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Messages - joelphilippage

#201
Hello I am trying to write sort of a code gui so you can click buttons in a certain order and get something to happen.
This is in repeatedly Execute
Code: ags
  if (Game.GlobalStrings[1] == ".RYRO" {
    cEgo.Say("I just did a draft!");
    }

It keeps saying that the expression was met in the middle of the command.
#202
Hello. I was trying to write a script like loom were if you click on a hotspot it will show an Icon representing it on the gui. Ive created a property called Icon that has the sprite number of the hotspot. how could I get this to work for all hotspots without typing a script for all the possible ones?
Here is the code:
Code: ags
else if (GetLocationType(mouse.x,mouse.y)==eLocationHotspot){
    icon.NormalGraphic = hotspot[1].GetProperty("Icon");
HotspotName.Text = Game.GetLocationName(mouse.x, mouse.y);
  }
#203
Critics' Lounge / Re: Dott Background
Thu 09/08/2007 17:33:28
I was trying to get it to look more like the mansion on Day of The Tentacle which looks more like a house.
#204
Critics' Lounge / Re: Dott Background
Thu 09/08/2007 17:22:31
Here is another. I tried to turn down the saturation. I also added some more trees and resized the stars.
#205
Critics' Lounge / Re: Dott Background
Wed 08/08/2007 19:19:04

Here is an updated version. I tried to make the stars have more variety and added an old gate up on the lawn.
#206
Critics' Lounge / Dott Background
Wed 08/08/2007 15:30:38
Hi. I really admire the style of dott so I tried to remake this screen from Mainiac Mansion.

It turned out like this.

please tell me what you think.
#207
Hey. I hope this is the right board to post this question on. I am working on my new game Raven and the size is increasing rapidly. I have only finished the first half of the first chapter and already the game is 57 megabytes. I am guessing the main problem is that I am using 32 bit colors. I was thinking about using 256 color's but my game involves lot's of alpha blending with sprites. Could I just have the background's in 256 color's and reduce the game size or does the whole game have to be 256?
#208
I have tried running my game and made two new rooms with the new version. Whenever I try to save the new rooms it shows this error.
Error (line 90): Variable 'new' is already defined in script "AutoGenerated.Ash"
. I do not have any line 90 in my room's script and there is no "_AutoGenerated.ash" file in my script's.  Is this just my problem or is it the editor?
#209
I have tried running my game and the cursor and Character's move very jerky and slow.

[Edit]
Whoops. I guess It's just my computer because I played bog's adventure in the underworld and it was jerky to.
#210
the first one of the code section
#211
When trying to make a room with walls using this script:
Code: ags

E3d.Init(eE3dFloor);
E3d.CameraMaxZ=240;
E3d.BuildWall(1, 70,100);
E3d.BuildWall(2, 72,100);
E3d.BuildWall(3, 72,100);

I get an error saying
"DynamicSprite.CreateFromBackground: Invalid frame specified
in
E3d (line3125)
from
Room 2 script (line 6)"
#212
I have fixed all the bug's mentioned and tried to find all the spelling errors.
here is the new version.
http://www.adventuregamestudio.co.uk/games.php?action=download&game=888
#213
Critics' Lounge / Re: BG what do you think
Sat 23/06/2007 14:46:39
You should probably make the walls a different color than the floor. I would also like it if you put in some furniture like a lamp or a couch. It would probably look better to be able to see the ground outside the window. also some walls should be darker than others depending on the light source.
#214
I just found the game of the old Russian movie called Jack frost which I watched on Mystery Science Theater. I'm surprised that it was made into a game.
http://www.bistudio.com/fairytale/
#215
As I said above, I made it in Milkshape.
Here is a wireframe shot of it.


I also took another close up on the face scince I changed it some more. It looks a lot more creepy.
#216
Critics' Lounge / Re: First 3D Model
Wed 13/06/2007 17:09:01
I'm using milkshape since that's what AGS supports.
Ive updated the character by adding hair on the side of her head and making the face more detailed. This is what she looks like in the game. I would also like some criticism on the background.
#217
Advanced Technical Forum / Re: Shift Running
Wed 13/06/2007 15:11:05
I tried both of those Ideas and a few more and nothing seems to work. Ive decided It would be a whole lot easier for me and the player to only have to push the button once instead of holding it down.
Ive got a much simpler script now.
Code: ags
function repeatedly_execute() {
if(IsKeyPressed(404) == 1) {
  if(cEgo.WalkSpeedX == 1) {
  cEgo.StopMoving();
  cEgo.SetWalkSpeed(3, 3);
  cEgo3D.LoadDefaultAnimation(eNormal, 30, 40, "data\\witch.ms3d");
}
else {
  cEgo.StopMoving();
  cEgo.SetWalkSpeed(1, 1);
  cEgo3D.LoadDefaultAnimation(eNormal, 1, 10, "data\\witch.ms3d");
}
}
}
#218
Advanced Technical Forum / Shift Running
Wed 13/06/2007 02:55:47
I am trying to write a script that when you hold shift the player will run and if you release it the player walks.
This is what I have written:
Code: ags
function repeatedly_execute() {
  if (IsKeyPressed(404) == 1) { 
cEgo3D.LoadDefaultAnimation(eNormal, 30, 40, "data\\witch.ms3d");
if (cEgo.WalkSpeedX == 1) {
cEgo.SetWalkSpeed(3,3);
}
}
  else if (IsKeyPressed(404) == 0) { 
cEgo3D.LoadDefaultAnimation(eNormal, 1, 10, "data\\witch.ms3d");
if (cEgo.WalkSpeedX == 3) {
cEgo.SetWalkSpeed(1, 1);
}
}
}

The only problem is that if I release or press shift while the player is moving, the game crashes. I have tried putting the command "StopCharacterMoving" before set walk speed but then you have to make the character walk twice and it dosen't work very smoothly. Is there a way to get this to work right?
#219
I have been working on making 3d models. Here is a witch that I made.
front

side

tell me what you think.
#220
Ive got a problem. When I tried turning on the Smooth Scaled Sprites option, all the blurred parts on the edges are turned black.
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