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Messages - jamesreg

#141
Im using this script or a mod version with the timer being the amount of time I need for my game

I need to add five seconds to this timer every time a character does a specific act how would I do that?
#142
I am having issues

I have a menu bar at top which is basically a modified version of the default menu bar
in that menu bar the load game screen works fine and loads saved games and shows the list
also when you press f7 is appears and works fine

however I have a hotspot on a menu page and I can not get it to work from there
the gui appears and the listbox is empty and will not show my saved games

I get a message on screen that says sorry not now

I am using the same RestoreGameDialog();  as in the button at the top panel

#143
I have several explosions that will injure the character if they touch the explosion area.
I have a INT set as CharacterHit set to 0

I need to as you come into contact with the explosions be able to tell the game to increase the INT by +1 each time your hit by an explosion.

How do I do that I know its a simple one line thing im sure.

I know if i wanted to set the number i would do CharacterHit = 2;

But I need it to be more random so i can keep track of the players health.

is there anything like CharacterHit + 1;

or something simular that would increase the number by one for me.

#144
Just wanted to let everyone know where we are in production.

At this moment we are done with scripting for the demo.
Each mission we release will follow the path of an episode
which originally had three acts per episode.

the demo will revolve around act one.

with the full game including act 2 and act 3.

So you will get a large amount of game play from the demo itself.

all of Act 1 is in place except for one Mini game which we are saving for the full version.

The exciting part of this has been that we have been able to create a basic type of gameplay
which we can use for all of our missions which allows for classic exploring and inventory based
systems that allows for use of all the classic Trek props.

this particular mission pack we will be releasing soon allows for two or three mini games which are action
shoot em upper sequences.

whats exciting to me is that we will be able to have multiple different kinds of mini games in each of our games.

Another example of this is in our next release we plan to have a large cavern you have to explore which will allow
for the classic adventure game maze style play.

we have other sequences up later where you have to play as McCoy and create a cure which opens the door for some fun
mini games experiences.

and this does not come into play on this mission pack to much but we have designed things where we can play as multiple characters
and switch back and forth we have plans to create a game specially around that ability and make it quite fun in the future.

I have also been busy penning down ideas for some future original idea games for those of you dead set on seeing us create some new adventures instead of just the remakes.

The ideas are

Star Trek Beginnings
Which sill tell the story of our crews first mission together.

Yes we got this in the last movie but our story will tell the adventures of our classic prime characters and dig deep into the lore of the trek prime universe.


Star Trek: The secret of Vulcan Fury.

We are looking into taking the canceled trek game of the same name and making a fan game version based on the storyline and scripts we have been able to find over the years about it.

It was a fascinating story and if no one is going to finish this game or do it we would like to take it on.

we plan to us everything we know of the story and as many backgrounds and things that are out there left over from it as we can.

any of you who was fans of this game and wanted to see it finally made and would like to help create the story or plot to fill the gaps in from the things we knew about it are welcome to contact us.

anyway we are done scripting the demo and are merely awaiting character sprites touch ups so expect something playable from us real soon.


#145
With what I am having to do I will need the mini game to be a separate game wont go into the why over that.
But I want the mini game to be separate.

But it has to not be able to be run on its own only called up from within the main game.

and all i need to pass over to it is one bool of true or false depending on what they did prior to the mini game thats all
that needs to be passed into it.


#146
I understand the basics of doing a mini game where you use the command launch another ags game from within a game.

But I have a question about that is it possible to make it where you can only launch the mini game from within another game
and fix it to where the player cant go into the directory and launch the mini game on its own?

#147
I have a room I created which is a scrolling shooting game.

I have an 800*600 gui  and a custom mouse cursor in a room larger then 800*600

when I play the room by loading the character into the room by itself the room scrolls and works correctly

however if i try to load the room via normal game play as you would get to the room normaly the room does not scroll.

I am sure the answer lies in that some other pre loaded commands are getting in the way where when its loaded on its on those commands havent been loaded
if all that makes sense

anyone off hand think of anything that might be causing it?
#148
I did not put anything anywhere aboout keypress as soon as a put the 800*600 sprite view on the character and loaded the screen it automaticaly scrolled the screen when i hit the arrow keys

I didnt have to script anything for that.

so if im wanting the player to be able to press the left or right arrow keys and not worry if they hold it down or not but allow it to move that direction rather they just tap it or rather they hold it down and then quickly revert the opposite direction when they hold down or tap the opposite direction without any hang up or lag

i would need to use this if  IsKeyPressed fuction in repeatidly execute

and I would need to take out the default on_key thing in global script

is this what your saying?

Would you mind giving me a little more help on exactly what i need to do

thanks alot im grasping what the problem is but not sure the scripting for it
#149
I have a scene where I am using a scrolling background
I have created a sprite 800*600 to take up the whole screen and set that sprite view to my characters current view
which is the view as if though binoculars.

doing this allows me to scroll the screen back and forth

I am using the mouse as a cross hairs for firing at hot spots on the screen.

so you have to use the arrow keys to go back and forth while at the same time using the mouse to positions the cross hairs on the objects you want to fire at.

this is working well and have full level scripted out and everything works beyond what i wanted it too.

There is only one problem when pressing the left or right arrow to move after I have shoot at the correct location on the screen and preparing to goto the next location i have lag or delays it just doesnt want to get started sometimes and i have to press the key more then once

this is causing havoc cause i have the whole scene on a timer and have just enough time to go and shoot all the locations without this lag counting in.

anyone know why it is hanging up like that or what could be some of the causes?

I seriously doubt its room size room is 4200*600   I have read on here people having larger rooms

anyway any ideas would help as to why the keys seem sticky.




#150
Thanks,

got the timer working the way I wanted

one question how do i stop the timer when im done with it if they do the desired action before the countdown is completed
and how would I restart the timer if i need them to do a series of actions that would restart the timer with each action
#151
I have used this code in my game but there is a problem it only shows a 9 second countdown how do i increase that
#152
I am doing a scrolling background screen

I will be using a gui which is the size of the regular screen size so that when scrolling the screen the gui stays in place

I am trying to figure out how to implement something simular to whats shown in this example in the post

I need to be moving the mouse around on screen and have the coordinates for the scrolling screen display in my gui.

I need to know step by step instructions of how to do this
#153
Hi thanks,

My main background is 4200*600  (my normal other background in game if this matters are 800*600)

I played with putting a 800*600 character with a demo scope sprite as view to test it out and it works except
I did not like that I could not move up and down only side to side

so I made another graphic background which is 4200*800 and kept the 800*600 character/scope sprite and it had the desired effect
I needed moved up just enough and side to side enough to do what I wanted it to do.

So I will let you guys take that information and tell me which ones you think are best for me to use or if it needs to be changed.

I would need to control it by moving mouse around and disable the mouse buttons and other interactions and create a custom mouse buttons interaction which would be the fire and reload buttons and then easily switch it back to what the settings was again.
#154
I have a scene where I need to move a scope around the screen my normal backgrounds are 800*600 I have selected a much larger background for this scene
So that I can have a scrolling room.

I have created a character and set his view to an 800*600 transparent image of a scope.

this all works find except I need to figure out how to make the character/scope image follow the mouse when moving it so that it appears the scope is moving around the screen by use of the mouse.

#155
Hello everyone here is a treat as we get closer to a demo thought I would release a teaser video not much here just the opening credits but hope you guys enjoy we are nearing a demo stage soon so project is still very much on track and alive

enjoy the video

http://www.youtube.com/watch?v=w4NpWmO4Oj0
#156
AGS Games in Production / FAQ ABOUT THE GAME
Wed 11/11/2009 00:26:40
FAQ

Below you will find a list of frequently asked questions.  If you
have a question that is not on this list then please contact us at:
startrekadventures@gmail.com

-Why a bunch of smaller games called "Missions" and not just one BIG game?
-Will these missions follow exactly the story of the episode they portray?
-When will the next full mission download be released?
-When will the next mission demo be released?
-How much is the game going to cost?
-Are you currently looking for more people to join your team?
-What program do you use to make this game?
-How closely will the game resemble Gene Roddenberry's Star Trek?
-Will the game use a scoring system?
-Will the game offer replayability?
-Will you be able to fire hand phasers and/or fight space battles?
-Will "Bones" McCoy be speaking his famous phrases?
-Are you planning to release a Star Trek game with an original story/plot in the future?
-As the focus seems to be year one of the five year mission why was "Arena" chosen to be the first mission as its star date is not the earliest mission?



Q: Why a bunch of smaller games called "Missions" and not just one BIG game?

A: How many times have you ever played a game and finished it hoping there would be a sequel? And how many times has the sequel if it came been a disappointment to you? Maybe they changed the interface or controls. Maybe the game just doesn't have the same feel as the original you came to love. Our series is designed to be just that: a series of ongoing adventures. We will use the same interface and control system (at least very similar) for all our games so that players do not have to learn a new set up every time there is a sequel. We will be able to get new games out to you much quicker then you would ever had to wait for a commercial sequel.


Q: Will these missions follow exactly the story of the episode they portray?

A: With any movie-to-game (or in this case television-to-game) conversion there must be puzzles and things added to have an enjoyable game experience. As a movie was meant to be watched a game is meant to be played. We have all played games based off of movies that had nothing to do with the movie or there was too much stupid stuff added. We are working hard to make sure our puzzles and game play stays well in tune with the episode while remaining an entertaining game to play.


Q: When will the next full mission download be released?

A: Our First Mission Arena is currently in the coding phase and is estimated out sometime by the early part of 2010.


Q: When will the next mission demo be released?

A: Hopefully if all stays on schedule the first demo will be completed sometime in November or December of 2009.


Q: How much is the game going to cost?

A: Star Trek Adventures: Year One  is a FREEWARE point-and-click adventure game that is created strictly for entertainment purposes and we in NO WAY intended to receive profit from this fan-based game.  We understand that Star Trek is copyrighted by CBS/Paramount and we are not them nor are we affiliated in any way with them or hold any license to produce a commercial Star Trek game.  We simply are creating this game to honor the original vision of its creator Gene Roddenberry, The actors, staff, all its fans and all those who made this wonderful series possible. We wish for this game series to be a way to give something back to for all the enjoyment it has given us over the years and we wish to keep its original vision alive for a new generation who are just now starting to see Roddenberry's vision for the first time.


Q: Are you currently looking for more people to join your team?

A: We could use some sprite artist right now but would not turn down any form of help given as the project is an ongoing project there will be many stages of game development going on at any given time so there is always work to do. Email us if you are a sprite designer, coder, background artist or any other talent that might be beneficial to us. The only thing we do not need help with at the moment is music.


Q: What program do you use to make this game?

A: We are using AGS (The Adventure Game Studio.) Which can be located at www.adventuregamestudio.co.uk


Q: How closely will the game resemble Gene Roddenberry's Star Trek?

A: As this series of games is currently set in the first year of the original Star Trek series and is planned to remake the entire series you can say it is as close as anything you have ever seen to keeping with that vision. All involved have been life long fans, know the stories, know the characters, know all the lore and history. So there is a lot of attention going into making the game remain true to its roots.


Q: Will the game use a scoring system?

A: We will be adding a scoring based system in which will be similar to many adventure games where certain actions will gain points and there will be a max number of points attainable by the end of the game. The point system will not effect game play very much. However, we do have secrets and unlockable content planned which will be reward for high scores.


Q: Will the game offer replayability?

A: The games are being designed to be fun to play and will capture the feel of Star Trek as you have loved it. So that alone will give most trekies a reason to reload the game up from time to time for a replay. With the ability to have unlockable content and special hidden items as well as a point system the game will offer many reasons to replay the missions more than once.


Q: Will you be able to fire hand phasers and/or fight space battles?

A: All of the equipment such as phasers, tricorder's, medical scanners, hypo sprayers will be able to be used. There will be an option that allows each playable character to set their phaser to stun or kill. There will also be opportunities to have space battles as well. When there is a plaque or sickness to cure you will be able to take over Doctor McCoy's lab and develop the cure. There will be many such surprises in store as the game missions progress.


Q: Will "Bones" McCoy be speaking his famous phrases?

A: The first scene of the first mission ("Arena") features a famous fight between the Dr. McCoy and Spock. We are very mindful that dammit he's a Doctor not a moon shuttle conductor. Much care is being taken to look at every possible interaction in the game and make sure it is something that fits with the established history and personality of the characters.


Q: Are you planning to release a Star Trek game with an original story/plot in the future?

A: One is in the story witting phase right now which is titled Star Trek: Beginning's which will feature The first mission of Kirk and crew together and tell much of their back story. It will have some trace elements of the new movie but will tell more the story of the prime universe without the altered timeline or reality. It'll tell the real story of our heroes we have loved. It is also being designed to feature use of all the main characters, each in one of their own mini missions which will seem to not connect but will all connect by end of the game.

We also plan to do more then just the episodes. We will dive into comics, cartoons, novels, our own original stories, and even give you, the players, an opportunity to have your own fan fiction turned into a game. We will conduct polls and let players also vote for the next episode to be featured as a game.


Q: As the focus seems to be year one of the five year mission why was "Arena" chosen to be the first mission as its star date is not the earliest mission?

A: Our games will be created and released as separate mini missions each one playable on its own right. You will be able to download only the ones you want to play. Doing it like this allows you players to collect only the missions they want. Even the original air dates and the star dates did not match at times. There comes a point where one can be too picky. Our games will encompass the first year of the mission and you the player can decide to play them in whatever order you deem fit.
#157
I tried to download this but it says invalid archive tyoe or bad file when I try to open it.

I have a combination lock sequence I need to do which will involve using hotkeys
I will have a six digit code as the combination a player will be clicking on color coded hotkeys
to enter the sequence once they have clicked all six color buttons in the right order they will
hit a seventh button to test if the code was right or wrong and then the resulting action will happen.

It looks like your hotspot thing will work here but I could probably code it without a module

based on what I said here how would you do it or could you point me in the right direction
of another module or thread that might work there seems to be several out there but I been confused
about this part.
#158
We have started construction of a website for the game which will be located here

http://www.startrekadventures.com

The site should be up soon so keep checking up on it.

We will be having videos, forums, wallpaper, mini games, demos, polls for future games and much more.

All information about the game will be handled though this site from now on I will announce on here once
it is fully active.

thanks.
#159
Thanks for all the great advice guys I am reviewing what you all said and I see several things I can do for this problem and some other ones down the road.

Let me pose another question here that might not be the same one but would solve my problems never the less.

Lets say I kept things where I had three characters each with their own inventorys and such.

But I still have a one character I want to be the main character.

I want to be able to click the other players or click thier avatar portrait on screen and select them i want to be able to have them  look at items , talk to people, and interact with items and use respective inventory items kind of like the main character is giving orders for them to do things.

Now I basicaly want them to do everything except be able to walk around I want to restrict walking around to the main character.

Now I already have half the game scripted where i have them using thier inventory items, and using the talk and look and interact actions and do not want to have to go back and remove all this

kinda beta tested with a few people and figured out that having them walk around was uneccesarry and even kinda confusing to some folks so it needs to be more like the main character can click on them and tell them to do stuff

but the way it is set up is if i click on them they become the active player and such to be able to access their inventory items and have access to the other interactions as I want to be able to have different viewpoints if a different character looks at a hotspot and such also

Hope i made clear what I want to try to do here.

Is there any easy way to make a character playable but turn off his walk ability function what would you guys do if you was already deep into this and did not want to undo alot of coding or redo alot?
#160
Quick question.

I had my game set up where you had three avatars for three different characters then you would click on an avatar and it would make that character the playable character and display that characters inventory items.

while beta testing this with a few friends I kept getting comments that the making each character playable wasn't really needed and was acctully causing some confusion on somethings.

this works out for me cause its easier to script if i don't have multiple playable characters and it doesn't total fit the plot anyway.

so anyway I changed the interface where I still have the three character portraits but instead of making the other characters playable when clicked on it will simply display their inventory items and allow you to select items as if the main character is giving an order for the other characters to do something. This works well for my game and better then the way I had it.

However one problem now that I did that and turned off the make the other characters playable.

I get an error message that says that character does not have that inventory item.

Which is because the main character does not have that item.

So my question is this is it possible for one character to have multiple inventorys?
or even an easier solution is it possible for me to do something like this

switch inventorys back and forth for example

if i have active players inventoy A  and i click the avatar for character B can I script it and tell it to switch active player A'S inventory with character B's inventory and so on

basicaly I will need to have be able to switch back and forth between three characters inventory boxes but have it accessable by the main playable character.

im thinking there should be an easy way to switch inventory guis between characters back and forth
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