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Messages - mode7

#361
Thanks for the positive feedback.
@Chicky
I sample the colors from photos, this really helps to create atmosphere.

Actually I have to admit I was amazed how easy this is and how good the results are. I still think this still has it's limits. I don't think it will work with complex outdoor scenes with a lot of perspective. Also of course some shapes are hard to do.
I tried to do an outdoor scene also. It was very much inspired by the movie Stalker, whose atmosphere I'd love to see in a game (And don't tell me there is already one).

Anyway before I do a tutorial or do any more of these artworks, I have to finish up my mags game. Just took a day off to do something different for a change.
If you're really curious, send me a PM and I can give you the PSD.
#362
Critics' Lounge / Trying out a new technique
Mon 20/09/2010 10:43:42
Hey everyone,

I was thinking about a quick way to create rather realistic looking BGs for a 640 resolution. So I came up with this technique.
Basically I just sampled gradients from a photo source put in some simple shapes and the rest is just layer effects.
I was amazed how quick and easy it is to create backgrounds this way. If there is some interest, I might do a tutorial after I finished my mags game (which has a completely different style BTW).


#363
Thank you very much Pumaman! This a very good thing to keep in mind for the future.

Well after all, I put the values I wanted into a global variable and voilá - it worked.
#364
Thanks a lot Wyz, for this great plugin.
Finally I managed to get it working and it works great.

There's only one thing I can't figure out now. Can I somehow assign a deadzone for the joysticks? Because e.g. joy.x always seems to return 1 or -1 which means that when I touch the stick a only a little the character will start moving.

I tried with

if (joy.x > 128)

but that doesn't seem to work.
#365
I want to customize the keyboard movement module, so it responds to joysticks also.

So in the global script i do:

Joystick *joy;
export joy;


In the module header I add:

import Joystick *joy;

When I try to use joy in the module script I get an error which says Script Link failed: runtime error: unresolved import "joy"
Joy works fine in the global script so I figure it has to do something with the import.

I hope someone can help me with this!

-mode7
#366
Thanks a lot Calin for your quick response,
well I don't know anything about pointers and the help file didn't help much. So I'm kind of in the dark here.

I used you first line and then:

function region5_Standing()
{
if  ((invitem == iKerze) && (useinv == 1)) //useinv determines if the inventory key is pressed
   {
      useinv = 0;
      // RANDOM STUFF HAPPENING
      cEgo.LoseInventory(invitem);
     }
}

I get an undefined symbol error. However I don't get the error if I use "invitem" within the repExec function.

I know it's a completely different error which has to do with my total ignorance of pointers, but I can't check if your fix is working until I figure it out.


EDIT: Got it Working!! Had to define the pointer at the beginning of the script because I wanted to use it outside of the function (BTW,this was very useful: http://americangirlscouts.org/agswiki/AGS_Pointers_for_Dummies).

This is how I did it:

InventoryItem *item;
...
function room_RepExec()
{
item = goInv.ItemAtIndex[goInv.TopItem];
}

...

function region5_Standing()
{
if  ((item == iKerze) && (useinv == 1)) //useinv determines if the inventory key is pressed
   {
      useinv = 0;
      // RANDOM STUFF HAPPENING
      cEgo.LoseInventory(invitem);
     }
}

The funny thing is, I don't get any Null Pointer errors even when I should get them, like in the beginning when I don't have items.
Anyway thank you very much Calin!!
#367
Hey everyone,
I hope someone can help me here because my head is going to explode if I think about the problem any longer.
My coding style is probably horrible, because I'm not really experienced with coding.

CODE:

function room_RepExec()
{
if (goInv.ItemCount > 0) item = goInv.ItemAtIndex[goInv.TopItem].Name;
}

...

function region5_Standing()
{
if  ((item == "iKerze") && (useinv == 1)) //useinv determines if the inventory key is pressed
  {
     useinv = 0;
     // RANDOM STUFF HAPPENING
     cEgo.LoseInventory(iKerze);
    }
}


HOW IT'S SUPPOSED TO WORK:

When you press a certain key the player should use the currently displayed inventory item, which is the "TopItem". So I use my custom "item" String to store the name of the "TopItem", in the RepExec function.
It works with two exceptions: If you don't have any items, the "goInv.ItemAtIndex[goInv.TopItem].Name" will return NULL which I already prevented from happening.

But if the TopItem is the last item in the inventory i get the NULL POINTER error again after I lose the Item. If the item I use is not the last item everything works fine.


And this is what I don't understand. When I do "LooseInventory" the "TopItem" should by lower by 1 and the next item should be selected. Or am I getting this wrong?

I hope someone here can explain and possible help me to fix this.

Thanks in advance
- mode7
#368
Quote from: Wyz on Wed 08/09/2010 18:43:18
I'm glad that is settled ;D
I still working on the example + documentation, but in the mean time please feel free to PM me if you have questions. I'm looking forward to the first implementations!

An example would be great. I'm still quite unexperienced with coding and can't quite figure out how it works.


         
#369
Hi everyone!

I'm making a game for the running MAGS competition. It's an Adventure Game which plays a lot like a 16-bit platformer.
My only problem is, I don't know much about composing  and I don't have enough time to learn it within the time limit.

So I would really really appreciate if someone could help me out with only one track for the music.

I had something reminiscent of the 8 or 16bit era in mind but actually I'd take everything (Yeah , I'm desperate). The MAGS competition runs until the 30th of September.

Here's a screen shot to draw your attention.


If you're interested to help out or you want more information on the project send me a PM or write ma an email at: mode7[at]gmx.net

Thanks in advance

#370
Yeah I guess! If you know anything about music. I'm more of the visual type. Who knows. I might even find someone on this board to help me with the music.
#371
Hey everyone,
i know it seems odd to make such an announcement with the first post, but I'm planing to release something for this competition. I think the mags competition is a good way for me to meet a deadline.
I've been working on my project for a week now and I think chances are good that I will make it.
Though coding some of the things might give me a hard time.

I don't know if it makes sense to post some preview information as it's only a months time. But expect something different, yet a 100% pure adventure game - and yes it will be short and quite easy.

I hope it's ok if I join the mags competition with my first game as I can assure you: quality will be ok.

mode7

EDIT: One more question: Would it be ok to get help from someone, e.g. for the music or do I have to do everything myself.
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