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Messages - jamesreg

#181
Quote from: NsMn on Wed 23/09/2009 17:48:35
if(player==cEgo) DuStuff();

Also, I don't understand what you need that for. Use Sierra-style Speech.

Havent looked at sierra style speech yet i check it out
#182
Say you are using character avatars and special text boxes for a multiple character game where you can at any time switch between characters.

You want each character to be able to look at objects on the screen
but you want to be able to display the proper avatars and text boxes for that character.

How do I let AGS know that character A is the one looking at the object vs character B

sorry figured this one out on my own
#183
I think I will just allow for the players to switch and allow for play by multiple characters my main concern is I did not want one character going off screen and have to script all the options out but what I think I will do is handle it like this if they go off screen the rest of the landing party will follow as a group that way I still can script out the same events to happen.

and it will make it more realistic if you can really walk around as say spock and scan stuff and do stuff.
#184
I have an issue I have multiple characters and who all have their own inventory items.
I only have one player set as the active character and do not want the other players
as the active character. However I have it set up that if you click on another character
you will get their inventory window and from there I wish to allow my main character to select
an item and use it on hotspot or object and then have the other character to do something
As if im ordering the other character to do something.

Example back to trek game spock has a tricorder but kirk does not I want kirk to click spocks tricorder and select an object on screen
for spock to go and scan

Now when i try to script this I get an error message saying cant select that as active inventory because the main character does not have this item.

how do I get around this and script this right
#185
Quote from: Ascovel on Tue 22/09/2009 21:33:00
I hope you'll always think of having fun first and completing all the episodes later. Adapting the whole series is a massive undertaking which demands sticking closely to the source material, so it can easily become a chore. Good luck with this.

By far the fun part is there all the way.

To be honest sticking to all ready existing source material may have helped this project the most.

When we already had a start, Middle and end then all we had to do was concentrate on making the game mechanics work
for this.

it has given us a formula and way of handling the rest of the games and format to use for them.

It has helped us all learn new skills and friendships and build a strong team that to me has been impressive in
what we have archived as non of us have fully finished a game ever and some of us never worked on a game.

As with any movie based game you will find some things in the game play that will have to be added in the ways of additional puzzles and such which will deviate slightly from the episode/movie in question.

This is no different with this game however I can say that I am very pleased with the outcome so far in that we have been able to take an episode and translate it into game format and preserve the original feel and content of the episode.

The puzzles we have added to increase game play are not at all so far out there or away from what you see on the show to be distracting at all they fit very well.

I will if I have not said so already mention that the first Mission will be based off the episode Arena we chose this one because it had all the elements needed for an adventure game. A good vs evil story line where you had to run around and collect objects to create a weapon to eliminate your opponent.

The episode almost screamed out Adventure game when i viewed it.

This is not to say all of the will be that easy every show was unique some comedy based and humorous , some deep thinking and  action packed and adventurous.

So it will still be a challenge to create the feel for each one of those.

So far we have laid our and designed the basic plans for

City on the edge of forever
Devil in the dark
The man trap
Balance of terror
The Galileo seven
Arena (almost complete)
Operation Annihilate
Shore Leave

These will be the first mission packs released but we will probably stop in the middle of this one and release an original story line.

In doing some of the old stuff first it will help us to get into the spirit of Trek and the characters and help us when the time comes for original stories for them to be even better because we will already have all the framework laid out all we will have to concentrate is on building a good plot and story and scripting a good game.

I have been asked by several people to share the Star Trek Judgement rights and 25th anniversary sprites that I ripped here they are if anyone wants them I am uploading them to one of those file share servers so cant say how long they will be active if you want them download them soon as I am not going to upload them all the time over and over.

Download sprites.rar from FileFactory.com


ill add another link later to rappidshare
http://rapidshare.com/files/283965896/sprites.rar.html


I guess im confused by the posting rules this message about the sprites wasnt supposed to be in this message it was supposed to be a seperate message but maybe your not allowed to post additional messages

James

another edit by darth - james, there's a "modify" button.  please us it and stop double posting.
#186
Still confused on this I can not seem to find much info in the manual on the (INVSHR) command or how to use it
if thats the correct command for what I want to do.

I have small gui with two side by side buttons one button displays the character portrait of the active player the other button I plan for it to use the currently selected inventory item.

if (INVSHR) is the command i have not found much documentation on how to use it or where I would need to use it.
could anyway be able to add more to this.
#187
Quote from: Ascovel on Tue 22/09/2009 09:27:57
I think the new graphics are very fine. But to be honest now that you switched your goal from creating new Star Trek stories to just doing remakes of the TV series episodes my interest in the game dropped nearly to zero.

You could at least make a compromise and create a few all new episodes as well.

Well now that we have our interface and basic structure done for the game as well as inventory items and character sprites and most Enterprise rooms done the ease of being able to put together new games will be much more simple.

I have created a game template with the new graphics, sprites, items and interface.

Basicaly plug in some alien worlds and your good to go on pumping out as many Trek games as we want to do from here in a far less amount of time as it took to do just this one game.

also we have a dedicated team thats dedicated to the project on a long term basis.

and expect the team to grow by one or two more people after we get a demo done we have had some offers now but wanted to get the basics done ourselves to have it what we wanted.

With all that says there is certainly plans to create new games and different things.

The first part of the focus will be to recreate some of the more popular episodes and have some fun with that
we will be doing year two and three respectfully as well as plans to go into a year four and five based set of adventures
which will take the story line up to where the movies picked up.

I very much want to do a game based off of the Enterprise having their triumphant return to earth after the five year mission
that would be an awsome game to do one in which I have already written a story line for but what I am doing now will fit into this very well as the game will have you revisiting some of these places you went before to show the aftermath of the crews decisions along the way did kirk break the prime directive to much? was the results good or bad all the time thats my basic plan to end up the series.

we will be releasing games from year one time period that will be mixed with new games along the way that will be designed to fit into that time period "the lost adventures" so to speak

We will probably be doing games based off the show some of novels and comics and other medium as well along the way
but there will certainly be plenty of new stories as well.

I have in my mind a draft of a continuing story line which will go though all five years of the mission it will start small and grow into one very large game in the end with a concluding plot and epic story line.

we have taken extra long time and steps to insure that we design this game in such a way that creating new ones will be a breeze in comparison as we will have a good template to start with.

our hopes is to release two or three mini episodes every few months when we wrap up year one we will move to year 2 and so on also filling in new storys every few missions as well.

anyway hope you check the game out anyway and keep up with us even if you do not like the stories featuring the old episodes the game is being designed as a continuing and ongoing game which allows players to determine which missions they want to collect and play and which ones they don't so say we dont have anything you like the first batch you might like all of the next batch.

So hope you will give us a try along the way.

We also are planning to have a website with forums and such on it to allow people to discuss the direction of the game series and even vote on which episodes and such they would like to see made next.

as well as contest to have the best fan fiction story turned into a trek game.

so those who are not liking the idea of some tv show remakes stick around and check us out once we get the site up and things rolling becauseI'm sure you will find something you like along the way.

our goal was to allow the player to experience the whole five year mission in game format and have some new adventures and have some nostalgic ones as well.

Keep in mind some of the new fan base are seeing these old episodes for the first time so this is a wonderful way to share with them what the older fan base have enjoyed all these years but with new adventures planned to we hope to have something everyone can enjoy along the way.

James

edit by darth - posts combine, no need to double-post!
#188
How many people are actually interested in playing an ags trek game by the way?
#189
How would I go about taking the currently active inventory item and be able to display it in a seperate small window like next to a character portrait or something like that and have it change anytime you change the active inventory item.
#190
had to use the following text for it to work

invCustomInv.CharacterToUse=cMccoy;

Thanks again
#191
Thank you kindly and thank you everyone in this forums and community the support for ags is awsome I reviewed other programs and almost went with one or two more because of some of the features but decided to go with ags because of its support and dedication by staff and users thank again
#192
I have an issue and been looking in the manual and can not seem to find the specific command for thisI'm sure its doable however as it is simple.

I have things set up where I have the main player character and several other characters that will be walking around with him .
I have it set up that on the bottom i have 3 gui's which feature an avatar portrait box, a text dialog box and an inventory box

When I do dialogs and such I switch back and forth between these gui sets
I do not want my other characters to be fully the active player at any time but do have it set that if you interact with another
player it will briefly show their avatar, text box and inventory and then switch back to the main character in a few mins if nothing has
happened.

all this is working fine except one issue what is the command that say I want to have an inventory box on screen but one that does not belong to the active character so that I will be able to access and inventory item.

example its a star trek game you will be captain kirk and you want to click on Dr mccoy and have him use his medkit on a sick person
only kirk stays the active player and the medkit is only in mccoys inventory how do i display on his inventory box but keep kirk as the active player.

thank you
#194
Thank you
#195
I need to change the default mouse cursors.

I would like to totaly do away with the pickup and usinv cursors

i want the mouse buttons to do this

left click

Interact mode
pick up mode
click on inventory item and make it the active inventory and become the useinv function


right click
if active inventory item is selected deselect and return to interact icon

if no active inventory item is selected then scroll between cursors thats enabled

mouse wheel
scroll between cursors thats enabled
#196
thanks for the help
#197
Still having a problem figuring out how to implement this here is the script commandsI'm using

this is nested in the look at hotspot function

function hHotspot1_Look()
{


gspocktalk.Visible=true;   //turns on the avatargui
gStatusline.Transparency=(75);  //sets the gui window tranparency
gStatusline.Visible=true;    //turns on the gui the text window
Overlay* spockla = Overlay.CreateTextual(150,475,440,8,0,"Its a fountain."); //creates the text overla
  Wait(75);  //waits a few mins
  spockla.Remove(); //removes the text
  gspocktalk.Visible=false; //removes the avatar pic
gStatusline.Visible=false;  //removes the text window

}

I attempted what you said but somehow along the way messed it up
The above code is my script for displaying characters text  on its bascialy the same
for each character except i change the colors of the box and name of avatar and so on

do i put the if (player == cspock) {

above my script

and the else if (player == cspock) {

in the middle and then repeat my script commands

can i do this multiple times like up to 5 times for 5 diff characters?
#198
I have an issue that I'm sure is simple to figure out butI'm still to new to this to understand fully what I need to do.

I have a game based off Star Trek which will have to have multiple characters that will be playable during landing party missions.

I will need the play at random to be able to select various characters to play and switch back and forth between them

I have that part figured out and working but my problem is this.

I have it set up that for example you use the Look icon to look at a rock on the ground

the response would be an avatar portrait of the character appears with a special text box gui I made custom for each character.

This works just fine as well however when I switch characters and they look at something they are getting the main character I scripted avatar and text box

I need to know how i tell it to check and see who is the active player and then pull up the correct text box and avatar

I know its something simple like a simple check to see if active character is so and so and do this or that

But I could use a point in the right direction if someone doesnt mind
#199
Ok my needs on this changed what I need to do now is be able to take a character on the screen and click on them and bring up his inventory box as well as a couple other boxes with his avatar and a text box

I have no problem with this in the character control panel i simply set it up to anyclick on character will do all the above i needed
it works beautiful without any problem at all

Now im at the stage of where i need to do what I originally posted about and make the boxes disappear after a couple mins or so if nothing has happened down there.

instead of messing with timers and such is there a way that I could set it up easily that if you click on the player a second time it all disapears that would seem easier to me then the player has the control over when and how long the displays are available
#200
I have a character portrait gui in the corner of my game screen
I have it set up so that if the player clicks on the portrait of the player character then it will display a gui with the inventory in it
how would I go about making it disapear after a few mins if the player has not used the inventory?
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