciated.

Code: ags

if (cEgo.IsCollidingWithChar(cMan) == 1)
   { colliding code here 



cheers for any help

barefoot
#698
Many many thanks Khris...

something else i've learnt...

cheers

barefoot
#699
Hi

I cant find a late script version for this problem.

The main character drives a car, so i have assigned a car as the 'character' with walk and talk views.

When the character enters rooms he needs to change into a human character. I have assigned a view for this, so far so good. But how does one also assign the talk view that reflects the human character? At the moment the talk view shows the car???

I have tried this function:

Code: ags


 SetCharacterSpeechView 



Any light on this issue or advice. appreciated

barefoot

#700
Hi Calin..

That would be a really great resource ... as  im sure many of us would agree with..
I'll keep my eyes open for when you do finish the compiling.

awaiting.

cheers
barefoot
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