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Messages - renn_inoue

#1
Thanks for the kind comments and spotting those bugs!  Being my first AGS game, I learned a lot I can use for my next game (whenever that happens to be):

graphics style = decent
walking speed = faster
sierra interface = bad

Maybe I'll do a joint effort next time I'm feeling AGSy.
#2
Quote from: _Crimz_ on Fri 12/09/2003 21:27:41

-------------------------Edit-------------------------
Spoiler
Not sure if this is meant to happen, but if you insert the coin in the copier, before pressing buttons, you can get another free quarter.
[close]

If so, sorry for bothering to mention it :)

No, no.  Thanks for letting me know, _Crimz_. :)  I rewrote that stupid copier script 100 times and thought I had found ALL the possible ways to keep people from getting that extra quarter, but I shoulda figured I'd missed one.  Seriously, the narration was getting silly.  "I've taken enough quarters."  Who can possibly take enough free quarters?!  Ahh, well. ::)

foz: Yeah, during the last parts of debugging, I really was close to upping the speed, but since 3 is the standard walk speed, I figured that would be acceptable for most people.  Dumb choice.  

And I probably could have taken more time to design an original interface, but I guess growing up on King's Quest, Space Quest, Police Quest, and Leisure Suit Larry has kinda made me fond of the Sierra interface.   It just worked for what I was trying to accomplish.  But you're right.  Using such an interface is definitely going to make people yawn and pass my game up.    Look at it from the bright side, though.  If my game gets reviewed, it's assured to get a lower score than yours. ;)
#3
Completed Game Announcements / The WD Intern
Fri 12/09/2003 19:07:26
This is my first AGS game (sorry GinnyW, I never did get around to building a new inventory GUI :-[).   I'll warn you ahead of time, it's not a great piece of work.  Despite the 2000 lines of script, my interface is just way too simple compared to the gems being produced lately.  I may jazz it up at some point, but after 2 months I just wanted to get my project done and take a break.  Yeah, yeah.  I know.  Many of you spend years working on a game without a break! ;D    ANYWAY, hopefully my game will make a nice little break between playing Buccaneer, Conspiracy of Sango, FLASHBAX, and everyone's 5th trip through Apprentice! ;)

The story is that you are trying to become an intern for this game company Working Designs (which is, in fact, a real game company).   Don't worry.  I've already posted it over there and they didn't have any problems.   The game is more of a tribute to them anyway.   In the midst of trying to become an intern, you will have to stop a rival company from putting them out of business (the rival company is fake).

Here's the link:

http://www.lunar-net.com/wdintern.zip

I may not be around much to answer game questions, but I don't expect there will be many people playing the game anyway. ;)  Just in case, though, I've written a game FAQ, which you can read here if you get stuck:

http://www.geocities.com/lunarlegacy2/wdinternfaq.html

EDIT:  I forgot.  In the midst of the FLASHBAX controversy, I should warn people there is one slightly bloody scene and a few curse words here and there.  Nothing too extreme, though.

EDIT 2: I also forgot I had screenshots, so I'm posting them up as well.   Although, I think the peeps have spoken and the game is doomed to die.   Glad I didn't spend any more time on this. :P




#4
Handle inventory clicks in script is unchecked so that can't be it.  

You are right, though, GinnyW.  Now that I have a solution to my problem, I should just go ahead and design my own inventory GUI.  It's just... GUI design looks scary.  :-[

*gets beaten with a MOD stick*  Yeah, yeah, mods.  I know there are plenty of GUI tutorials.  But most have broken image links.  I'm waiting for one with pretty pictures. ;)  The manual tutorial with pictures has spoiled me. ;D
#5
I'm sorry to bother again, but I've discovered an interesting new development with my bug.  

When I use the default Inventory window:
InventoryScreen();

is when I get all my inventory items starting out at -1.  

When I use the Custom Inventory window, the numbers get their correct values and everything works fine.   But I kinda like the default window setup better.  

I can use the Custom Inventory window if that's all I can use, but if anyone now has an idea about why the default is tripping, let me know.  Maybe I've got an settings option switched on that isn't supposed to be?

Again, if nobody knows or still thinks its a script bug (which I still don't see how it could be with my simple scripts), that's okay because now at least I don't have to rewrite a bunch of parts of my code to work around non-combination items.  

Again, sorry to be a pest.  I know there are other, more serious problems people are having.
#6
 :P

I was afraid you'd say that.  At least the inventory interaction code itself is okay, though.  Now I just have to track the bug.  Thanks for the help everyone.

EDIT: I couldn't find the bug.  The only script lines in my code that have anything to do with inventory number values are the:

character[GetPlayerCharacter()].activeinv == x  //x is some value

Since this line only retrieves the value to compare and doesn't change it, I'm gonna assume something in my computer screwed the ags inventory system up and I'll just have to live without combining items. :P  Kinda sucks cause now I have to rewrite a lot of combination parts to lay down items as objects before they can be acted on.  If I ever put my game up I'll have to put a little note that says you can't combine items.  Or maybe I'll just leave it offline. :P  It's inferior as it is.  Having people wonder why they can't combine logical items is just going to frustrate people more.

If anyone comes across a simliar problem and solution, do let me know!  Thanks! :)

#7
Quote from: Archangel on Tue 12/08/2003 20:19:11
Before your if() statement, put this code:

Display("%d",player.activeinv);

Then you'll be able to tell why the interaction isn't being triggered.

Any item I try displays the number -1.  Odd.

EDIT: It only displays -1 when I start the game with those objects in inventory.  When I run through the run to the point where the items are aquired without the objects in inventory, the number is 6 for the item that should be 10.
#8
Yup, I've double checked it twice.  10 on 7.  But even if it was reversed, 7 on 10, I have this script under the inventory 10 interactions menu:

// script for inventory10: Use inventory on this item
if (character[GetPlayerCharacter()].activeinv == 7) {
DisplayMessage(506);
LoseInventory(10);
LoseInventory(7);
AddInventory(8);
}
else if (character[GetPlayerCharacter()].activeinv != 7) {
DisplayMessage(507);
}

Clicking on one or the other, they still don't recognize their numbers.   However, after testing it recently, I can't get any inventory item to work now.  At least before, by some fluke, it combined with some other inventory.  Now that doesn't work either.  It's like suddenly there is no number 10 or 7 recognized.  It treats as if it wasn't a 10 or 7.
#9
I'm having some trouble combining 2 objects in the inventory interactions menu.   According to the manual, you should be able to use a conditional to combine the items.  Here's what I scripted:

// script for inventory7: Use inventory on this item
if (character[GetPlayerCharacter()].activeinv == 10) {
DisplayMessage(506);
LoseInventory(10);
LoseInventory(7);
AddInventory(8);
}
else if (character[GetPlayerCharacter()].activeinv != 10) {
DisplayMessage(507);
}

But it doesn't recognize the item numbers in the inventory window.  When I try using item 10 to combine, it gives me the != message.  And sometimes it will only combine the item with another wrong item.  For example, item 10 won't combine as it should, but item 9 will.  

Am I doing something wrong?  The items numbers are listed correctly in the inventory items menu in ags.
#10
Ahh, option-on and option-off.  Sorry.  Didn't see those.  Thanks AJA.  
#11
I was interested in incorporating a system where dialog options were removed as you read them (like in the recent stellar Apprentice).  But I can't find anything in the manual about how script functions change in the dialog script.  

For example, while you normally set a global int as such:  SetGlobalInt(10,1);

in dialog script you call the function as: set-globalint 10 1

So, I figured the SetDialogOption would look similiar in dialog script, but it gives an error.  

Can someone give me the correct script for SetDialogOption when called in a dialog script?  Or better yet could someone point to the part in someone's previous tutorial (or manual) where it discusses how calling functions change in dialog script?  I tried the manual first.  I couldn't find it.  Thanks in advance.
#12
No sweat! 8)  Just wanted to make sure before I went digging in the GUI manual.  *slaps hand*  Sorry, should have done that BEFORE posting the question.  Sorry. :-[  

It's just that the AGS function system is so user-friendly I wouldn't have been surprised if the AGS coding geniuses HAD programmed the definition that way.  ;)  But looking again, that clearly is psuedocode.  Sorry for posting such a dumb question.

Thanks again, terranRICH! ;)
#13
Quote from: Necro on Tue 05/08/2003 10:22:17

{
Change gui button image to ButtonGraphic
Change Gui Textboxtext to DeathText
}


This sounds like a dumb question, but is the above part of the function definition pseudo-code?  That's not the exact code for the function definition, is it?  Thanks for the help, terranRICH! :)
#14
I'm also curious about death scenes.  Where would you put that function definition of death()?  In the global script header?

Has anyone ever written a tutorial on death scenes?  I won't be writing my death scene  for a few days but don't want to start up a new thread for a similar question.  It would be great to just reference a small tutorial on making a death scene from the ground up.  No big deal if there isn't one.   Just curious.  
#15
Completed Game Announcements / Re:Apprentice!
Wed 16/07/2003 16:16:30
 :o

Incredible!  How did you get all those backgrounds to look so good in an 8-bit setting?!  

Great work in all aspects.  You've raised the bar to heights that will be tough to reach.
#16
Nah, it's okay.  I'm working around it.  Thanks for the suggestion, guys!  Glad it's not just me.
#17
I have a wierd bug that pops up since I started creating my adventure game.   About every 4 or 5 test runs, my computer freezes with a black screen, and the only way I can get control back is to restart my computer.  The Control and Alt escapes don't work.  I am currently using high-res backgrounds and high res sprites, but this problem started occuring even before I made the sprites.  I've had this problem since my first imported background.  Could it be my backgrounds?  They are 640x400.  

I suppose since it loads every 4rth of 5th time without any problems, its not a serious issue.  But it does get annoying having to restart my computer on test runs.  Anyone have this problem before?
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