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Messages - hedgefield

#601
There is seriously a screenshot with a bug on the back of my cd case. They printed a pic of Oubier *SPOILER* when he was not yet synced with the table after he was shot. It looked so weird, like the sprite is floating a bit above where it should be. Never saw that in the game though. I did experience a bug in BS1, when George went down the well it continuesly crashed. After a long trek on the net I found a patch, cause all the patches on the cd were shit.

I did get the whole romance thing. I guess you have to be a bit more sensitive to notice. ::)
They never really worked it out though. It's funny how 1 and 3 tie in so great and 2 just kinda hangs inbetween. BS2 went more with the fantastic locations and stuff, not really with a great story like BS1. And Tezcatlipoca...well. He sounded like some awesome god guy, but when he came out of the mirror I was like wtf is this??

Still, great games. It's an whole experience. I've never played a game that influenced me so much (well, apart from Mafia maybe). I keep reinstalling just to visit the cafe again, and hear that beautiful music...

Can't wait for BS 2.5. The engine demo looked so awesome.


@ Hillbilly - Nico(le Collard) ;)
#602
This looks great! I LOVE your BG's, the angles and effects are way cool. I'm a sucker for blur and glare myself (or 'post-processing effects' as they are called in the 3d-games world. Which makes no sense because how can you add effects after you process the current onscreen image. ::)).

Good luck, hope to see something playable soon.
#603
This stuff looks excellent! And supported by Deus Ex elements im sure it's gonna be a masterpiece. Looking forward to the demo.
#604
Oh right, I didn't include that one, thanks. When I highlight it now it selects the entire repeatedly_execute area, and the game works. But it also works without those two braces.
This doesn't really have much to do with my problem though...

[EDIT]Wait, I found the problem :-[: there was an unused character slot that started in the intro. Because it defaulted to the same sprite as my main character I thought there was something wrong with the actual main character, since I had been editing the game_start area of the global script. How stupid am I, Jesus...Ã,  ::)

I appreciate all the effort. :)
#605
If I do that, it says "Unexpected }".
#606
If I add that brace there, AGS prompts 'nested functions are not supported'Ã,  and it jumps to function show_inventory_window () {, which makes no sense at all.

Code: ags
#sectionstart repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
Ã,  // put anything you want to happen every game cycle here 

Ã,  Ã,  Ã,  if (IsOverlayValid(Over))
Ã,  GetLocationName(mouse.x,mouse.y,Name);
Ã,  SetTextOverlay(Over,mouse.x-25,mouse.y-18,100,1,15,Name);}
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  //mouse.x/mouse.y=position, 100=width, 1=?font?, 15=color 

//SCRIPT FOR CURSOR CHANGE OVER HOTSPOT DISABLED
Ã,  //GetLocationType(mouse.x,mouse.y);
Ã,  Ã,  Ã,  //if (GetLocationType(mouse.x,mouse.y)==3)
Ã,  Ã,  //SetCursorMode (MODE_USE);
Ã,  Ã,  //SetNextCursorMode ();
Ã,  Ã,  Ã,  //if (GetLocationType(mouse.x,mouse.y)==2)
Ã,  Ã,  //SetCursorMode (MODE_TALK);
Ã,  Ã,  Ã,  //SetNextCursorMode ();
Ã,  Ã,  Ã,  //SetNextCursorMode (MODE_USE);
Ã,  Ã,  Ã,  //if (GetLocationType(mouse.x,mouse.y)==1)
Ã,  Ã,  //SetCursorMode (MODE_LOOK);
Ã,  Ã,  //SetNextCursorMode ();
Ã,  Ã,  //SetNextCursorMode (MODE_TALK);
Ã,  Ã,  Ã,  //if (GetLocationType(mouse.x,mouse.y)==0)
Ã,  Ã,  //SetCursorMode (MODE_WALK);}}
Ã,  
#sectionend repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function show_inventory_window () {
Ã,  // This demonstrates both types of inventory window - the first part is how to
Ã,  // show the built-in inventory window, the second part uses the custom one.
Ã,  // Un-comment one section or the other below.
Ã,  
Ã,  // ** DEFAULT INVENTORY WINDOW
Ã,  // InventoryScreen();
 
Ã,  // ** CUSTOM INVENTORY WINDOW
Ã,  GUIOn (INVENTORY);Ã,  
Ã,  Ã, // switch to the Use cursor (to select items with)
Ã,  SetCursorMode (MODE_USE);
Ã,  // But, override the appearance to look like the arrow
Ã,  SetMouseCursor (6);
}


Sorry btw this piece was not included in the previous chunk of code. I originally had two versions of my global script in my previous post, but it only took the last one when I posted it.
#607
I tick the 'hide player' box in the intro room settings. It always worked perfectly before, but for some reason now it shows the player whether I tick the box or not.

This is how I input it:
Code: ags
// main global script file
// ------ keyboard control ------
#define DIR_DISTANCE 10000
#define DIR_DOWN_LEFT 1
#define DIR_DOWN 2
#define DIR_DOWN_RIGHT 3
#define DIR_LEFT 4
#define DIR_STOP 5
#define DIR_RIGHT 6
#define DIR_UP_LEFT 7
#define DIR_UP 8
#define DIR_UP_RIGHT 9
int PrevDirection;

#sectionstart game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
Ã,  // called when the game starts, before the first room is loaded
// ------ keyboard control ------
PrevDirection = DIR_STOP;
}
#sectionend game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE

int Over;string Name;
#sectionstart repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
Ã,  // put anything you want to happen every game cycle here 

Ã,  Ã,  Ã,  if (IsOverlayValid(Over))
Ã,  GetLocationName(mouse.x,mouse.y,Name);
Ã,  SetTextOverlay(Over,mouse.x-25,mouse.y-18,100,1,15,Name);}
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  //mouse.x/mouse.y=position, 100=width, 1=?font?, 15=color 

// --- keyboard control ---
int CharId, Direction, dx, dy;
// neue Richtung ermitteln
if ((IsKeyPressed (371) > 0) || (IsKeyPressed (55) > 0)) Direction = DIR_UP_LEFT; // 7 Home (numeric pad)
else if ((IsKeyPressed (372) > 0) || (IsKeyPressed (56) > 0)) Direction = DIR_UP; // 8 Up arrow
else if ((IsKeyPressed (373) > 0) || (IsKeyPressed (57) > 0)) Direction = DIR_UP_RIGHT; // 9 PgUp (numeric pad)
else if ((IsKeyPressed (375) > 0) || (IsKeyPressed (52) > 0)) Direction = DIR_LEFT; // 4 Left arrow
else if ((IsKeyPressed (376) > 0) || (IsKeyPressed (53) > 0)) Direction = DIR_STOP; // 5 Stop (numeric pad)
else if ((IsKeyPressed (377) > 0) || (IsKeyPressed (54) > 0)) Direction = DIR_RIGHT; // 6 Right arrow
else if ((IsKeyPressed (379) > 0) || (IsKeyPressed (49) > 0)) Direction = DIR_DOWN_LEFT; // 1 End (numeric pad)
else if ((IsKeyPressed (380) > 0) || (IsKeyPressed (50) > 0)) Direction = DIR_DOWN; // 2 Down arrow
else if ((IsKeyPressed (381) > 0) || (IsKeyPressed (51) > 0)) Direction = DIR_DOWN_RIGHT; // 3 PgDn (numeric pad)
else Direction = DIR_STOP;
// Vergleich mit aktueller Richtung
if (PrevDirection != Direction)
{
PrevDirection = Direction;
CharId = GetPlayerCharacter ();
if (Direction == DIR_STOP) { StopMoving (CharId); } // 5 Stop (numeric pad)
else
{
if (Direction == DIR_UP_LEFT) { dx = -DIR_DISTANCE; dy = -DIR_DISTANCE; } // 7 Home (numeric pad)
else if (Direction == DIR_UP) { dx = 0; dy = -DIR_DISTANCE; } // 8 Up arrow
else if (Direction == DIR_UP_RIGHT) { dx = DIR_DISTANCE; dy = -DIR_DISTANCE; } // 9 PgUp (numeric pad)
else if (Direction == DIR_LEFT) { dx = -DIR_DISTANCE; dy = 0; } // 4 Left arrow
else if (Direction == DIR_RIGHT) { dx = DIR_DISTANCE; dy = 0; } // 6 Right arrow
else if (Direction == DIR_DOWN_LEFT) { dx = -DIR_DISTANCE; dy = DIR_DISTANCE; } // 1 End (numeric pad)
else if (Direction == DIR_DOWN) { dx = 0; dy = DIR_DISTANCE; } // 2 Down arrow
else if (Direction == DIR_DOWN_RIGHT) { dx = DIR_DISTANCE; dy = DIR_DISTANCE; } // 3 PgDn (numeric pad)
MoveCharacterStraight (CharId, character [CharId].x + dx, character [CharId].y + dy);
}

//SCRIPT FOR CURSOR CHANGE OVER HOTSPOT DISABLED........
...blablabla....


I tried this for fun, so when it was giving me trouble I deleted the relevant code I got from  http://www.adventuregamestudio.co.uk/yabb/index.php?topic=8303.msg202188#msg202188. After that it was exactly like the script was before the change, but my player character wouldn't hide anymore.
#608
I have a really really stupid problem. :-

I thought I'd give the keyboard walking script from http://www.adventuregamestudio.co.uk/yabb/index.php?topic=8303.20 a try, and now AGS refuses to hide the player character in the intro.

Specifically, I used the script from http://www.adventuregamestudio.co.uk/yabb/index.php?topic=8303.msg202188#msg202188
But since I already had a script for my mouse cursor text overlay in the repeatedly_execute area, it said 'unexpected if'. So I removed it, and suddenly the player character won't hide during the intro sequence, even though I reverted the global script to EXACTLY the way it was before I changed it.

Any thought? ???
#609
AGS Games in Production / Re: Horror Hospital
Sun 09/01/2005 11:50:11
That sounds awesome!
#610
Thanks! I suck at animation so Eric's templates were a big help.

TMC is now also available for download on Fileshack! :D
#611
I signed up for a hotmail account many years ago, and I wanted to use the name of my favourite movie character of all time (well ok maybe not): The Predator!
But ofcourse that was already registered, and hotmail gave me a few random choices. One of them was LargoPredator, and since I like the comic Largo Winch, I thought "Heck, I'll take it".
#612
I've updated the demo to V.0.051. I added a new GUI and a Readme file.


[EDIT] Here's a preview of the cinematic that connects the demo with the rest of the game:
#613
Ah, so Sly stole it from you! Hehe, then forget I said anything. :)
#614
AGS Games in Production / Re: Off the Side
Mon 03/01/2005 16:27:07
Great stuff! Love your art. And isn't that the Farscape font? nice touch...
#615
Correct me if I'm wrong, but it sounds to me you're a big Sly Raccoon fan. I have no problems with that, just make sure you make this game 'yours'.

A demo would be enjoyable.
#616
Fantastic stuff! I love all those gags. :)
#617
Going in the right direction there. I love a good cop/crime story.
#618
Yes, I remember your game. Looks to be a good game too. All you need is a little help with the grahics and I'm sure your game will be just as good. :)
#619
UPDATE - 1 March 2009: TMC is still in production, don't worry.

-New York City, present day

Adam Segler is an NYPD detective, and a damn good one aswell. When one day a colleague is
assassinated, he uncovers an sinister plot, devised by an organisation which is intent on
global domination. They are shrouded in shadows, influencing government agencies all over
the world. Adam must unmask this mysterious organisation before it is too late...

PROGRESS:
Story: 100%
Puzzles: 60%
Graphics: 70%
Sound: 40%
Scripting: 60%
Animation: 60%

Screenshots:

This is the room where you start out. I use a mix of edited photos and hand-made backgrounds.


Grab this half-witted guard in a chokehold and interrogate him to progress in the game. ;D


A recent work.


Visit the official TMC website for more info.
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