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Messages - densming

#21
Wow, great article.  Along a similar vein, here's an article that was posted recently about adventure game puzzles and common pitfalls.  http://www.adventureclassicgaming.com/index.php/site/features/451/
#22
I've been seeing an odd behavior with views, and I'll attempt to explain it here...

I have several views in my game, but 2 of them have only a single loop.  This is by design, but the odd behavior comes when I save/test my game.  For one of the two views (view #8), AGS keeps the single loop in the view and doesn't modify the view.  However, for the other view (view #9), AGS automatically adds 3 extra loops to the view (for a total of 4 loops).  Of the 3 new loops that were automatically added, loops 1 and 2 have the default blue cup as the only frame, and loop 3 is completely empty.

I can understand that AGS might try to force 4 loops to every view, but why does it not have the same behavior with both views?  Why not do the same thing with view #8?

EDIT: I figured it out.  Since view #8 was associated with a character's SpeechView, AGS forced it to have 4 loops.  Makes sense now!
#23
Just a couple of thoughts:

If each piece of audio were an object/class, it might be possible to have each Audio contain two methods: SetVolume() and SetVolumePercent().  SetVolume could use the 0-255 range and the SetVolumePercent could use 0-100.

If that's too confusing for new people, then maybe have just a single SetVolume method, declared like: SetVolume(int Level, optional LevelType), where LevelType is an enum of ePercentage (0-100) or eEightBit (0-255).  Personally, I think the default should be percentage-based since this seems the most intuitive.
#24
There's a function in the GlobalScript.asc global script file called on_key_press.  That's what you'll need to use.

Code: ags

function on_key_press(int keycode) {
  int i;
  i = Random(9) + 1;
  PlaySound(i);
}


You'll have to test it out though.  This probably isn't the best way to accomplish what you're trying to do, since the bottle that hits the keyboard will likely keep the key pressed down, and once you get more than a few objects in the bin the weight of the objects will likely press all the keys at once.  You'll have to be very "strategic" in the placement of the keyboard...
#25
Yes, it's reproduce-able for me.  Here are the steps I did:

1.  Create a new view with no loops in it.  Keep this view open.
2.  Go to the Sprites editor, and select some sprites, right-click, and Assign to View.
3.  In the "Assign Sprites to View" dialog, select the view you just created and click OK.
4.  Now go back to the View.  The "Create new loop" button is there, but there's no "Delete last loop" button.
5.  If you click "Create new loop," the "Delete last loop" button will appear, and you can click it then click it again (to delete the first loop).

(I'm using v3.1.1.67)
#26
Advanced Technical Forum / Bug in View Editor
Tue 10/02/2009 01:14:06
Just noticed a tiny bug in the View Editor.  If you create a loop from the view editor using the "Create New Loop" button, a "Delete last loop" button appears.  But, if you create a loop using "Assign to view" from the sprite editor, the delete loop button doesn't show up in the view.  If you want to delete the loop you just created, you have to click "Create New Loop" to create an empty loop so the delete button shows up, then you have to click the Delete Last Loop button twice (once for the new loop you just created and again for the loop you wanted to delete in the first place).  Is this intended functionality?
#28
You can directly set the character's x and y values in the script, like this:

Code: ags

cEgo.x = cEgo.x - 60;
cEgo.y = cEgo.y - 20;
#29
Capitalization matters.  Views in AGS scripting are all UPPERCASE.  So, if the view you want to use is called vCharacterHit then in the script that view will be referred to as VCHARACTERHIT. So, you'd switch to the view and animate it using that name, like this:

Code: ags

// the A key was pressed while colliding with another character, so play the vCharacterHit view.
cEgo.LockView(VCHARACTERHIT);
cEgo.Animate(0, 3, eRepeat, eBlock, eForwards);
cEgo.UnlockView();
#30
Hello everyone!

Looking for: Artist

I'm working on a new "tutorial" book (similar to the YouTube videos, but more ambitious).  As part of the book, I'm planning to create a very simple game from scratch; however, I can't draw! (Just take a look at Sammy's Quest and you'll see what I'm talking about.)  I'd really like this to be a quality project, and I know that with my artistic skills it wouldn't look professional.  Thus, I'm looking for help.

The graphics that I would like to include would initially involve 3 things: a scrolling background image, and two characters: a hunter and a cartoon duck.  I've slapped together a rough sketch of what I've envisioned for the background and the duck, to give some ideas for anyone who would be willing to help.

Here's the background I had in mind.  The key features are: a pond with an island in the middle.  On the island is a strawberry bush.  To the left of the pond is a tree and to the right of the pond is a large rock.  Also to the right of the pond is a hunter's lodge.


Just to give an idea for the duck character, I had in mind a cartoonish looking duck who walks around like a person and speaks.  I would like to have animation frames for walking, and speech.


Any help would be appreciated! If you'd like to know more about the project or are interested in helping, please PM me!

Thank you!

densming
#31
Critics' Lounge / Re: Background c&c
Wed 12/11/2008 00:41:57
I like the "me and Patrick" pic over the bed.  With Einstein and Star Trek, I'm guessing the main character is pretty geeky.  :)
#32
Great, thank you.  Once again, this just goes to show how I'm learning more about AGS myself as I do these videos.

I think I need to address this somehow; problem is, once I upload a video I can't change it without removing and reposting which I'm reluctant to do (since this changes the embed URL and such).  But I'll address this in a future video in some clever way  :)
#33
Check out this video to help you out.

How to use AGS Part 16 (Voices)

(Welcome to the forums, by the way.  You should have posted this question in the Beginners Technical Forum since it falls under "Basic scripting questions.")
#34
Is there a way to disable the "automatic space after comma" functionality in the script editor (so that when I type a comma it won't automatically insert a space immediately afterward)?  It seems like this used to be an option in previous versions but I can't find it anymore.
#35
Look at Character.Walk, and you can specify the eNoBlock parameter to allow scripting to continue while the character is walking.
#36
The character's Previous Room is automatically set when you use ChangeRoom() for the character, so, as long as the character is the same from room to room, the PreviousRoom attribute should work, by saying:

Code: ags

cCharacter.ChangeRoom(cCharacter.PreviousRoom);
#37
General Discussion / What's this song??
Wed 15/10/2008 06:30:34
Ok, folks, I heard the song in this video and I know it from somewhere!  I can't place where I've heard it before.  HELP!  Has anyone else heard this song before?

http://video.techsmith.com/jing/latest/demo/introvideo/index.html?keepThis=true&TB_iframe=true&height=440&width=640
#38
My favorite 3:

1. Gabriel Knight: Sins of the Fathers
I loved the voice acting and the storyline in this game.  There were many big names in this game.  Tim Curry and Leah Remini were great, not to mention Mark Hamill and Michael Dorn.  The dialog in the game was great too.  I've played it many times and I really felt drawn into the plot in this game.

2. The Secret of Monkey Island 2
Just a pure classic.  I still laugh when I play this game.  Guybrush rules!

3. King's Quest 6
This was the best in the King's Quest series by far.  This game was ahead of its time.  I can remember watching the introduction and thinking, this is the most amazing thing I've ever seen!  It's 3D!  :D
#39

Bean bag bowling.  Why won't they go all the way down the lane?
#40
Nice use of color in the backgrounds.  It really has a sci-fi feel to it; it looks really good.  It seems like you need motivation more than people to help. :-)

Guybrush seems out of place in this setting though :-D
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