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Messages - piraatlife4me

#121
Hey AGS Forums,
I just have two quick really easy questions.  How do you set the positon of where the Background speech will be displayed? By default the speech is above its head I need it to be lower that that( but just for this character).  Is there any command in AGS that lets you do this?  Also how do you use the built in AGS game variables? Such as game.bgspeech_stay_on_display how exactly would I set a value to that? And would I put it in the global script or in a individual room script?Any ideas?
#122
Bummer!
Thats cool I guess but you go to eventually come back to this project when your done with the other one ok.  I think you started a good thing here.  Let us know when you are back to working on this one ok.
Daniel
Winebarger
#123
AGS Games in Production / Re:MadHouse
Sun 28/12/2003 02:24:56
This is going to be awesome!!!
I love it already!  An Adventure game with zombies and chainsaws has got to be good.  And I am also diggin on the art style! Please keep me posted!
#124
Hey Scorpious.  I did it I finally got it to work!  Yes you were right the problem was there was nothing in the interactions editor for repeat exe.  I was thrown completely off because in my room script I said I had a specified function for this.  When I checked the interaction editor there was nothing, my answer was right in front of me the untire time.  Well thanks once again man(What is this like the tenth time now you've saved me?)
Thanks one more time.
Daniel
Winebarger

#125
Hey Scoropius! it's me Dan once again.  I hate to say this but I am still not getting anywhere.  I have tried a bunch of different things, and taken a bunch of things out for now to find the source of the problem.  This is what I have as of right now.

In my global script:


function character0_j() {
 // script for character0: Use inventory on character  

Wait(5);
FaceLocation(EGO, 150, -1000);
Wait(20);
FaceLocation(PARK, 150, 1000);
if (GetGlobalInt(22) == 1) {
 FaceLocation(EGO, 150, 1000);
 Wait(8);
 DisplaySpeech(EGO, "I already set it off!");
 Wait(5);
 DisplaySpeech(EGO, "Are you deaf? What's the matter you can't hear the alarm!");
}
if (GetGlobalInt(16) == 0) {
FaceLocation(EGO, 150, 1000);
Wait(5);
DisplaySpeech(EGO, "I clicked the button and nothing happened?");
}
else if (GetGlobalInt(16) == 1) {
 PlayAmbientSound(1, 3, 250, 105, 129);
 SetCharacterIdle(PARK, 0, 2);
 SetCharacterBaseline(PARK,0);
 SetObjectBaseline(0,142);
 Wait(20);
 if (fetch_alarm == 0) {
 Wait(20);
 DisplaySpeech(PARK, "Oh Great!");
 Wait(8);
 DisplaySpeech(PARK, "A squirrel must have set off the alarm!");
 Wait(10);
 DisplaySpeech(PARK, "I guess I will have to go check it out!");
 }
  if (fetch_alarm == 1) {
 Wait(20);
 DisplaySpeech(PARK, "Not Again!");
 Wait(8);
 DisplaySpeech(PARK, "It must be the wind!");
 Wait(5);
 DisplaySpeech(PARK, "Hmmmmm....!");
 Wait(10);
 DisplaySpeech(PARK, "Strong Wind!");
 }
  if (fetch_alarm == 2) {
 Wait(20);
 DisplaySpeech(PARK, "This is getting old...");
 Wait(8);
 DisplaySpeech(PARK, "FAST!");
 Wait(8);
 DisplaySpeech(PARK, "Now how do I turn it off last time.");
 }
 if (fetch_alarm < 2) {
   fetch_alarm += 1;
 }    
 AnimateObjectEx(0, 0, 4, 0, 0, 1);
 SetTimer(19,250);
 ccExecuteCommand(PARK, 24);
 cli_board = 1;
 SetGlobalInt(22, 1);
 fetch_alarm = 12;
 }
}

export cli_board;
export fetch_alarm;



In my room script:

if (IsTimerExpired(19)==1) {
  StopAmbientSound(1);
 
  }
}

I took a bunch of stuff out to see what maybe wrong but this what I have and for some reason it juast dosen't want to go.  Is there anything odd about this?  Should I change anything?  Also how many actual seconds would SetTimer(19,200); be?

#126
Hey Scorpious, how are you doing? It's Dan here again here to bore you with yet another problem of mine.  Yeah unfortunitely no, nothing happens.  I can't seem to figure out why either.  I took out all the confusing stuff out of  my code and just had a timer set and that stilll would'nt work.  I think it has something to do with the fact that the Istimerfunction is not responding to the SetTimer that is placed in the global script. I don't know though that is my only guess.  I tried both options that you suggested but still nothing.  Do you have any other ideas, or suggestions maybe?  Thanks man once again I really appreciate it.
#127
AGS Games in Production / Re:My first game
Fri 26/12/2003 22:09:09
It Sounds kinda like what I am doing with my game except my character is a punkrocker. But it is the same kinda idea.  It sounds like a fun idea.  Tell me more about it.  What are the characters going to be like?  Is it going to be a long game? What is the plot going to be like? I will check back when you get a screenshot up.

Daniel
Winebarger
#128
General Discussion / Re:holiday loot
Fri 26/12/2003 07:23:14
All I got was...

A lump of coal

I guess I was kinda of a bad boy this year!

jk

I got:
a new sleeping bag
a new coffee maker
a new portable CD player
a handmade scarf
a dragon's lair collectors dvd
and a bunch of christmas cards in the mail from friends

#129
Thanks alot guys.  This definitely helps me out .  If you don't mind me asking what do you guys normally do for sound fx in your games? Do you know a good way to make to your own game soundtrack.  Is there any specific programs out there that are really good for creating midi type music?
#130
Hey whats up everyone.  I just was wondering if anyone knew a good place to find cheesy 1980 sound fx on the web?  In this game I am making I want really cheesy 80's style sound effects.   I even don't mind paying for them if it comes down to it.  Or does anyone know any good source for sound fx at all that they can recomend for use in a ags game?I want the sound fx to be a part of the humor that is envolved in the game. Any one have any ideas? Or suggestions for me?
#131
Hey Pumaman,
Sure, I did'nt even think about posting that, I think there just maybe something wrong with this.  

In my global script:

ccCreateCommand
(24,   "WAIT:30;VIEW:126;MOVE:109,139;VIEW:142;WAIT:35;ANIMATE:142,0,7,1;
WAIT:15;VIEW:126;MOVE:131,87;WAIT:20;MOVE:77,109;WAIT:30;MOVE:121,154;
WAIT:35;MOVE:77,109;VIEW:126;");    //valet parking guy leaving his post

I just need a command running in the background so it dosent pause the game.  All this is a command moving the NPC back to where he originally was, after the timer expires.

Does this look ok to you ? Or is this completely off?
Any suggestions that would help me out?
Thanks alot for your time.

Daniel
Winebarger


[edited to fix line width]
#132
Hello Ags forums! I am in need of some serious help.  I have been playing around with this and am not getting anywhere. My question is about putting the IsTimerExpired function in the repeatedley execute script.  In my game I have a part where the player uses a cark ey inventory item on itself a car alarm  goes off and a valet parking guy leaves his post to go shut it off.  I have a global int set up so the alarm will only go off if the player is in that room.  I have all the actions set up in the global script under an inventory interaction script.  I imported and exported all of my needed varaiables and put a SetTimer(1,1000); command in the code after the alarm is set, and I set up a variable so if the player does it again the valet attendent will say something else like "Not Again", .  The problem I am having is when the alarm goes off the parking attendent  moves where I want him to but the alarm never stops, he just stays there.  But if I leave the room he will be back where he started and if I try to do it the game won't run the other speech options I made, he just says and says the same thing.  Does anything look weird with this code here:


function room_e() {
 // script for room: Repeatedly execute

if (GetGlobalInt(22) == 1) {
 Wait(20);
 FaceLocation(PARK, 150, 1000);
 Wait(8);
 DisplaySpeech(PARK, "It stopped!");
 Wait(5);
 DisplaySpeech(PARK, "It's about time");
 Wait(15);
 AnimateObjectEx(0, 0, 4, 0, 0, 1);
 SetCharacterBaseline(PARK, 145);
 fetch_alarm = 0;
 SetGlobalInt(22, 0);
 }
if (IsTimerExpired(1)==1) {
  StopAmbientSound(1);
  SetGlobalInt(22, 1);
  cli_board = 0;
  }
}


This is in my room script:

// room script file

int go_away = 0;
import int cli_board;
import int fetch_alarm;





This is what I have in my global script:

/ main global script file

int fetch_alarm = 0; //tests how many times knox sets off the
int cli_board = 0;

function character0_j() {  
           // script for character0:Useinventory on character  
Wait(5);
FaceLocation(EGO, 150, -1000);
Wait(20);
FaceLocation(PARK, 150, 1000);
if (GetGlobalInt(22) == 1) {
 FaceLocation(EGO, 150, 1000);
 Wait(8);
 DisplaySpeech(EGO, "I already set it off!");
 Wait(5);
 DisplaySpeech(EGO, "Are you deaf? What's the matter you can't hear the alarm!");
}
if (GetGlobalInt(16) == 0) {
FaceLocation(EGO, 150, 1000);
Wait(5);
DisplaySpeech(EGO, "I clicked the button and nothing happened?");
}
else if ((GetGlobalInt(16) == 1) || (fetch_alarm == 0)) {  
 PlayAmbientSound(1, 3, 250, 105, 129);
 SetCharacterIdle(PARK, 0, 2);
 Wait(20);
 if (fetch_alarm == 0) {
 Wait(20);
 DisplaySpeech(PARK, "Oh Great!");
 Wait(8);
 DisplaySpeech(PARK, "A squirrel must have set off the alarm!");
 Wait(10);
 DisplaySpeech(PARK, "I guess I will have to go check it out!");
 }
 else if (fetch_alarm == 1) {
 Wait(20);
 DisplaySpeech(PARK, "Not Again!");
 Wait(8);
 DisplaySpeech(PARK, "It must be the wind!");
 Wait(5);
 DisplaySpeech(PARK, "Hmmmmm....!");
 Wait(10);
 DisplaySpeech(PARK, "Strong Wind!");
 }
 else if (fetch_alarm == 2) {
 Wait(20);
 DisplaySpeech(PARK, "This is getting old...");
 Wait(8);
 DisplaySpeech(PARK, "FAST!");
 Wait(8);
 DisplaySpeech(PARK, "Now how do I turn it off last time.");
 }
 else if (fetch_alarm < 2) {
   fetch_alarm += 1;
 }    
 AnimateObjectEx(0, 0, 4, 0, 0, 1);
 SetCharacterBaseline(PARK, 145);
 ccExecuteCommand(PARK, 24);
 SetTimer(1,1000);
 cli_board = 1;
 SetGlobalInt(22, 1);
 fetch_alarm = 12;
 }
}
export cli_board;
export fetch_alarm;


Does this make any sense at all what I am doing wrong? Please let me know thanks!

Daniel
Winebarger
#133
Very interesting idea for a game.  I like the way jon your main character is drawn.  The screenshots are looking good to, it already has caught my attention.  Keep us posted on your progress.  I look forward to hearing about it.

Daniel
Winebarger
#134
Hey thanks alot guys for taking the time to post some comments.  I love hearing  a response from people (negative or positive).  I especially like hearing feedback because I can figure out what areas to improve on the most.  I will definitely let it be known in the forums when I get this neverending project done.  Thanks again

Daniel
Winebarger
#135
What I am trying to do is simulate a car alarm going off and a parking valet guy leaving his post in to go turn it off.  What I want is when the alarm is set off I want a timer set so after a certain amount of time while displaying speech in the background over him, and then when the times up the sound  stops and he returns.  I have code set up to run only when the player is in a specific room and when they use a specific inventory item on the player character.  The reason I use a global integer is so the timer can be accesed by the room script and the global script, since the global script is where the code is for the action.  I thought this was a good solution but that is only my guess  I just need to know a good way to fix this, because I only want the timer to be set when the player uses the inventory item on the player character.  And when it expires I want to stop the sound and set movecharacter blocking command moving the npc back to his post, reseting everything enabling it to happen again, and again.
#136
Hey I was just wondering if anybody knows of a good way to set up a sam and max style speech dialog gui.  I know how to create it, but what is the best way to run it through script and plug it into the ags built in dialog? I also want the buttons purpose and graphics to constantly change with the dialog like in sam and max.  Any ideas?  I have a couple ideas but I need something more stable.

Daniel
Winebarger

p.s. Does anyone know the correct way to use a set timer, and Istimerexpired function.  I set it up according to what the manual said and put it inside a Global int inside my repeatedly execute room script but for some reason it dosent work when I set the timer function elsewhere im my script.
Do I have to set it in the games repetedly execute script instead?
#137
I love the look and dark atmosphere for the game and
I really like your idea on building it around the concept of the Choose your own adventure books.  I have always been a fan of the series. Looks good! Keep up the good work!  I definitely want to play this when it is done.

Daniel
Winebarger
#138
Razors in the Night is released!

Here is the link to the completed games forum:

http://www.agsforums.com/yabb/index.php?board=5;action=display;threadid=12292

Hello out there!
Hey I am just posting some updated progress that I have made with Razors in the Night! I am having a total blast making this it has always been a dream of mine to make a game in this style.  As for the production of the game it is comming along pretty well and is getting pretty big.(And this was only supposed to be a demo).  My idea for the game is not to create a game just on punks and their lifestyles.  My actual ideal objective is to create a game using a punkrock kid(named Knox) and his gang of friends who get blamed for a murder in a sorta rundown town.  But the game is full of many references to punkrock and punk in general that alot of people I know will find amusing. This is my second post for the game, and it is my very first AGS game.
So please let me know what you think when the demo is released.

So far this is what I have done:

-a foundation for the story of the game
-lots and of cutseens
-about 25 characters with there own animations(I almost have idle,talking,and walkviews for each character).
-some puzzles available to be solved.
-29 rooms.
-About more than half of my game scripting is done
-a customized iconbar interface.
-a custom quit screen.
-a custom save screen.
-148 views.
-about 20 inventory items

This is what I need to get done:

-dialogs for the game ( I havent done any yet and need to)
-I need to create a custom dialog gui (I want one like in S&M), to go with it.
-I need more solutions for the puzzles I have started.
-I need more work done on the scrips for each room
-I need more animations.
-A couple more rooms.
-SoundFX (I definitely will need help with this one)
-A game midi type music soundtrack (I definitely want to add some punk music but not all punk tunes, I want the game music to sound to be more in like a  cheesy new wave/80's style.

I guess thats it for now.  Any suggestions, advice, help comments,  I want really would like to know what you guys think of this project.

Daniel
Winebarger

Below some more screenshots of what the game is looking like these days:
 











#139
Hey scorpius, Its Dan again I had one more quick question.  The script that you gave me on how to make to room scroll up the screen. What if I wanted it to scroll across the screen intead of up?  What values would I change to do so?  Because I have this other really long room and when the first time the player enters the screen I want it to scoll all the way to the left because if the player decides to enter the room from comming from another direction  I want the room to scroll and the way over to the left wait for the animation sequence to run and then when it is finished scroll all the way back to the right and then give control to the player.  Kind of like in Maniac Mansion when Weird Ed opens the fridge in the kitchen how even if you are in the same long room it will scroll all the way over and then scroll back.
I am just looking for a good way to manually scroll the screen back and forth when I need to.  
Thanks again

Daniel
Winebarger
#140
Hey Scorpius! You're the man! I got it to work well check it out I did this instead :

// room script file
int bottom_of_the_room = 0;
function abs(int v) { if (v<0) return -v; else return v; }

function MoveViewportY(int y, int scroll_speed) {
  scroll_speed = abs(scroll_speed);
  if (y < GetViewportY()) scroll_speed = -scroll_speed;
  int prevY = -1;
  while (abs(y - GetViewportY()) > abs(scroll_speed) && GetViewportY() != prevY) {
     prevY = GetViewportY();
     SetViewport(GetViewportX(), GetViewportY() + scroll_speed);
     Wait(1);
  }
  SetViewport(GetViewportX(), y);
}

function room_a() {
 // script for room: Player enters screen (before fadein)
FaceLocation(EGO, 150, -1000);  
}

function room_b() {
 // script for room: Walk off bottom screen edge
NewRoomEx(27, 418, 79);  
}

function region2_a() {
 // script for region2: Player walks onto region
if (bottom_of_the_room == 0) {
  MoveCharacterBlocking(EGO, 187, 222, 1); // move the character as well;
  MoveViewportY(0, 3);
  bottom_of_the_room = 0; // he is ontop now
}
else if (bottom_of_the_room == 1) {
  MoveViewportY(game.room_height, 3); // scroll downto the bottom of the room (speed = 4);
  MoveCharacterBlocking(EGO, 141, 300, 1); // move the character as well;
  FaceLocation(EGO, 150, 1000);
  bottom_of_the_room = 0;
}
}
function room_c() {
 // script for room: Player enters screen (after fadein)
SetViewport(GetViewportX(), game.room_height);
 
}
function region3_c() {
 // script for region3: While player stands on region
MoveViewportY(0, 3);
bottom_of_the_room = 1;  
}

What I did is I took your idea on drawing out regions but instead I drew out two of them one to move the pc and one that sets the variables value and sets the viewport.  It works perfectly!
thanks again for all your time and effort!

Daniel
Winebarger
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