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Topics - myname

#1
Billy Peden inc. is proud to announce:

The Pubicle (The Game)

Download Here


Story:

As a safety inspector at an independent Weapons and Tech manufacturing company, every day for Steve Cumin may be his last.  With a bio-engineered monster on the loose and a pompous homicidal weapons tester making a mess trying to stop it, this particular day is no different.  Play as Steve in this classic style (think low resolution) point and click adventure game that is meant to be humorous, with enough blood to satisfy your innate lust.  Can you make it out of the U.S.Annihilation building without soiling yourself?  Only time will tell...but yea, you do.

Screen Shots:








The Pubicle (The Game) is a "medium length" game that most have finished in under an hour.

Download Here
#2
The Pubicle Has Been Released

Billy Peden inc. is proud to announce:

The Pubicle (The Game)

Story:

As a safety inspector at an independent Weapons and Tech manufacturing company, every day for Steve Cumin may be his last.  With a bioengineered monster on the loose and a pompous homicidal weapons tester making a mess trying to stop it, this particular day is no different.  Play as Steve in this classic style (think low resolution) point and click adventure game that is meant to be humorous, with enough blood to satisfy your innate lust.  Can you make it out of the U.S.Annihilation building without soiling yourself?  Only time will tell...but yea, you do.

Screen Shots:







Progress:

- graphics 100%
- puzzles 100%
- scripting 100%
- music/sound 100%
#3
So, in my inventory window I have 4 buttons: look, interact, select, and exit.  The look button works great but the interact button just selects the object and the select button rarely works.  This is the script I have for the interact button:
{
   mouse.Mode = eModeInteract;
   mouse.UseModeGraphic(eModePointer);
}

I know I am missing something obvious and have looked through the index and tutorial but I'm really at a loss.  Thank you in advance if anyone can help.
#4
I have my player give an inventory item to a npc and then walks to a door enters a new room and then speaks.  Unfortunately the player speaks before he enters the room out of order of the script.  Here is my scrip and thank you if you are able to help.


if (player.ActiveInventory == ibucket)

player.FaceCharacter(cJasper, eBlock); 
player.Walk(159, 147, eBlock);
cJasper.Say("Now that's a bucket St...hold on a second.");
cJasper.LockView(VIEW20);
cJasper.Animate(0, 7, eOnce);
cJasper.UnlockView();
cJasper.Think("Jaspa speakin...");
cJasper.Think("Oh my.  Well, I'll give ya a hand Geff.");
cJasper.LockView(VIEW22);
cJasper.Animate(0, 7, eOnce, eBlock, eForwards);
cJasper.UnlockView();
cJasper.Say("That boy is as useless as teats on a boar pig.");
player.Say("Don't care.  Get me out of here!...");
cJasper.Say("Take my clearance card, it will open any exit in the building and also the cash register at that Scrapple House on Conley Street.");
player.Say("Jasper you are a life saver.");
player.Say("Let me just grab my car keys and I'm outta here quicker than a greased up hog goin' down a waterslide.");
cJasper.Say("You go on boy.");
player.LoseInventory(ibucket);
cJasper.SetIdleView(7, 0);
player.Walk(181,118,eBlock);
player.ChangeRoom(5, 155, 165);
player.Say("Oh wonderful...Medawar.");
#5
After a dialog where the player acquires an object my player freezes facing in one direction and when I try to walk somewhere else he just slides backwards to the point clicked.  Here is the option script in the dialog thanks in advance for any help:

@3
  player.FaceCharacter(cNancy,eBlock);
Nancy:You son of a bitch!
Nancy:I'll slice your face off, drape it over my cat's litter box, throw it in the oven at 350 degrees for 55 min, and feed it to your moth...
  cSteve.LockView(18);
  cSteve.Animate(0,5,eOnce,eBlock,eForwards);
  cSteve.UnlockView();
Steve:Count it
  Wait(40);
Nancy:Oh my.
Nancy:My lord.
  Wait(40);
Nancy:This is absolute heaven.
Steve:It's extra strength.
Nancy:Oh, you are still here.
Nancy:Leave me and take whatever you want prick.
  player.LoseInventory(iciggum);
  player.Walk(247, 121,eBlock);
  Wait(20);
  player.ChangeView(26);
  player.Animate(0,1,eOnce,eBlock,eForwards);
  Wait(20);
  player.AddInventory(iwatercooler);
  object[1].Visible = false;
  player.Say("Finally, now Jasper can mop up.");
stop
#6
I receive this error whenever I try to search the forums:

Database Error
Please try again. If you come back to this error screen, report the error to an administrator.

Trying to figure out some things on my game but would rather search for past topics than create a new one.  I anyone can help thank you.
#7
Sorry but I could not find this in the game contents or on the forums...
I was wondering what would be the easiest way to change my players walk cycle in mid game, for example: If the player for some reason loses control of his legs and has to army crawl until he finds a certain object in the room and is able to walk again.  Thanks if anyone can help.
#8
I have looked over the tutorial on conditions and if's and think it just might be over my head at this point.

This is my script

function owatercooler_Interact()
{
player.Say("Don't know why I would need that now.");
if (dJasper1)
  {
    cNancy.Say("What the hell do you think you are doing?");
       player.Say("*sigh*");     
    }
}

Basically I want for the player to try o pick up the water cooler and the "Don't know why I would need that now." pops up.  Then after conversing with Jasper he goes to pick it up again and that triggers a dialog with Nancy.  Thanks for anyone who can help.  Much appreciated.
#9
My problem is I have a npc is mopping up blood and once he is given an inventory item to blood which i made an object starts it animation which like 6 frames of it disapearing then the npc is to move somewhere else in the room.  The problem I am having is the npc moves as soon as the animation starts so it appears the bood is being cleaned up by no ne until it is gone.  The npc's idle animation is mopping so if he could just stay put until the blood is finished its animation all would be great.  If anyone can help it would be greatly appreciated.
#10
This might be exempifying my laziness but is it possible to have a npc move from a to b straight up with creating only the single walking view.  Meaning do I have to create all 4 directions if I am only going to use only 1?  Also, when I use an inventory item on a npc that is supposed to make him move somewhere he does nothing.  Any help would be greatly appreciated.
#11
Once the dialog starts between my player and NPC the NPC changes o his talking view which in turn has him stop his repeating view which is fine.  It is just that after the dialog stops the NPC will not resume his idle view.  Right now the NPC's animation is scripted like so:
cJasper.Animate(cJasper.Loop, 17, eRepeat, eNoBlock);

any suggestions?  Thank you.
#12
Is there any way I can have the text appear over the inventory box when it is opened.  When the player comments on the items the text appears under the box and is covered.  If anyone can help me I would appreciate it.  I searched for topics on this but could not find any.  Also is there a list of the text colors and their numbers so I dont have to aimlessly try different numbers to find the color I want.
#13
I have my walkable area one linear horiazontal line on every room ie. "Duty and Beyond".  The probem is I have to click exactly on the walkable line to move at all and since the resolution is low at 320x200 this is a annoying task to move the character.  Is there a way to get around this like having the player clck in the direction and have the character walk that way no matter if the they click on the walkable area line or not.  Any help woould be greatly appreciated.
#14
 ??? Every time i move to the right of the screen in my room 2 to return to room 1 the character enters the room 1 then immediately goes back to the right edge of room two.  I have tried to have the character appear in the middle of room 1 to stay away from the edge of the screen where he could be sent over but it is not working.  If anyone could help that would be great.  I just returned to workin on this game and dont remember having this problem before?
#15
I am having trouble scipting dialogue so that my player character recieves an item/object and that item leaves the room only when the player character chooses a specific option in the dialogue.Ã,  As of right now the player gets the object and it leaves the room as soon as the dialogue begins.Ã,  If anyone could help me that would be great.Ã,  Thankyou.
#16
I have read that the default idle delay for a character is 20 seconds so I assume that is why my characters do not start their animation view loops until they are present on screen for 20 seconds but they repeat the 20 second delay every time the loop starts over.Ã,  I know there is a way to change this so the animation is smooth and fluid as soon as the player enters the room but I have not been able to find any info on this and tinkering with the animation speeds and delays do nothing to help.Ã,  If my problem is confusing this is basically what happens when the player enters a room with character "Jasper"-Jasper looks to the left for 20 sec then moves down for 1 sec then looks back to left for 20 sec etc....Ã,  The character is supposed to look left for 1 sec then down for 1 sec then left for 1 sec etc...Ã,  Any help would be greatly appreciated.Ã,  Thankyou
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