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Messages - poc301

#561
Hello all.Ã,  I am doing a 'stealth' screen where the player needs to sneak by a guard.Ã,  The are where the guard can't see the player is a region.Ã,  On this region, the player needs to sneak to get by.Ã,  Walking will be too loud.Ã,  To do this, I have the following code:

GlobalInt 10 is the mode for walking.Ã,  1=Walk, 2=Sneak
GlobalInt 11 is the 'how many steps taken' variable.

-----------------

if ((character[8].walking != 0) && (GetGlobalInt(10)==1)){      //If in walking mode and moving on region

SetGlobalInt(11, 1);

if (GetGlobalInt(11)==1){
Display("The sentry suddenly appears alert, as if searching the darkness of the sewers.");
DisplaySpeech(1, "What was that?");
StopMoving(8);
SetGlobalInt(11, 2);
}

if (GetGlobalInt(11)==2){
Display("Your footstep again splashes in the sewage.Ã,  You see the sentry put his hand to his dagger as he continues to peer into the darkness.");
StopMoving(8);
SetGlobalInt(11, 3);
}

if (GetGlobalInt(11)==3){
DisplaySpeech(1, "AHA!");
Display("The sentry finally sees you in the dimness and throws his dagger.Ã,  You are dead before you hit the ground.Ã,  You should've been more quiet.");
NewRoom(916);
}
}


The problem is that nothing happens.Ã,  The character can walk around on the region with no consequences.
#562
Critics' Lounge / Sewer scene advice needed.
Thu 30/12/2004 14:04:39
Hello everyone.  I am working on a sewer portion of one of the areas in my game.  It is in medieval time, and you are playing as the thief character of the group sneaking through the sewers (where the thief guild is located) and avoiding the members of your former guild (you have a death warrant out for you).

So with that in mind, I need some advice on making this background more 'entertaining'.  I don't know, it is just sort of missing something...  Maybe some barrels or crates or something... I dunno.

LEGEND :

BOX : Where the thief guild lookout will be.
ARROWS : The path to safely avoid being spotted by the lookout.
X : Where you enter the screen.




Thanks!

Bill
#563
Critics' Lounge / Re: A sea view
Thu 30/12/2004 12:47:18
I really like it.  I like the shading on the trees on the hillside.  Very nicely done.  The sea does look a bit too calm though.  The sky is good except for the big cloud on the bottom left where it meets the ocean.  Something about that doesn't seem 'right'.

Good work!
#564
I have also found that if I take that animation set and move it out of the function and just execute it from a normal game room, it all works fine.Ã,  The animations work and the wait until it finishes works fine.Ã, 

Could it be something with being in the function that is causing the problem?




EDIT - SOLVED:

It turns out the GUI being open was killing the animation...  On a whim due to lack of anything else to try, I disabled the GUI that was up, and it went fine.  Blech...  Ah well, thanks for all the suggestions guys.

#565
I really don't know...  I'm using functions to call the turns.  Here is the COMPLETE script posting (I did simplify it in the earlier post).  I have since cut the script down to bare essentials trying to fix whatever issue is causing this.  In the GUI there are 3 commands, Attack, Defend, and Special.  They are useless as of the current fight code because I wanted to simplify it until I got the problem resolved.  Anyways, here is the code :


GUI 8 (The battle GUI)
-------------------------------

if (interface == GUI8){

  if (button==1){      //DEFEND
    SetGlobalInt(9,1);    //Tells the battle script that we're defending
    heroturn();
}


  else if (button==2){      //ATTACK
    SetGlobalInt(9, 2);     //Tells the battle script we're attacking
    heroturn();
}
 
  else if (button==3){      //SPECIAL ATTACK
    SetGlobalInt(9, 3);     //Tells the battle script special attack
    heroturn();
}

  else if (button==4){      //ATTACK ? BUTTON
    Display("The Attack button will use your default attack moves against your enemy.");
}
 
  else if (button==5){      //DEFEND ? BUTTON
  Display("The Defend button will make you lose your attack, but on the next enemy attack you will take less damage, and have the chance of causing damage to the enemy with a counterattack.");
}

else if (button==6){      //SPECIAL ? BUTTON
  Display("The Special Attack button will launch a specialty attack against your enemy.  This does more damage, but can not be used as frequently as it takes time to recharge.");
}
}

So as you can see in the code above, the GUI passes a value of 1,2, or 3 to GlobalInt 9, and then calls function heroturn() at the top of the Global Script.


ACTUAL BATTLE SCRIPT BELOW (THE TOP OF GLOBAL SCRIPT):
-----------------------------------------
function enemyturn(){

int mob;
int mobhp;
int damage;
int egohp;

mobhp=GetGlobalInt(13);

if (mobhp<1){
Display("YOU WIN!");
QuitGame(1);

}

else if (mobhp>0){

AnimateCharacter(9,12,3,0);
while (character[9].animating != 0) {     //Monster attack animation
  Wait(1);
}

damage=Random(4);

}

egohp=(GetGlobalInt(14));
DisplaySpeech(0, "-%d", damage);
egohp=(egohp-damage);
SetGlobalInt(14, egohp);


if (egohp<1){
Display("You lose!"); 
QuitGame(1);
}

}


function heroturn() {
int mobhp;
int dmg;

mobhp=(GetGlobalInt(13));
dmg=Random(10);

AnimateCharacter(EGO, 8, 3, 0);           //KICK
while (character[EGO].animating != 0) {
  Wait(1);
}

DisplaySpeech(9, "-%d", dmg);

mobhp=(mobhp-dmg);
SetGlobalInt(18, mobhp);
enemyturn();

}


So as you can see, the GUI script calls the HEROTURN.  The heroturn runs, and calls enemyturn.  Once enemyturn finishes, the control is passed back to the GUI script, where the player can choose what to do next. 

However, whenever the Wait command gets run, the game sits there and does nothing until I Alt X out. 

Again, if I remove all wait commands and let the animations run quickly back to back (which is useless because you can't see anything), the script works fine.

Help!

#566
Thats not the problem though.

The scrips runs fine if I remove the Wait commands, or the section of AnimateCharacterEx that tells it to wait.

If I tell it to wait until the animation finishes, the game hangs and sits there like the animation is still going on forever, even though no animation is happening.
#567
Sorry, bad choice of words...  It just stops.  The watch icon appears, like its animating, but no animating happens. 

I ALT X to get out of it and it says it stopped on Line 109 or whatever the Wait command is on.

As I said, if I remove the wait command it all works fine.

The wait command works fine up to this point too.  This script is in the Global Script, but all wait commands for animations in GUI scripts, and in rooms all work fine.  Its odd.
#568
More info I just found out...

I changed the first animation method to this :

AnimateCharacter(EGO, 8, 3, 0);
while (character[EGO].animating != 0) {
  Wait(1);


And this time it bombed out on line 108, which is :

Wait(1);

Could there be something not letting the computer run the wait command??  This is odd...
#569
Hello all.Ã,  This is the EGOTURN() function for use with my battle system.Ã,  For some reason whenever the code gets to the AnimateCharacterEx command for the attack code, it just stops and sits there, like it isn't ending.Ã,  The character hits the first frame of the animation (or so it seems), but then no animation happens on the screen.Ã,  I checked the loop and there are no delays on it or anything.Ã,  Any ideas would be appreciated.

EDIT: On a sidenote, I found that if I turn the final 1 at the end of the AnimateCharacterEx code to a 0 (so it doesn't wait for the animation to finish), the whole thing works fine, but the thing goes too fast to see the animations.



function egoturn() {
int mobhp;
int dmg;


mobhp=(GetGlobalInt(13));

if (GetGlobalInt(9) == 2){ //Attack

AnimateCharacterEx(0, 8, 3, 0, 0, 1);
AnimateCharacterEx(9, 15, 1, 0, 0, 1);
AnimateCharacterEx(9, 14, 1, 0, 0, 1);
AnimateCharacterEx(9, 0, 1, 0,0,0);

dmg=Random(5);



}Ã,  //CLOSE ATTACK BRACKET


mobhp=(mobhp-dmg);
SetGlobalInt(13, mobhp);
enemyturn();

}Ã,  //Close EgoTurn Bracket



Thanks guys!

Bill
#570
Nice sprites.  I like how he is bowlegged.  I'd imagine if you spent most your life riding a horse like they did, you'd be bowlegged too.  I personally think you should keep that in.  I like the certain something it adds.

Critiques : The lines on the shirt.  They stay perfectly vertical as he moves.  The fabric would move in reality, causing the lines to bend a bit here and there as the shirt moves.

On the rear view, his gun/holster is missing.

Other than that, they look good.
#571
I think I figured it out.  I went ahead and upgraded the AGS engine from 2.61 to 2.62 and the problem went away.  I don't know if something got corrupt, or if the new build fixed something that was problematic for my PC, but it seems to have resolved the issue.

Thanks again Chris!

#572
He :)

It is a very very rough draft beta demo version.  It is maybe 10% complete.   The game should be done in 2005 sometime.
#573
I appreciate it, but the main game file is 12mb, and the movie add-on is 14mb :)Ã,  Both too big for your server.Ã, 

The hosting I use is very odd..Ã,  The zip files are there, but when you try to click them, they say "page not found".Ã,  The URL info is correct in the HTML page, but it still does it.Ã,  Heck, even if you browse to http://poc301.superihost.com/zips and check out the actual ZIP files, you can't download them...Ã,  Very odd.Ã,  I have an open trouble ticket with them now.

Thanks again for the offer.Ã,  If you allowed 4-5 more MB per file, I'd take you up on it :)

EDIT: My old host didn't allow downloads in excess of 500kb.  I got a new one now.  The URL is in my above message.


#574
Poconia: Evil's Resurrection

Official Website : www.cmtonline.net


THE BACKGROUND

Poconia is a fantasy world I created a few years ago when I decided to write my first book.Ã,  The world is a medieval-esque setting with swords and sorcery and all the stuff that goes along with it.Ã,  The first book, Poconia: High Magic was released in 2002, and the sequel, Poconia: Fall of the Gods will be released in 2005, both by PFC Publishing.Ã, 


THE STORYLINE[/u]

Poconia: Evil's Resurrection is set 500 years after the ending of the series of books.Ã,  It tells a story of the vanquished villain Vaektor T'enok being resurrected by followers of an evil god in an attempt to restore their god to power.Ã,  The hero of the game is a modern man who is summoned by powers unknown to Poconia to help do battle against the evil forces.Ã,  Because he is from modern day Earth, he has unique outlooks on various things that happen to him.Ã,  At first he thinks its a dream and keeps referring to everything in terms of cliches and such.Ã,  He finds out early in the game that he is the one chosen to find and use the Burden of Galazan, a magical ring imbued by the God of Strength, Galazan, with special powers and the ability to kill a god.Ã,  With this ringÃ,  he must track down Master Kennard Murran, the son of Falnier (the God of Magic), who is neither a mortal nor a god, and together find and destroy Vaektor T'enok.


GAME FEATURES[/u]

-640 x 480 Resolution
-16 bit Color
-Fully 3D rendered and digitized backgrounds
-Fully 3D rendered characters and animations
-Shadows actually affect the characters.
-8 Different characters (As of this beta release)
-20 Rooms in this first level (As of this beta release)
-14 Playable rooms in the first level (As of this beta release)
-640 x 480 fully rendered 3D video cutscenes available for download as add-on
-Extremely deep and detailed world, complete with religion system, caste system, royalty and guilds.
-Visit places from the books, meet some of the long lived characters from the books.
-Adventure game with some roleplaying elements built in (not in this demo yet)

SCREENSHOTS (Click For Larger Image)[/u]



In The Troll's Cave




In A Green Pasture




The Ambushed Wagon Driver




The Witches House



DOWNLOAD LINKS[/u]

GAME.ZIP - Main Game - 12.7mb

VIDEO.ZIP - The Video Add-On Pack - 14mb

www.cmtonline.net - Main game site with add'l info

Thanks!
#575
It also crashes with DivX :(Ã,  I just tried this morning and it bombed out on me.
#576
Indeo Video 5.10.Ã,  I encode them using Bink and Smacker.


I went ahead and redid them in DivX format, and the first runthrough didn't crash on me.  It may be a codec problem.  I'll keep experimenting.
#577
Nope, it never crashes in any of the AVI editing or playing programs I have.  I don't run a screensaver on the PC I use to make the game. :(

#578
Its totally random.

For instance, the other day it crashed on the intro AVI file.  Then after a new game begins, about 6 AVIs are run in succession (with cuts back to the game for text and music), and occasionally one of them will cause a crash.  Its never the same AVI file twice, and it usually works fine after a crash for a little bit.  Its odd.
#579
I noticed an odd problem.  I have a lot of AVI cutscenes in my game, and sometimes when they begin being played, AGS will crash out with no error code or anything.  But then if I go back and re-run the game, it will work fine.  Its very odd.  I was wondering if anyone else experienced anything like this (I didn't find any similar issues when I searched the forum). 

I am using WinXP Pro.

Thanks,

Bill
#580
Wow, those are really awesome.  I wouldn't change them either.

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