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Messages - deltamatrix

#181
Hey CJ! Howya doin buddy :) :)

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Illegal exception
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An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0042E36C ; program pointer is +6, ACI version 2.57.650, gtags (3,142)

I think it was caused by a Restartgame()
#182
SHIT! You didn't start the game with the gun already in your inventory did you!
DAMN. Thats a silly mistake I've made. Better fix it.

Your not supposed to find a gun till you reach the core room.

I'll upload the fix this weekend. While I'm at it. I'll add the walking sound effect and speed up the You Failed bit as requested.
The rest of your suggestions will take a while so I'll do that when I extend this game and make it into
RAY BEXTER: The Assassins Encounter (maybe not that title. Sounds weird)
#184
I see I see. Interesting suggestions. I wonder why no-one mentioned this before.

What you're asking WILL BE HARD but I could get it a go I guess. Ambient sounds that are generated by characters! Interesting.

On the PlayVideo issue, it doesn't silently fail in AGS. It has to tell the user something is wrong. You should download the divx codec.

www.divx.com

I wanna extend Ray Bexter! I wanna it bring forward to the full length game category rather than a pathetic medium length. Trouble is, work at uni!
But when I do, I'll also work on these problems!
I guess I'll get rid of that You Failed message too and replace it with a Press Any Key to Continue screen complete with hints if you die several times on the same spot.
I wanna make it a little more like ANOTHER WORLD. (Any one played that game? I LOVE that game! CLASSIC!) Dunno why.
#185
function monsterdying() {
 if (GetGlobalInt(23) < 0 && IsGUIOn(5) ==1) {
   SetMusicRepeat(0);
   if (monster == 8) SetCharacterBaseline(HUNT, 2);
   if (monster == 15) SetCharacterBaseline(PAR, 2);
   PlayMusic(6);
   SetLabelText(9, 1, "0");
   SetCharacterView(monster, GetCharacterProperty(monster, "Deathview"));
   if (character[EGO].room == 41) SetGlobalInt(28, 3);
   dead ++;
   GUIOn(1);
   if (stress >= 30 + GetGlobalInt(20) && dead == 1) {
      Wait(40);
      Display("Geez. All these battles have blown your mind! You are all stressed out!");
      stress = 999999;
      mightbuffer = GetGlobalInt(4);
      agilbuffer = GetGlobalInt(6);
      SetLabelColor(3, 26, 14);
      SetLabelText(3, 26, "Stressed!");
      SetTimer(6, 720);
   }
   character[HUNT].y = character[HUNT].y + 20;
   GUIOff(5) && GUIOff(7) && GUIOff(9) && GUIOff(10);
   running = 0;
   a = 0;
   chased = -1;
   chicken = 0;
   if (IsGUIOn(7) == 0) {
      SetCharacterSpeed(EGO, 5);
      SetCharacterView(EGO, 10);
      AnimateCharacterEx(EGO, 0, 2, 0, 1, 1);
      ReleaseCharacterView(EGO);
      SetCursorMode(0);
   }
 }
}

This is one of the many functions in my combat engine. It probably won't mean without the rest of the code but there a LOT of it. Not just combat, theres food, thrist, day/night etc.

I can only really offer a link to the demo file.
Unfortunately due to circumstances I may never complete the actual game but most of the engine is there.
#186
Its possible.

I think I have an AGS demo on-line which has a combat system. Do you wanna see it? See if its what you want?
#187
The only thing I can really do to this game now to improve now I think would be to add more flash and style to it and I don't want to do that until I do the director's cut or the extension of it and the new chapter.

There are LOTS of games outthere that require you to die a few times to get used to it. This is just one of them. In SIMON THE SORCEROR 3D, there was a situation where you had to die to SOLVE a puzzle.

The new chapter will be different because Ray will have a tracking device to watch the robots and a hazard suit so it'll take a few shots to kill him.

I can't really change the game based on your suggestions because the game would lose its dark and scary atmosphere unless other people back you or you can specifically suggest an improvement.
#188
Yes I have released a new version of Ray Bexter with the following changes:

-- Support for outlined fonts added.
-- Another bug fix.
-- Rewrote some of the dialogs attempting to make the situations clearer and the puzzles more obvious.
-- Made the file a little more compact.
-- Modified the 4th room with the 2 elevators so you can return to the bottom floor if you need to.
-- Modified 2 backgrounds making the exits more visible.
-- Nu sound effect of closing door


Download it here



Movie files here


URL fixed for anyone who is interested. Although it is posted on a crap geocities server so you'll need to use 'save target as...' or something.

I may need feedback in case I accidently created new bugs.
#189
I could do that. I wanna update it to 1.3 very soon with yet more fixes.

I'll tell what I actually wanna do.

I wanna extend the game to have 2 whole chapters. I'm considering doing a new chapter in which Ray lands on a space station after escapin the spaceship.

What I wanna do is create that new chapter and integrate the new one and the original one in one bigger game so the game is longer.

And then that original one will become a directors cut edition although you will get the option to skip it.

Maybe I'm going crazy.
#190
I am considering extending Ray Bexter. Possibly add a whole new scenerio which comes after the one I've already made.

If I was to do a directors cut, should I replace the original or keep that on-line too? Would it be a good idea?

Thing is I wanna upgrade it to a full-length game with more puzzles and work on some of the criticism received.
#191
You mean you haven't dun a game yet!!!! :o :o

well i never. Will you do a speech pack?
#192
I need to have an ambient sound of a phone ringing but there needs to be a time gap between each ring...obviously. How do I do it?
#193
On the topic of POTH, I seem to have postponed it again.

I've started another game which I think should be more fun to make because its set in a gothic post-alpothytic underworld which I hope to announce soon and release a demo.

I was also considering some kind of director's cut to Ray Bexter. I wonder if it would work.
#194
Never mind. I don't usz Any Click no more.

I now use hotspot property text for those extra cursormodes

Heres the code for the actions Move, Smell and Kill.

function on_mouse_click(int button) {
 int hotty;
 string buffer;
 hotty = GetHotspotAt(mouse.x, mouse.y);
 
 if (IsGamePaused() == 1) {
 }
 else if (button==LEFT) {
   ProcessClick(mouse.x, mouse.y, GetCursorMode() );
   if (GetCursorMode()== 6 && GetLocationType(mouse.x,mouse.y)!= 0) {
     GetHotspotPropertyText(hotty, "kill", buffer);
   if (StrComp(buffer, "0")==1) DisplaySpeech(EGO, buffer);
   else DisplaySpeech(EGO, "That would be totally stupid");
   }
   if (GetCursorMode()== 10 && GetLocationType(mouse.x,mouse.y)!= 0) {
     GetHotspotPropertyText(hotty, "move", buffer);
   if (StrComp(buffer, "0")==1) DisplaySpeech(EGO, buffer);
   else DisplaySpeech(EGO, "I can't move it");
   }
       
   if (GetCursorMode()== 11 && GetLocationType(mouse.x,mouse.y)!= 0) {
     GetHotspotPropertyText(hotty, "smell", buffer);
   if (StrComp(buffer, "0")==1) DisplaySpeech(EGO, buffer);
   else DisplaySpeech(EGO, "It doesn't smell of anything");
   }
       
   SetCursorMode(0);
 }
}

The only thing that ain't done yet is actions. But this addresses the unhandled_event issue.
#195
I've found a possible bug with the unhandled_event function where the Interact type ain't being called if the hotspot has an Any Click function working.

EDIT: Hmmm. Come to think of it. This is redundant.

I've been trying to design my own lucasarts style GUI and I've been using different cursor modes. I've also added two new cursor modes but you can't set up an interaction for them.

Can this soon be possible?
#196
Right now, AGS has the feature to jump to common function in the global script suck as on-event or interface_click.

Would it soon be possible to make custom function shortcuts for my own functions? Cause I got a lot.
#197
OK very strange but I seem to have fixed it.

Seems it was caused by the yellow dotted box around the label being smaller than the size of the string. enlarging the box stopped this but still it is weird.
#198
I swear I didn't make any changes to the script for this particular GUI but something weird has started happening.

It HAS to be a bug in AGS somewhere because I never touched the code.

It concerns a GUI that displays ints converted to strings with StrFormat. When an int changes and the GUI updates to display it, part of another label of this GUI seems to invade another label with half its contents.
What I see is part of one Label on a GUI that says HEALTH. And somewhere else on the GUI, the word ALTH is printed.
I DIDN'T PUT IT THERE.

The label HEALTH doesn't even get touched by the script so why is it invading another label?
#199
Please CJ!

Can we have a variable that returns the number of the specific music thats playing.
#200
The above mentioned variable ain't doing what it says on the tin. I set the variable to 80000 and the characters barely waited a second before appearing in the next room.

It's not vital to me that it gets fixed anymore but it has to be a bug.
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