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Messages - barefoot

#701
Leon

"You don't lose the knife." (could also be scissors)  -  have temp taken them out of inventory at that point. Shell, knife and pearl also sorted.

cheers

barefoot
#702
Hi Leon..

Yes, I understand about the DBL. exe... Something I had overlooked...Now noted, thanks... I will upload the DBL.exe without changing it.

Regarding the knife (or scissors) sticking to cave door, the character picks them up again, although you dont see it.. maybe I should mention before entering the cave...

You don't lose the knife.

There are always some spell mistakes we overlook, so I will run through it again.

Glad you got as far as you have.

Many thanks for your comments Leon. All taken onboard.

barefoot

#703
Hi

Just completed Redpants Episode2: Redpants Meets Robinson Clauseau. (A parady of Robinson Crusoe)

I have learnt much since my first Redpants episode and have tried to incorporate this into the gameplay.

STORY:
Redpants wakes up on a desert island and meets Robinson Clauseau who has just been marooned by Yellow Beard the infamous pirate of the 7 seas!

* Find stuff and build a shelter
* Look for food
* Make a raft
* Find all of Yellow Beard's hidden treasure chests

Can you complete the tasks and help Robinson Clauseau by finding all the treasure??

GAME PLAY:
This is a game of collecting items and completing tasks. Use inventory items to
complete tasks. A few inventory items have to be used with another inventory item to
produce another inventory item needed to complete that particular task.

To complete the game you need to sucessfully collect 3 treasure chests.

GAME SPECS:
Colour depth 16-bit
Resolution 640x480
Contains Music and Sounds



Robinson Clauseau being marooned by Yellow Beard the pirate!


Redpants dining on Wild Boar with Robinson Clauseau!


http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1276

Experienced gamers should be able to complete within an hour.


barefoot
#704

Have decided to leave it as it is...


Quote from: barefoot on Wed 27/01/2010 11:56:31
Hi

A speech voice (with text) cuts off the background sound when playing, is this normal? Would playing an ambient sound be better?


Any help appreciated

barefoot





#705
Hi

A speech voice (with text) cuts off the background sound when playing, is this normal? Would playing an ambient sound be better?


Any help appreciated

barefoot

#706
use cartridges on cave door...... to empty out the gunpowder.....

barefoot
#707
AGS has to run from the Hard drive... I believe...

barefoot
#709
More on photoshop transparency...

http://www.mediacollege.com/adobe/photoshop/transparent/background.html

hope helps with this issue

barefoot
#710
cheers all

thanks

barefoot
#711
Hi

I have looked for an object function/event in the manual etc that will allow user to move objects around via the mouse, but to no effect, as yet.

Basically there is an anagram, which you rearrange until you find the correct phrase, no other action is required.

12 letters (objects) make up the 2 word phrase

all help appreciated

barefoot
#712
Sometimes when editing sprites in a paint program, I use psp7, you sometimes get an 'off colour', normally aound the border and is slightly lighter then the background,
(if you select top right pixel in AGS for example it will pick up that colour)

Open the sprite in your paint program, magnify it and check that the whole of the background is all one color. If you find an off color on the borders then select background colour and brush over the new colour.. Simples.. Then copy to clipboard and paste sprite back into AGS..

I sometimes find this myself... and this works everytime

barefoot

#713
Yes Gilbet..

you are proberbly right..  unless a snapshot is taken of the desktop and used as the background ..

Unless others beg to differ.. interesting thought..

barefoot
#714
Hi

perhaps you could explain more..

Are we talking layers and what would you actually be able to see behind the transparency background (assuming transparency not 100%)

Below is of a Tiger behind a transparent (I think 20/30%) background



barefoot
#715
Thanks Ben

Miscoded.. it happens i suppose..

thanks again

barefoot
#716
Hi..

When coming off an island where the player has got ichest2 (can't leave until he has got it) I have the following problem:

For some reason the below function is displaying Character.Say but then jumps to Else statement and changes Room .    I have double checked player has ichest2 so it should just have player say that he has eveything he needs.

The function is activated by a region.

Other similar functions i have seem to work ok...


Code: ags


function region1_WalksOnto()

{
 if(player.HasInventory(ichest2))
{
  cRedpants.Say("I think we've got everything I need from here"); 

}
    else cRedpants.Say("You approach Rot Island"); 
  player.ChangeRoom(15, 44, 441);
}






Where character get ichest2

Code: ags

}

function olockc_UseInv()
{
 if(player.ActiveInventory == iscissors) //or whatever the inventory name 
   {
       Display("The scissors are just right to go into the Padlock hole and you twist and fiddle");
     Display("The Padlock clicks and uinlocks");
     object[2].Visible = false;
       object[4].Visible = true;
     cRedpants.Say("Yes, got it open");
     player.AddInventory(ichest2);
     Display("You drag the treasure chest out and lower it down the rope and put it onto your raft and set off");
     player.ChangeRoom(14, 487, 202);
}
      else cRedpants.Say("That's not working!");
}



barefoot
#717
Cheers everyone

Not everthing is as clear cut... but its good to learn new things..

barefoot
#718
Hi
This is what I have that works (complete)


function cboar_UseInv(){

if(player.ActiveInventory == isheets) //or whatever the inventory name
  {
      Display("You throw a sheet over its head so it can't see. Now's your chance to do something, but quick, before it shakes it off!!");
     
      cboar.ChangeView(12);
     
     
     cRedpants.Say("Yes, Nows my chance to stun it");
     
     
                  }
  else cRedpants.Say("That won't work");

}


PS
This also works but has no 'else if' functions...  like if using something else Display("no good using that);  etc etc

function cboar_UseInv(){

if(player.ActiveInventory == isheets) //or whatever the inventory name
   {
       Display("You throw a sheet over its head so it can't see. Now's your chance to do something, but quick, before it shakes it off!!");
     
       cboar.ChangeView(12);
     
     
 
     
        return;
}


if (player.ActiveInventory==ihammer) {
Display("You can't get near it");
if (cboar.View==12) {//or .NormalView
Display("You hit it with the hammer to stun it");
}
}     

}   

barefoot

barefoot
#719
Hi

thanks for helping... getting a parse error :

GlobalScript.asc(579): Error (line 579): Parse error: unexpected 'if'

which is this line:

if (player.ActiveInventory==ihammer) {

barefoot
#720
Hi

I have the below script which works ok. What I am trying to do, and i can't quite pull it off with the manual at the moment, is have a condition where once the isheet  (inv item) is used on the wild boar the boar changes to view 12 (with a sheet on).. (so far so good) but then you can use the ihammer.

This is what i would like to do:

When the boar has the isheet on you can use inv ihammer to stun it..  in other words you can only use the ihammer when the boar is in view 12 (with sheet on)

Am i making this sound complicated?


This is what i have so far:


function cboar_UseInv()
{
if(player.ActiveInventory == isheets) //or whatever the inventory name
  {
      Display("You throw a sheet over its head so it can't see. Now's your channce to do something, but quick, before it shakes it off!!");
     
     cboar.ChangeView(12);
     
     
            }
  else cRedpants.Say("No good using that!");

}


thanks for anyones help on this

barefoot



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