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Messages - jamesreg

#161
Ok I have the text color in the settings panel set to a blue color which is what displays now
and I created a 1x1 pixel of red

i added that as the gui background image

I then scripted

gTextbox.BackgroundGraphic=268;

268 Being the sprite number the red dot is

text stays blue

I am assuming background image is what was meant as its the only place in gui panel to display an image
#162
Quote from: NsMn on Thu 15/10/2009 15:11:13
Have you activated "Enforce object-based scripting"?

it is set to true but I dont know what it does

I have it working the way I want it displays the text down on the regular gui im wanting it to display the text on
and it waits till mouse click to display next text this is all im wanting it to do and it works fine

I guess its using a text window gui text color as the text color

so basicaly I need to know how i change that text color back and forth as I need.

or if i can have multiple text window gui and switch back and forth to do the same thing.

I am displaying my text with the displayat command if there is another way to do it and be able to still pause the text
between displays and make it view on my gui like im doing then im open to that

I tried text overlay but that appears under my gui and cant seem to get it to display on my gui

I know this is simple and the simple things seems to be the hardest things to figure out lol
#163
Quote from: jamesreg on Thu 15/10/2009 14:25:30
I been looking around for this but find multiple answers all different and most about text windows.

All I am doing is using the displayat command to display text to a certain location so it appears to be written on a gui

I need to know how to change that font color Im not using a text box or anything just the displayat command

Ok just checked and guess even though i didnt remember creating a text window gui one exist and its font color is set to whats displaying now so I guess its using that

so basicaly I need to know eighter how to tell that text window gui to change font colors or how to call it up

SetNormalFont(..)  was the command someone said to do on another post but says it does not recognize this command

sorry didnt mean to double post this now it wont let me delete my own message so sorry.

also if it is not simple to just change the font back and forth in script is it possible to have multiple text window gui and have them different font colors and switch to them easily in script
#164
I been looking around for this but find multiple answers all different and most about text windows.

All I am doing is using the displayat command to display text to a certain location so it appears to be written on a gui

I need to know how to change that font color Im not using a text box or anything just the displayat command
#165
Ok I figured out if I put a text label on a gui then I could then tell it in the script to display text on that label which will appear on the gui thats what I wanted to happen.

Now I am trying to figure out how to tell the script to wait till there has been a press of the enter key , space key or mouse click and if so to remove that text and put another text in the text label.

#166
I have two questions

1) is it possibly to create a text box which does not change size according to the text but always stays the same size?


2) how do you display text overlay onto a normal gui without using a text box and without making the gui transparent?
#167
I have a list of games I would like to make in the future as my website is going to focus on making games based off of Televisions shows of the past I wanted to make something at some point that would appeal to the female game audience as well.

One of the ideas I had was to make a soap opera based game of some kind.

Problem the only two soap opera's I can honestly say I watched in my life was Dallas and Dynasty and even being a guy got to admit I loved Dallas something about JR that was cool.

Anyway I always thought that Dallas and the Ewing oil struggle would make for an interesting game both for male and female players.

It could involve some type of business simulation style aspects where you would acctully run Ewing oil and try to squash your competition

JR could achieve his goals by having to seduce the other CEO's wifes and gain valuable blackmail information to use against the other CEOS and then do a JR style takeover or scheme.

another interesting aspect could be to allow the game to be played two ways depending on your personality or style with both brothers in the title role JR if you want to do it the down and dirty way and bobby if you want to play it straight  but would be more hard to do. 

the storyline where they had to compete for the company after the fathers death could make for a very interesting gameplay as well.
and of course throw in a bunch of family drama and semi adult situratins and you have a soap opera game.

Dallas famous cliff hanger approach would work perfect at the end of levels as well.

Anyway one of my goals was to make games off old movies and tv shows and keep them alive in some way

Does anyone even still remember Dallas or dynasty or any of these shows and is there enough fans around to appreciate such a game?
#168
General Discussion / Re: Ultima Days..
Sat 10/10/2009 21:55:57
God I remember the old ultima days how easy would it be to create an ultima 4 or 5ish style game with ags?

An ultima remake was on my list of things to do after the trek game havent looked into how feasible it would be on ags.
any simular games been done?
#169
Request for sprite artist.

This is a word sent out there to any talented sprite artist.
We have the talent needed to complete this project but
at the moment we have one person working all art in game
backgrounds. objects, sprites etc.

It would be more beneficial to us and help each person stay more focused
and do a better job in each area if we recruited an additional sprite artist to assist
us in the creation of our character sprites.

This would be the sole and only job of the new team recruit and they would be credited fully.

what we have done so far is use poser back models and we have created uniform morphs for them
we have hair styles as well and each character is saved as a seperate file and ready to begin animation work.

we are creating animation cycles from there and rendering these cycles into 2d sprites which we plan to photoshop
the correct faces onto and clean up from there.

we do not have to stick with this process if someone is talented enough with sprite creation in another way and can
match and make them blend into the background we have just as well they will have creative freedom to do this in any
way they see fit and not take our approach.

recruiting another person is not dependent on us finishing the project we have enough resolve to finish this on our own and with the talent we have but the recruit of another person will speed up the project considerably as well as leave each person on the team free to work in the areas they specialize in best and make each of those areas the best they can be.

Thanks in advance for any offers I recieve.

this does not have to be long term as this is an ongoing project if someone simply wants to assist with this first mission pack
this is acceptable.

AGS if I should have posted this in another place i figured the thread in which people was following the progress was suitable.

#170
Quote from: Dualnames on Thu 08/10/2009 11:25:07
Did the graphics just became Ultra good? At least they seem to!! Way to go, James!

I wished I could take personal credit for the graphics myself but I can not.

I may not have explained or introduced the rest of my team here so I would like to take a moment and do that.
As everyone has had an equal amount of time invested in the project.

I myself am James Regalado

The project started with myself basicaly I simply wanted to make my own game never had done it
never even coded anything before.

But I wanted to learn I started out trying to figure out what I wanted to make and being a life long trek fan all my life
the new movies popularity as well as the amount of new fans I was running into just kind of made trek a good idea.
Besides I never cared much for the shoot em up space battle games that most trek games are based off of.

Judgement rights and 25th anniversary remain some of my favorite trek games and had wished they had done more
with the series.

So my original intention was to create an old style space quest sierra classic graphics type adventure something simular to what the other guy making the trek game that was just announced is doing.

But the problem was I knew i could learn how to code it and use AGS.

But I am the type of person who can not even draw a stick pig so my dreams of game design was about to come to an end real quick if I could not do that.

Thats when I stumbled onto the website www.xcalpro.com which is owned and operated by Tony  Oliveira.

If your a trek or classic sci-fi fan you might enjoy his site its a community based site like AGS here but they specialize in making 3d models of classic sci-fi scenes with poser and other 3d programs. You can almost find all the rooms of the enterprise there along with many clothes, hairstyles and props from trek.

Much of those 3d items are what will be used in this game series.

even though our game is classic 2d like most other adventure games here the backgrounds are well thought out ahead of time.

I used my limited knowledge of drawing basic scenes with paint and created a storyboard and laid it all out on a design wiki for tony then he took those sketches and created an entire 3d scene for our two planets which will be used in the game.
which we then rendered into various 2d shots.

The sprites them selfs are being done the same way 3d figures rendered into 2d sprites with faces of the original actors  added to that later.

much of our sprites for phasers, communicators, tricorder and basic trek props already existed in Tony's site as well as most Enterprise rooms which will be used.

so Tony has been in charge of all backgrounds, sprites, and objects.

Along the way I meet up with DrewCCU (Andrew Smith) from this forums who was stationed in Iraq at the time and needed something to keep his mind off of well being in a war zone.

So he joined the team as our sound effects and music guy. He has created almost an entire soundtrack of Music that is new and done from scratch but also sounds like it came from 1960's Star Trek.

so that is one thing that is taking some time and that is nothing is borrowed in this game its all being created from scratch and original even if its a classic sound we could rip anywhere we are doing it ourselves.

along the way Andrew also helped with much of our interface for save, load, settings, exit scenes and such and gave them a very classic trek look and feel which can be seen in the snapshots I posted above.

As I mentioned before Arena will be the first mission pack released if any question to why Arena it made the perfect adventure game format to get started with I am interested in keeping classic cannon as much as possible but the game series will focus on one year of the mission at a time and will be set up where you can later play them in any order you want.

so we will not go by stardate or original air date all the way though I mean there is a point you can be to anal about something and even the original episodes were not always aired by stardate order when they appeared on TV.

but other then that we are going to try to stay as close to the original source material as possible.

If you have watched Arena before you will know the episode featured two locations Cestus III an outpost that had come under attack and a Battleworld which kirk faught for his life from a godzilla want a be lol.

we have 99 percent of the backgrounds completed for both those locations  with the exception of doing some last moment re-renders to improve on an idea that we had last min.

One thing which slowed the project down just a notch but will have a product in your hands faster in the end.
Is that we original was going to have the game as 8 mini episode in one long commercial style game format.

we decided instead of having a few games like that we would make it the format it is now and release mission packs and allow the game to be an ongoing growing game that will have player input as it grows.

doing it this way allows us to concentrate on making each mission pack the best it can be without rushing or cutting things or sliming back because of space requirement in a larger game. This has allowed us to do a much better project then we original intended or thought we could do.

anyway right now concentration has switched to finishing the character sprites and coding of actual game play we are still tweaking the interface layout a little but the project has had significant advancement since my first post about it and I will not give a time frame on first release only that it will not be to many more months less then 6 months I can probably say that pretty certain.

and in the end the player can choose how large the game will be or how much space they want it to take up as you can collect only the missions that interest you and still access them from the game launcher.

anyway I may have gave some repeat info or info thats not important to anyone else but wanted to credit my team a little and let everyone know about their hard work they deserve it very much.

also wanted people to know we will be launching a site which will be based on games made by fans of old tv shows and movies that will attempt to help bring project teams together to work on games based off everyones fav tv show or movie of the past. I will give more detail on that later as our main focus is to get this project done without distractions.

take care all and thanks for those who have followed us
#171
AGS Games in Production / Re: Star Trek Newton
Wed 07/10/2009 21:10:28
Its nice to see someone else doing a trek game best of luck to you I hope your project works well for you.
Our graphic styles are different but if our team can help yours in any way let me know.

I have a great musician who has a good feel for classic trek music scores and sound effects if this would help in anyway.

also could help possibly with some sprites or something along the way.

again good luck
#172
I have been on vacation for a couple weeks I will update and answer all your questions and emails when I get settled back to real life here later today or tomorrow.

First off thanks for the support or interest any of you following this project has shown we wanted to have a website out and forums and some special fun stuff for everyone to check out with a project blog and such but we did not want to take away from working on the game itself so that part feel behind but about a month before release of the first mission pack you can expect to see a website launched which will have its own forums, progress blogs for upcoming missions. A chance for each of you to vote on you favorite episodes, comics, novels and such you would like to see adapted in a future mission.

as well as a chance to submit your own fan fiction or ideas for a mission pack.

Mr Matti

The game matterial is copywrite

so we can not make any money from it it will be freely distributed for anyone who wants it and is meant to honor the opriginal series and its cast crew and fans.


Also to answer question of mkennedy

Who asked if Bones will be doing his signature slogans such as "he dead Jim"

I want everyone to know everyone in this project has a love for these characters and grew up with them they are our friends and heroes as well.

I am the one doing most the scripting and dialogs and such and I will tell each of you that "Bones" is my favorite character.

In the first few mins of gameplay you will see a classic argument between spock and bones.

You will be able to play as each of the characters at various points of the game and talk to each other.

I encourage you to ask your crew for advice and such as you play the game as you will get classic responses based on the personality of each crew memeber.

Spock will give you a scientific answer bones is liable to give you a grumpy smart ass answer.

so Yes we are in tune with the characters and what they are supposed to do and say.



anthonyjmf
Thanks for the kind comments about our project it makes us know we might be doing something right or on the right track.

to answer your question in regards to release date.

That is the magic question isn't it lol.

As most people know around here to promise anything about a specific release date is not wise there are always problems to  overcome, real life and other issues to get past.

I would love if my full time job was to make video games but this is not the case.

The project only has about three people working on it at the moment.

Myself doing scripting
another doing music and sound effect and menu graphics
and another doing sprites and backgrounds.

each of us are completely new to AGS but are picking it up quicker then we thought.

each of us have worked on projects here and there but this is our first full project thats completly our own baby so to speak.

But this is what this project was supposed to be about also a way to make new friends, learn some new skills, have fun giving back to a community of fans something we enjoyed and got alot our of in our lives and most important to have fun doing it all.

With all that said I truely believe we have accomplished a lot and are well underway in creating something that will be enjoyable for all trek fans and non trek fans alike old fans and new fans.

if  I had to give an estimate I would say about 2 to 3 months without any life events getting in the way

most the time on this one is being spent getting the interface and sprites and all created which most will be able to be used though out the project.

so mission packs after this should not take as long as the initial one as we are trying to keep in mind that it is an ongoing project and trying to create an interface and set up that can be used for over and over and not have to be re-created  with every game pack.

this will provide consistency in each mission pack as well as make releases much easier and faster from here on out.

We just ask for a little patience getting the first one out to you and you should be able to enjoy updates to the game much more frequent from there.


#173
Im still trying to learn if and else statments and using bools


This is working right except the way I want it exception of

it repeats all three dialogs when using the medscanner
and it repeats all the dialogs when its supposed to justr say hes healed

Its turning on and off the bool and working with my other scripts I have set up to interact with it

I am sure I am missing some else statements or to declare something somewhere of have brackets messed up.

I have been working on it trying to figure out what it is I have done wrong once I do I am pretty sure it will click and be
like everything else ill me like oh man that was simple lol.

also I plan to replace the say commands in this script with ddialog scripts but useing it this way to test it till i have it working right then will replace




function csick_UseInv()
{
if (player.ActiveInventory == ihypo)
{
 
  PlaySound(15);
  player.Say("I cant heal him unless I know whats wrong with him");

  if (Scanned)
  player.Say("hes' healed Jim");
  Healed = true;
   
   if (Scanned && Healed)
   player.Say("there is nothing else i can do for him hypo");
}

if (player.ActiveInventory == iMedscanner)

{
PlaySound(11);
player.Say("I am scanning him the first time");
Scanned = true;

if (Scanned)
player.Say("hes already been scanned");

if (Scanned && Healed)
player.Say("there is nothing else I can do for him Medscanner");

}
}
#174
One of the upcoming scenes I want to do will involve wanting to have a crosshair style mouse cursor which will scroll the screen quite a ways left and right and up and down slightly to find a location that you will have to shoot at.

Now my questions are

is this possible with ags?

What is involved with making it so the mouse cursor will move the scroll the screen in the direction it is moving?

Can this be done with fast enough speed for what Im wanting to do?

What is the max size of a scrolling screen in ags?

And is it possible to display coordinates of some kind on the screen that you would have to find and fire at?

#176
I need my characters to goto a room

once on that room I need to do the following things

have the characters try to talk to a npc character
interact an inventory object on him
interact a second inventory object on him
talk to him a second time

i need all of these conditions meet before the player will be allowed to leave back out of the room.

I kinda understand the principle behind this im sure I have to set some kind of global variable and tell the room script to check
and see if these conditions have been meet

but im still way to new to all this to understand exactly what I need to do cause i know its a two or three step process

can anyone help with this
#177
I have the sierra style back grounds showing up as well as figured out how to do graphical overlays and have my avatar pictures showing up is it possible to display the avatar pictures inside the same box as the text?
#178
Does the sierra style backgrounds and such only work with a text overlay and not with the say commands?

what im asking Is i have figured out how to turn on sierra backgrounds and have it working when you use a text overlay
it displays the text in a box

can this be done with the say command or DisplayMessage as well or just with a text overlay
#179
Ok maybe I am doing this way to complicated let me explain what I am doing and maybe someone can tell me a better way
cause I think im not doing this the most efficient way.

What I am doing is as follows

in the bottom of screen three things

1) character avatar with active characters picture
2) character text box which is colored different for each char I put a text overlay there for their dialog
3) inventory box with active characters inventory

now I have to switch each of those things around each time I have a dialog session going

this is what im doing

function cKirk_Talk()
{


if (player == cKirk) {

gInventory.Visible=true;
gkirkavatar.Visible=true; 
gtextboxkirk.Visible=true; 
invCustomInv.CharacterToUse=ckirk;

Overlay* text6 = Overlay.CreateTextual(150, 475,340,8,0,"text that will display in the text box?");
   Wait(200);
    text6.Remove();
   
}
  else if (player == cspock) {
gInventory.Visible=true;
gspockavatar.Visible=true; 
gtextboxspock.Visible=true; 
invCustomInv.CharacterToUse=cspock;

Overlay* text7 = Overlay.CreateTextual(150, 475,340,8,0,"text that will display in the text box?");
   Wait(200);
    text7.Remove();

}
else if (player == cMccoy) {
   gInventory.Visible=True;
gspockavatar.Visible=true; 
gtextboxspock.Visible=true; 
invCustomInv.CharacterToUse=cmccoy;

Overlay* text8 = Overlay.CreateTextual(150, 475,340,8,0,"text that will display in the text box?");
   Wait(200);
    text8.Remove();
{


Now this all works when you talk to the players but because its in global script i need to be able to have different conversations in different rooms

I seen the above explanation but not sure about how to use the callroomscript yet

before I go further am i making this harder then it needs to be?

I also heard people talking about sierra portraits and backgrounds and styles but havent been able to find a detailed example of this anywhere would that work better for me?

also what about if i didnt use the default talk function but created a custom mouse click and slapped a talk icon on it and used it for my talk icon and then could i script this per room like im wanting to do?

anyway someone please give me some advice on if im doing this too complicated and if there is an easier way



   
   

}

}


#180
I have a question I have been messing around with the  cEgo_Look and cEgo_talk  from the side menu and did not realize until i was half way into it that when you use those fuctions it puts it into the global script this is ok for inventory items and such that will have the same comments all the time

But for example Im trying to use the  cEgo_talk command just to have a character say something in one specific room if its in the global script hes going to say the same thing every time.

I tried typing cEgo_talk  in the room script but it does not appear to work that way i typed it same way it would appear in the global script
what am I missing
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