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Messages - leone

#1
Thanks guys, my problem is of course solved.
By the way, v2.7 looks great :)
#2
Hi,

I loaded my game in AGS v2.7, but when I tried to test it I got a message:
Ã,  'There was an error compiling your script.
Ã,  Ã, Variable 'Direction' is already defined'

The variable in question is in 'repeatedly_execute' section of the Global script:

int CharId, Direction, dx, dy;

It is the part of the script that deals with keyboard control, which I copied from Hollister Man's script I found in the 'Controlling movement with keyboard' thread.

Since I just copied it, I don't know how it really works. I checked the rest of my script and didn't find any other place where variable 'Direction' is defined.
#3
Just to let you know I solved my problem. There's a button on the side of my monitor that brings up a menu in which you can set up different things, including moving the screen in all directions. So I (actually a friend of mine) just moved it a bit to the right and that was it. How dumb did I feel! And that couple of pixels don't make any difference when I go back to higher resolutions.

Maybe this doesn't solve the problem for everybody, but at least it does for me  ;D
#4
While I'm making my game or playing other AGS games in 320x200 resolution, the screen is moved about 12 pixels to the left (I cannot see that part of the screen/room). Games in 640x480 run OK.

I'm sorry if this is a dumb problem, or it was discussed before (I couldn't find it), but I don't know what to do.
#5
Thanks Freydall, that's the stuff! After I applied what you said it led me to experiment some more, and I think this is the way to go:

When the hero, say, picks up an object, I set the variable value like you said. Then in my female character's talk interaction I first check in which room the hero is in, and then if he has the object. Something like:

Ã,  if (character[HERO].room == 10) {
Ã,  Ã,  if (GetGlobalInt(2) == 1)Ã,  // hero has the object
Ã,  Ã,  Ã,  Ã, RunDialog (7);Ã,  Ã,  Ã,  Ã,  // talk about the object
Ã,  Ã,  else RunDialog (6);Ã,  Ã,  // some general topic
Ã,  }
#6
No, I think I got that. I was thinking about this: she should follow the hero through many rooms, and in each room, depending on the objects you found, people you talked to, things you did up to that moment,Ã,  you should get different topics when you talk to her.

So far I made a couple of characters that are each standing in one place, and you meet them and talk about one or two topics. That's all nice and linear. But this seems to me more complicated, many possible topics for a single character, that should show up at the right place and time.

I gather I should use variables and put the whole thing in her Characters -Interaction - Talk to character bit, but I'm not too sure how to start with this.
#7
Hello,

I started working with dialogs and there was no problem when I had a static character that shows up in just one room.

But what do I do when I have a female character that follows the hero throughout the game (like Sophia follows Indy in Fate of Atlantis)?

I want the player to be able to talk to her at any time, and depending on the situation start (many) different topics.

Could someone point me in the right direction?
#8
Just to let you know I took care of the problem thanks to Catsfan and his 'Leisure Suit Larry 2' template I found at www.freewebs.com/skimbleshanks/templates.htm.
#9
Thanks for trying to help, Radiant!

I tried your suggestion, but I got a

QuoteAttempted to free a static sprite that was not loaded by the script
message.

I gather I have to define 'index' and 'sprite' everytime before I try to DeleteSprite (sprite).Ã,  Is there a way for the program to memorize the number of the sprite that is loaded when the player clicks on a saved game, and then when he clicks on a different saved game or leaves the save gui, for them to be deleted?
#10
Thanks Radiant.

OK, I went at it again and added DeleteSprite wherever I thought fit. And everything seems to be working fine now, except for one thing.

In my custom save and load guis I want the player to see the screenshot of the saved game when he clicks on its name in the list box. But after I leave the game afterwards I get a ‘Dynamic sprite was never deleted' message.

If I delete the sprite right after I show it in the appropriate button, the player never sees it. For the moment I inserted WaitMouseKey (200) in between, so that the screenshot is there at least for 5 seconds, or until the player presses something.Ã,  It looks like this (for the LOADGUI):

Ã,  else if (button==0) {Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // click on a save gameÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, 
Ã,  Ã,  index=ListBoxGetSelected(LOADGUI,0);Ã,  Ã,  Ã,  // select it
Ã,  sprite = LoadSaveSlotScreenshot(savegameindex[index], 106, 49);Ã,  // load its screenshot
Ã,  Ã,  if (sprite != 0)Ã,  {Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, Ã, // if there is a screenshot
Ã,  Ã,  Ã,  SetButtonPic(LOADGUI, 3, 1, sprite);Ã,  Ã,  Ã,  Ã,  Ã, // show it in button 3Ã,  Ã, 
Ã,  Ã,  Ã,  WaitMouseKey (200);Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // wait
Ã,  Ã,  Ã,  DeleteSprite (sprite);Ã,  Ã, } Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // delete spriteÃ,  Ã, 
Ã,  Ã, }

But that's not good enough. When the player clicks a savegame'sÃ,  name in the listbox, it's screenshot should appear in the appropriate button and stay there until you choose another slot or delete it, without disappearing by itself after awhile and disabling the mouse cursor.

Help?
#11
Hi guys, I need help.

I'm trying to implement the “save games with screenshots" feature into my game. I think I made it work except for the part about the use of DeleteSprite. When I overwrite or load a saved slot and leave the game I get a message like this:

QuoteDynamic sprite 2062 (or something) was never deleted

From the manual I gather that after LoadSaveSlotScreenshot I have to call DeleteSprite, but I don't know where and how exactly to use it. I tried to put it in the script where the function of the delete button is, cause I figured the screenshot should be deleted alongside the save slot. Then I thought I should use it whenever the save gui is closed. Either way I kept getting this message:

QuoteAttempted to free a static sprite that was not loaded by the script

Is the sprite that's supposed to be deleted the actual screenshot?

I checked out the thread from the technical archive and the scripting tutorial from Ezine, but I already made my own custom save and load guis so I couldn't just copy/paste the script. And I'm not too good at scripting (I came this far by taking bits and pieces from different sources), so I can't read these scripts with proper understanding and take what I need.
#12
The Rumpus Room / Re: game nostalgia
Sun 07/11/2004 12:17:06
My most nostalgic games are:

Express Rider (Arcade)
Ninja Emaki (Arcade)
Ghosts'n'Goblins (Arcade)
Rastan (Arcade)
Rolling Thunder (Arcade/ZX Spectrum/Amiga)
Operation Wolf (Arcade)
Black Tiger (Arcade)
Bubble Bobble (Arcade/ZX Spectrum)
Commando (Arcade/ZX Spectrum)
Saboteur (ZX Spectrum)
Aufwiedersehen Monty (ZX Spectrum)
Gold of the Aztecs (Amiga)
Torvak the Warrior (Amiga)
Another World (Amiga)
Alien Breed (Amiga)
#13
AGS Games in Production / Re: Mister No
Mon 25/10/2004 22:09:08
I really appreciate the words of support, guys!

I'm trying to make the game look as close to a comic as possible (I like games like Comix Zone and XIII). When I coloured the pictures I left the shadows black because they looked good.

I decided from the start not to worry about time, but the progress became ridiculously slow, so I picked up the pace in the last couple of days.

#14
AGS Games in Production / Re: Mister No
Sun 24/10/2004 22:06:02
Thanks for asking, Oliver!

I'm reluctant to estimate a release date, because it took me months to get where I am now, which is about 10% of the game done. And my apetite is getting bigger, I want to do a really good job, and maybe make a full length game.

However, I became familiar with AGS by now and did the basics of character animations and plot, plus I got a scaner which huuugely speeded up the process of drawing backgrounds.

Some time next year is my best guess.
#15
AGS Games in Production / Re: Mister No
Wed 20/10/2004 19:30:18
Thank for feedback guys!

I copied the style of the comic when I drew these. And they were drawn by mouse, now I have a scanner (I bought it just for this purpose :)), so the new backgrounds are hand-drawn.

The plant in the foreground started out as a tree, and ended up like this, but I decided to leave it, who knows what you can find in a jungle.

The AGS cup icon does nothing at all, I just changed the look of the default GUI. I'm going to change the GUI, I just wanted you to see this one before it goes.
#16
AGS Games in Production / Mister No
Wed 20/10/2004 08:43:27
Hi everybody!

I'm working on my first AGS game, whose working title is MISTER NO. It is going to be a 320x200 medium length game. It is based on an Italian comic, and I will try to give it a comic-book feel.

The action takes place in 1950's Brazil. The hero's name is Mister No. He is an American pilot who lives in Manaus, where he works as a tourist guide, flying clients in his plane across the Amazon.

On his adventure he will go deep into the Amazon jungle in search of a Mayan artifact. The action will take place in several general areas including Manaus and the jungle. I have an outline of the entire story, but I don't want to give away too much.

Current progress:
Graphic 5%
Puzzles 1%
Scripting 10%
Music/sound 10%

For further information visit my website at www.misternogame.tk.



outside home


in the jungle (with GUI)
#17
My favourite games of all time:
  Express Rider (arcade)
  Gold of the Aztecs (Amiga)
#18
  Leone is short for Dr.Leone, and I came up with it when I once played Nick Faldo golf on Amiga 500 with my friends. We were making up our golfer's names and my friend said Al Capone. My turn was next and he suggested Don Corleone. I misheard him and said: 'Yeah, Dr.Leone!'
#19
The Rumpus Room / Re: How did you find AGS?
Sat 16/10/2004 22:58:57
  I found AGS while I was searching the net for Indiana Jones fangames. I found a demo of some Indy game that had a 'read me ' or smth that said it was made with AGS.
  Since the game looked good, I downloaded AGS. I had tried to make a point-and-click adventure years ago on Amiga, and couldn't. But I started using AGS and I realized I could do it! I love it!
#20
  That's it, there's my crocodile! Thanks Davey!
  And thank you Barbarian for trying to help. I'll use your advice for checking for bugs with Display function in the future.
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