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Topics - markbilly

#21
Mouse-over hotspot label in text-window gui. How would I do this?

Basically, at the moment I have a label that appears at the bottom, in the middle of the screen when a hotspot/object is moused-over. Standard fare. How do I do this so that the label text has a border i.e. is using a text-window GUI?

The solution is probably really simple but my simple code-brain can't handle it... :P
#22
I have a big object overlaying the whole room (if you follow the critics lounge it's the spotlights, basically...).

Problem is, there are other objects underneath it. This means when I hover the mouse over these objects their @overhotspot@ labels aren't visible. Also, these objects have to be below, as the spotlights colour them.

Is there a solution to this problem of objects covering other objects, or do I just need to FTFM? ;D

Thanks.
#23
Critics' Lounge / Meh. Lights
Mon 01/03/2010 19:14:10
OK, so after some amazing advice in the past I think I've got a good portion of doing lighting in pixel art sorted.

This room, however, with its annoying coloured spotlights is giving me a massive head-ache.

The scene: This is the 'inner room' to a larger club. The idea was for it be quite dark with some spotlights from a ball which hangs through the ceiling bit. There will probably be some kind of dancer on the red platform. The lights just don't seem to 'blend' with the scene, it is like I've just plopped them on top. NOTE: The ball isn't quite finished. There will be a screen on it or something, too.



The scene with no spotlighting.



Any ideas? Thanks in advance everyone!
#24
General Discussion / Wall-E Fan Game (by me!)
Wed 06/01/2010 22:53:34
I thought I'd share this with everyone here... :)



I made it for my girlfriend a while back and I don't think I'll be doing anything else with it. I didn't want it to just waste away on my hard-drive.

I put it in General Discussion as I didn't think I'd get away with it being in completed games. It just a tech demo, basically.

There are no puzzles or anything, just enjoy interacting with Eve and some rubbish! ;)

LINK.
#25
When the player gets to the far left side of this area, he cannot walk back again, it's as if the rest gets deleted...  :-\



Help!

is it something to do with the shape? I have others in the game that are more extreme, though?
#26
I have a file with a big long list of numbers in.

I want to count the number of lines in the file up to the number closest (rounded down) to one inputted by the user.

So say I have: "upper_lim" the number entered by the user.
                        "num_lines" the number of lines counted.
                        "num_on_line" the number on the file of the file.

I've done this while() loop, but I'm getting a nonsense number.

Code: ags


        while (num_on_line <= upper_lim) 
        {
                fscanf(input, "%f", &num_on_line);
		num_lines++;
	}



I've also tried this:

Code: ags


        while (!EOF) 
	{
               fscanf(input, "%f", &num_on_line);
		
               if ( num_on_line <= upper_lim )
               {
                      num_lines++;
               }
	}



Help! Why am I getting a nonsense number like 2.07e-310 ?
#27
I've got a 50% transparency black background for all my GUIs, they all work fine apart from the text window one if made for dialog options.

Basically, I import a background image and I'm asked whether to use the alpha channel. For all the other GUIs I click yes and it works fine. For the text window one, I click yes and it displays in-game as a purely black background...  :-\

Any ideas what I'm doing wrong?
#28
Clicking a hotspot that takes the player to a new room. Then this error occurred. This is right at the beginning of my game, something I've been working on for over a year in it's current form. This particular hotspot has been functioning perfectly for all that time.



Obviously the error is game-breaking.

Help please.


EDIT: This error occurs on all room changes, but with different program pointer values.
#29
I have multiple walk-cycles for my main character. i.e. when they are carrying something, the walk-cycle view changes. I have set the walk-speed and animation delay in the character's settings, however when the view is changed from, say View2 to View9 because the character has picked something up, he will then zip across the screen at lightning speed, as opposed to the speed he had just been walking in View2.

Confused. Help.

There is a part-solution in setting the animation delay and walk-speed manually when the view is changed in the script. But, of course, if I want to change the view in a "repeatingly executing" script, this won't work.

Thanks.

EDIT: I've worked out the problem, just not a solution. It's to do with repeatedly execute.

I have this script in repeatedly execute. But clearly if the script is repeatedly doing ChangeView on every loop, then the animation delay/walk-speed is messed up.

Code: ags
  if (cEgo.ActiveInventory==ibug) {
    withbug=1;
    cEgo.ChangeView(10);
  }  
  else if (cEgo.ActiveInventory!=ibug) {
    withbug=0;
    cEgo.ChangeView(2);
  }


Basically, I need another way of doing this without using repeatedly execute.

Thanks.
#30
AGS Games in Production / The Longevity Gene
Wed 12/08/2009 22:42:13


<< CRITICS LOUNGE THREAD >>
(to continue discussion of the game's demo)





The Longevity Gene is a sci-fi adventure I'm hoping to release in two parts, to make development less daunting. I'm making good progress with Part 1, so here goes...

The Story

You find yourself, completely unaware of your identity, trapped on a damaged cargo ship hurtling towards the surface of an industrial world. Flung into a dystopian world of corrupt corporations and a society divided by technology, you must find out who you are and why you were hidden as cargo.

Features

Character and dialogue driven puzzles and a deep, engaging story.
Detailed sprites and backgrounds, in 320x200 res.
Original MIDI music.

Some screenshots:





Some characters:



Development Progress:

Part 1:

Story: 100%
Scripting: 90%
Graphics: 90%
Dialogue: 80%
Sound: 50%
Music: 20%

All that is left now is adding dialogues and sound and making it all look nice.

EDIT: I underestimated how long the "tidying up" would take, so there is a new release date below.

Expected completion date: First half of 2011.
#31
Critics' Lounge / Simple Wall-E sprite.
Tue 21/04/2009 15:07:59
I'm making some simple sprite for an unofficial mini Wall-E game. Here is the inspiration and the sprite. I'm having trouble making it clear whilst still keeping colours down and contrast up...

And critique welcome.

x2


#32
I've been using AGS 2.72 for ages and recently moved to 3. Just getting used to all the changes, dialog stuff being one of them...

You can now put scripts directly in the dialog, which is great, but I have a problem. Doing things like moving the player character, etc are fine, but what happens if you want an object to do something? Because, clearly an object is a room thing, and the dialog is global?

Do you have to resort back to the AGS 2 method of running scripts in a dialog? If so, how do you do it in AGS 3?

Thanks

P.S. Sorry if this has been answered before, or is in the manual. I have looked :/
#33
Critics' Lounge / Background is annoying me.
Mon 23/03/2009 18:20:08
This background has been annoying me for a while now. I'm fairly happy with the bits inside the windows, but really don't know what to do to make the corridor aspect more appealing. The colours are also horrible, and I can't find the right combination...

Generally just frustrated. Advice, ideas and paintovers all equally welcome.



It is a background used for a cutscene. It is supposed to be a medical area of a facility. The cutscene works by following a character down the corridor (scrolling) to reveal the end window and then a conversation between the two characters is seen.

Thanks in advance! :)

x2
#34
Hi all,

I have been working on and off for the last few years on an adventure game I could call my own. I have spent many nights and lots of paper noting down the main premise of the story, the game world, some characters, etc... I have drawn some backgrounds, and completed the first bit of the game in full in AGS. Minus one walkcycle, and some other animations and interactions.

Unfortunately, it has come to the time now when all I want to do is write the story and script the game. I would love to draw the backgrounds and sprites too, but time has got the better of me (well, I'll confess it is motivation rather than time). I also don't have the skill to draw the backgrounds how I would like them - all too often I am resorting to downloading reference images of the internet and tracing them, before modding the features and adding stuff. OK, so I am exaggerating a little; the backgrounds are basically mine, but I'm not a fan of my own work, and I've made some unwise design decisions that I can only fix by starting again.

The game is a sci-fi adventure, of a serious tone. It explores the idea of scientific advancement, the extension of human life and it's social implications, and legacy. Another complication has risen from this however, in that the story has become increasingly more focused and sophisticated since I started - meaning the game I've started in AGS is growing further away from the vision I am forging on paper.

Anyway, I am posting here for two reasons: I want to share my game with the community, but without declaring it "in production" as, although it is, I'm not sure how this development will proceed. Two, rather shamelessly, I'm asking for help. If anyone is interested in helping me save the project I can send you the game so far - and when it is finished - the story in full.

Here are some screenies!

Full Size Here


P.S. A lot of my characters look like Guybrush or some BASS characters, which illustrates my sprite-ing ability... :D
#35
I have this section of code to control the mouse clicks on inventory items whilst in the inventory:

Code: ags


...


else if (button == eMouseLeftInv)
{
    if (player.ActiveInventory == null)
    {
        player.ActiveInventory = inventory[ game.inv_activated ];
    }
    else if (player.ActiveInventory != null)
    {
        inventory[ game.inv_activated ].RunInteraction( eModeUseinv );
    }
}	
	
	else if (button == eMouseRightInv)
	{
    if (player.ActiveInventory == null)
    {
        inventory[ game.inv_activated ].RunInteraction( eModeLookat );
    }
}



Problem is, it doesn't allow me to combine inventory items. As far as I can see, it should... :S

Can anyone spot why??

Thanks.
#36
Hi there, sorry about the delay...

I drew this sprite for a top-down adventure game but it was never used...



He is a fearless warrior. He doesn't have much personality at the moment - the sprite is a bit simple - and needs some energy put into him! You can animate him in any situation, whether that be fighting dragons or just twirling his sword.

You can add any backgrounds, etc if you wish of course...

Fun and/or unusual entries welcomed! Normal rules apply.
#37
How do I/can I change the AGS walkable areas so that my characters only walk through purely vertical and horizontal lines?
If you have played Beneath a Steel Sky then that is what I'm after really.

The closest I've come is by drawing a 'grid' for the areas, rather than using the fill feature. This however doesn't give the right effect, as the character jitters around a lot.

I wasn't sure if this was a beginners question or not, please feel free to move it.

Any suggestions, solutions or known plugs-ins that do this would be a great help.

Thanks,
markbilly
#38
Critics' Lounge / Zaphod Beeblebrox
Fri 22/06/2007 18:25:17
This was originally going to be my entry to the recent sprite jam. But I'm not sure it is really a sprite. I used a couple of reference photos, but I can't seem to get the right head looking consistent and I've hit a wall generally.

Any advice on how to progress, or general criticism is welcome. Thanks.



x2

#39
I've done a search and I'm surprised I couldn't find this question asked before...

How do you change the text font for your custom text window? The only options are Background colour, Background image and text colour.
#40
If this should be in beginners then I apologise.

I need to be able to run the ShakeScreenBackground at intervals of 30 seconds. At the moment I can only run it constantly in repeatedly_execute_always().

Something like would work:

ShakeScreenBackground(blah, 0);
Wait(500); (but without pausing the game or blocking)
ShakeScreenBackground(blah);

Thanks in advance.
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