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Messages - paolo

#661
Hints & Tips / Re: Secrets of Sultan Kanuni 2
Mon 11/06/2007 13:48:57
Quote from: WeeDee on Sat 09/06/2007 02:58:09
Spoiler
the blue and red gems have to go into holes by the door too
[close]

Thanks, WeeDee -
Spoiler
the holes are very dark and not obvious.
[close]

All finished now... I'm off to vote.
#662
Hints & Tips / Re: Secrets of Sultan Kanuni 2
Fri 08/06/2007 18:37:21
What do you do once you have
Spoiler

got rid of the agents? I have the shoes, the red and blue diamonds and a piece of coal, among other things. I have put the yellow and green diamonds into the holes next to door 7 but it's still locked.
[close]

Thanks.
#663
Where is this game? Nothing shows up if I search on "trevor", and it doesn't seem to be among the recently added games. Is this the correct name of the game?
#664
Hints & Tips / Re: Beyond the horizon
Mon 04/06/2007 19:05:53
Spoiler

I'm over the fence but can't get into the house. When I click on the grating it says "I'm not going into this house without Jake." I don't think I'm meant to dig him out of the morgue because I won't go back into the hospital. So I'm guessing somehow I have to do something like get his spirit into the cigarette packet... but how?
[close]
#665
Hints & Tips / Re: Beyond the horizon
Fri 01/06/2007 13:16:08
Quote from: Gest on Fri 01/06/2007 10:56:03
Newspaper

Spoiler
At the judge's house, when you're able to go there.
[close]

OK,
Spoiler
and what do I need to do to be able to get there?
[close]

Hm... one flaw with this game - you're a policeman, so you can go where you want, when you want and make people do what you want and give you what you want
Spoiler
(eg, not be prevented from getting into the hospital elevator by the old man or from entering the warehouse by the policeman/security guard)
[close]
by just flashing your badge at them and by threatening or shooting anyone or anything that gets in your way.

But if the game followed that principle, it wouldn't be nearly as interesting, of course.  :)
#666
Hints & Tips / Re: Beyond the horizon
Thu 31/05/2007 18:41:31
Stuck again...

Spoiler

How do I get the packet of cigarettes? I've talked to Jake about them, but no joy.
[close]
#667
Hints & Tips / Re: Beyond the horizon
Wed 30/05/2007 18:29:36
Thanks, Gest. I had done that, but didn't put two and two together. On my way again now.
#668
Hints & Tips / Re: Beyond the horizon
Wed 30/05/2007 13:44:17
Hm, I
Spoiler
want to get into the nurses' room. I have the vase and a bowl of water,
[close]
but nothing seems to work.

What should I do now?
#669
I put a Debug line my global script allowing me to jump to a room when the game starts.

When the program runs, it says "Enter new room: (in room -10)" (or sometimes "... (in room -12)". On entering a room number, the game crashes with:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00447F39 ; program pointer is -42, ACI version 2.71.894, gtags (2039,36)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK   
---------------------------


I take it I get a negative number because the room number has not been set at the point I am calling Debug, and that something is being done by AGS that uses that negative room number.

Here's my code from the global script that causes the crash:

function game_start() {
  // called when the game starts, before the first room is loaded
//TEMPORARY
Debug(3, 0);   //prompt for "skip to room..."
}


As this is clearly not the place to put a Debug command, where should I put it? If I put it in the "Player enters room (before fade-in)" section of the first room, typing the number of the first room will cause the Debug command to be run again, meaning I can't actually preview the game from the first room while that Debug command is there.
#670
I have two characters who are having a conversation. The talk loops are working fine, and when the characters are silent, the first frame of the "down" loop of their respective normal views is used for each. This is fine for one character, because he's facing forwards, but the other character is looking to the right while talking. How can I select the first frame of the "right" loop to be the frame used while he is not talking, instead of the first frame of the "down" loop being used? "Run animation loop" doesn't seem to do it.

I have separate views for the talk animations, by the way. Do I need to set up separate loops within the talk views for the "silent" mode?

Thanks.
#671
Hints & Tips / Re: After a Shadow
Tue 08/05/2007 13:41:00
Thanks, Jon. I hadn't
Spoiler
walked to the right of the room outside the warehouse.
[close]

However, my question is
Spoiler
how do you get rid of Rose?
[close]
Not to worry, I expect I'll be able to do something with the new item I've found.

Ah, I see... I've done it now.
#672
I loved the graphics and the characters were cute.

The puzzles got a bit illogical towards the end, to my mind (maybe I wasn't paying enough attention to what everyone said, which was important) and the end was a bit anticlimactic. I was expecting to see everyone get their traits back and everyone living happily ever after.
#673
Advanced Technical Forum / Re: Version control
Tue 08/05/2007 12:02:09
Thanks. I use Tortoise at work actually so I don't know why it didn't occur to me.

As it happens I'm being charged with keeping all the files and updating them, so the need doesn't arise at the moment, but using something like Tortoise in future would be a good idea.
#674
Thanks, that worked a treat. That function is called once per cycle, I see, so the speed of the movement is the same as the speed of the scrollling (although in the other direction).

I took out the "Wait" because that's blocking... is there another way I slow down the scrolling? Is there a global time variable to give the number of cycles elapsed? For example:

if (time % 10 == 0)
{
    //move ship to right one pixel
}

which would move the ship one pixel every tenth cycle. I'm assuming % is the modulo operator in AGS.

I've set up my own variable that repeatedly counts up to 10, and this works fine, but if there is a "time" variable, it would be handy to be able to use that instead.
#675
In the intro to the game I am working on, I scroll the room from right to left (which is working fine) to reveal a ship on the left, in which a conversation is going on. The user has to click to progress the conversation (although I could change that easily enough).

What I would like to be able to do is for the ship to move gradually as the conversation is going on (and as it comes into view when the viewport scrolls across to reveal it).

I think this should go under "Repeatedly execute" in the interactions list - correct me if I'm wrong. Anyway, I'm running the following script from "Repeatedly execute":

object[SHIP].Move(object[SHIP].X + 1, object[SHIP].Y, 1);
Wait(1);

but the ship does not move at all. The following did not work either:

object[SHIP].X++;
Wait(1);

For the record, my object is named "Ship" and has script name "SHIP". It is also set to be initially visible.

I think I must be missing something obvious here.

Thanks (and I did a search for this topic but didn't find anything, by the way).
#676
Advanced Technical Forum / Version control
Sat 05/05/2007 12:39:11
I hope this is not too off topic.

Does anyone have any advice on version control when two or more people in different geographic locations are working on a game at the same time?

In the game I am helping someone with at the moment, he makes his changes to his copy and sends the file to me, and then I make mine and send it back. This is fine, but it would make things quicker if we could develop the game in parallel.

To do this, I'm suggesting that at any one time, one of us (say A) has the master version and the other (B) makes changes to his copy of the master, but keeps a record of what he does. When B receives the master version, he makes the changes to it that he recorded, and then continues to work on it. Meanwhile, A continues to work on the version of the file that he sent and keeps a note of what he changes, until B sends the master version back to him. The file ping-pongs back and forth in this way.

This works fine provided there is no overlap in the changes. This is unlikely if one person works on the art and the other on the scripting (as is the case in the game I am working on).

Does anyone else who has worked on a game this way have any tips on managing version control?

Thanks for any feedback.
#677
The graphics are excellent. Well done!

Quick question though... how do you interact with objects? The left mouse button doesn't seem to do anything, and the right mouse button gives me the "look" icon. Is there a manual somewhere in the download? I couldn't see one.

Thanks.

PS: What does "Odot Tamat On" mean?
Spoiler
If it would give the game away to explain it, then please don't. I do note however that it is "Not a mat to do" backwards... is that coincidental? Or is it an anagram: "Not tomato ad"? "O, damn tattoo?" :)
[close]

#678
Hints & Tips / Re: Tiltor
Fri 04/05/2007 13:23:53
Can anyone help with final level (level 38) of Mars, please? I know roughly where I need to be, but can't seem to get there. Thanks.
#679
Hints & Tips / Re: After a Shadow
Fri 04/05/2007 13:13:15
Quote from: Jon on Thu 03/05/2007 18:17:32
Have you got
Spoiler
The shampoo filled bottle?
[close]

No,
Spoiler
I poured the shampoo down the toilet.
[close]

Damn, is this a dead end?
#680
Hints & Tips / Re: After a Shadow
Thu 03/05/2007 18:14:33
Hm, so
Spoiler
how do you distract Rose? Is there something I have to do in the bathroom (I've already collected the bottle and put the ash in it)?
[close]
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