Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - leone

#1
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.
#2
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.
#3
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?
#4
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.
#5
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)
#6
Ã,  Hi guys,

Ã,  I started making a game with AGS a while ago and I find it great fun. But I came across a big problem. I started working on an arcade room in which the player would guide a boat up a river, and a crocodile was supposed to appear and swim down the screen.
Ã,  So I used the script I found in the ‘Arcade Driving room' of the Demo Game, and put this in my room script for the crocodile character:

Ã,  // script for room: Repeatedly execute

if (IsTimerExpired(1)) { // croc

character[CROC].x = 180;
character[CROC].y = 94;

Ã,  croc = Random (2);
Ã,  if (croc==0) {
Ã,  MoveCharacterDirect (CROC,81,260);
Ã,  }
Ã,  else if (croc==1) {
Ã,  MoveCharacterDirect (CROC,81,260);
Ã,  }
Ã,  else if (croc==2) {
Ã,  MoveCharacterDirect (CROC,101,260);
Ã,  }

Ã,  timer1 = Random (3);
Ã,  if (timer1==0) {
Ã,  SetTimer (1,230);
Ã,  }
Ã,  else if (timer1==1) {
Ã,  SetTimer (1,230);
Ã,  }
Ã,  else if (timer1==2) {
Ã,  SetTimer (1,270);
Ã,  }
Ã,  else if (timer1==3) {
Ã,  SetTimer (1,300);
Ã,  }

}

But the thing simply won't work. I think that the problem is with the SetTimer function, which doesn't work in ‘Repeatedly execute' part of the script. The program seems to be working too fast for the function to be performed. It seems that SetTimer works only when I put it in ‘before fadein' part of the script.
Ã,  How can I make SetTimer work in ‘Repeatedly execute'?
Ã,  Is there any other routine I can use to make the croc appear at different intervals?
SMF spam blocked by CleanTalk