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Messages - skuttleman

#21
OK. I made some minor adjustments including a visible counter that lets the user see how many words he/she needs to enter before viewing the madlib, and added the ability to abort the madlib if so desired.

Anyone want to make a madlib file (see readme in download) to see if it's as easy as I tried to make it?
#22
Update 8 August 2010
- Updated the interface to look a little more consistent.
- Added a counter to show the user how many more words they need to enter before viewing madlib.
- Added option to abort madlib.
- Up & Down arrow keys work for selecting madlib files
HERE's the demo.


Original Post
OK. I want to announce up front that there isn't much to show in terms of screenshots, and probably never will be. This isn't that sort of project. It's just a program that reads an input file, asks the users to input verbs and nouns and things (if you don't know what a madlib is, you might want to go wiki that before reading on) and then displays the resulting silliness.





HERE'S THE WORKING DEMO. It includes a few madlibs to try. And if you take a second to view the readme file, chances are you can figure out how to make your own. Just make sure to save it with a *.mdl extension and put it in the game directory for the game to find it.

It's pretty rudimentary at this point, but I thought I would post it before I did too much work on this to see if anyone was going to care. Either A) I'm the only one in the world that gets a small chuckle out of putting dirty words into madlibs or B) other people might want to write their own madlibs and we can compile some collection of user-created madlibs for all to enjoy.

Any thoughts on how to improve/change this?
Anyone want to make a madlib and post it here?
#23
It seems to me it might be easier to import a font identical to the one you're using in your example, where all the characters have a line through them. Then all you have to do is change the font number for completed quests.
#24
I've run into this problem as long ago as 2.71. I just got around it by adding a line of code that moved the mouse one pixel before returning control to the user and as I recall it did the trick.
#25
Advanced Technical Forum / Re: Loom GUI
Sat 07/11/2009 12:53:26
It seems to work pretty much the same way I remember Loom working, so good job. Are you making a Loom sequel or something?

~ B
#26
It's probably because you have the room event for "Repeatedly execute" set to room_RepExec, but when AGS compiles your game, it can't find the script since you deleted it. Removing room_RepExec from the room's event list should solve that.
#27
You can always use InvWindow.CharacterToUse.ActiveInventory. It seems to me a lot messier of a work around to swap inventories, especially if you're going to have .AddInventory[] or .LoseInventory[] commands because an inventory item that would should go to the player might have to go to characterx instead, if their inventories are swapped.
#28
Are you really trying to swap inventory? It sounds like all you need to do is look up the CharacterToUse property for inventory windows in the manual.
#29
When you define a variable in a header file, you define a separate variable in every script.
Put this in RPG.ash:
Code: ags

struct Roc_Struct_RPG
{
   String name;
   int money;
   int searching;
   .
}; 


And put this in RPG.asc:
Code: ags

Roc_Struct_RPG thief;
export thief;
#30
Here's one: Would it be possible to zoom in on guis while editing them? It would help for lining up buttons on the background (like you can in rooms with objects or drawing hotspots/walk-behinds).
#31
It's DONE!

Quote from: Snake on Sat 24/10/2009 18:28:24
Any word yet on when the demo will be released?
#32
Current Status:
There is a DEMO of a fighting sequence that will appear 2 or 3 times throughout the game. Check it out!


SPECIAL THANKS to SSH's Walkcycle Generator, without which this game would never have made it this far.




Story:
Justin Time, seasoned spy for the United Kingdom's Secret Intelligence Service, has become jealous of the new up and coming agent, Alexa Dupree, for consistently making him look bad by kicking ass and taking names. When The SiS Chief, Dick Dodge, sends Alexa on a very important mission - instead of Justin - Justin decides to use the opportunity to make Alexa look bad and reclaim his status as top agent. Little does Justin know there is more at stake than just his reputation and he'll have to work with his rival, Alexa, to uncover a plot that will take all their cunning and a better part of their wit to surmount. Can you help Justin and Alexa pick up seemingly random objects for use in puzzles that - were you to face them in real life - would be better solved by just driving to the nearest hardware store and buying a sledge hammer?

Screenshots:










Development Progress:
Story: 85%
Puzzles: 35%
Scripting: 35%
Graphics: 40%
Sound/Music: 30%

Development Diary:
14 February 2012
OK. I've put together a fighting sequence that will appear a few times in the game (just 2 or 3 at most). Here is a DEMO of the first fight sequence. There is a pdf explaining the controls. The controls are displayed in-game so you shouldn't NEED to read the pdf, but it might be helpful all the same. I am seeking feedback about a few points on this, so check out this THREAD after you play the demo and leave me your feedback. Thanks!

10 January 2012
I'm not very good about keeping this up to date (mostly because I doubt anyone is following this thread), but I have been working on this on and off for a while now. I'm pretty proud about how everything is developing, except - of course - the poor graphics which I am doing myself (unless / until someone volunteers to help out???)

24 October 2009
Made a DEMO! (which is now very outdated)

24 October 2009
Started this thread to herald the forthcoming demo for this yet-to-be-abandoned project.
#33
I kind of like the idea of the "Walk-to-points", but the entry points seems like it might be a little useless if you have, for example, a row of doors along the back wall and you might enter the room from multiple rooms. Of course, you could combine both of your ideas and just have something like walktopoint[0-49] for example and in room 2 you could walk off the edge or use the hand icon on the doorway, and then call a command like:

Code: ags

player.ChangeRoom(1, walktopoint[3], eSouth);


.... adding an additional option to set which way the character faces in the new room.
#34
Sounds like your player is not on a walkable area. Check out PlaceOnWalkableArea in the manual.
#35
Code: ags
invWindow.TopItem = 0;
#36
I think you need this line in GlobalScript.ash

Code: ags

import function SayCustomFont(this Character*, string message);


That should make the function accessible to the dialog scripts.
#37
Quote from: KhrisMUC on Sat 15/08/2009 09:31:45
Isn't that code just a really short, non-working version of the Keyboard Movement module Musically Inspired was referring to...? :=

I think the Keyboard Movement module moves the player in a straight line as opposed to simulating a mouse click in a given direction from the players position. At least, that's what I understood the problem to be.

Did it do what you wanted?
#38
The easiest way I can think of would probably be to put something like this in the on_key_press function:

Code: ags

if (keycode == eKeyLeftArrow) player.Walk(0, player.y);
else if (keycode == eKeyRightArrow) player.Walk(Room.Width, player.y);
else if (keycode == eKeyUpArrow) player.Walk(player.x, 0);
else if (keycode == eKeyDownArrow) player.Walk(player.x, Room.Height);
#39
Quote from: ProgZmax on Wed 11/02/2009 22:06:53
Allowing people to use any kind of filename for dialog would work fine, I think.  It would be up to the user to make sure their filenames don't have duplicates, and the engine would then be able to read in any 'new' names added without renumbering the whole thing.

What about "Auto-number Speech Lines"? I'm rather fond of that feature. I prefer to write, re-write dialog endlessly until I'm happy with it and at the end, I don't want to go all the way back through it and add a filename to each one.
#40
General Discussion / Re: AGS The Best??????
Tue 27/01/2009 23:27:29
AGS, in my experience is way better documented than any other game-making software I've tried to use. Good documentation is a MUST for me, so my vote goes to AGS as the "awesmoest ever EVER!!" - No, that's not a typo; I meant to use two exclamation points.
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