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Messages - spook1

#201
Quote from: Spyros on Wed 17/09/2003 09:26:05
You can make online games with Indiana Java but it's a more difficult that AGS
Thanks for the info. i checked them out, it s=does not seem extremely difficult. Once you know AGS it seems quite easy to understand the logic in the scripting environment.
Are you experienced in IndyJava? Am I wrong or right?
The games I am intending to make are graphically quite simple, but involve quite some calculations. do you  know if this  IndyJava program sustain floating points eg?

kind regards,

martijn
#202
Quote from: TK on Wed 17/09/2003 15:21:41
Can't you run executables from a webserver? You just upload the exe and a unique config file to diffrent folders on the severs, and link them with discriptions, such as "Default sound driver, lo res, lagn english" or so... takes up space, in case the exe is large...

Uuuhhm. sorry, I am not wise enough to understand this right away :-(.
I have a server  set up, running apache. What do you suggest exactly for me to do to  makemthe executables available to the world?
#203
OK,
Is there any way to make a very simple "auto-install" or does anyone have knowledge about an alternative package to develop simple "web-games"?

Kind regards,

martijn
#204
The pilot is available at http://ags.drkoops.nl
it is still a pilot, the gamy-stuff must be built in later.
if you have any suggestions on improvement, please let me know. I intend to make simething sismilar to The Incredible Machine ;-;

I do have room on the web to store the game. the problem is that the children have to install the game.
1. create a directory
2 unzip the files into the new directory
3. run setup.exe
4.make the correct setting in setup .exe (eg i doubt if all Dutch children what a crt screen is)

It would be easier if have something like an applett that runs from the server. I do not know how to realize it though.

Kind regards and thanks for the quick answer

martijn
#205
Hi all,

For teaching pruposes i am looking for a way to integrate a simple game in a website. I created an elektrokit in AGS and I would like to publish it in the most simple way so that my schoolchildren are able to download and play it.

if AGS is not suitable for this purpose, maybe one of you can suggest or packages that are suitable for creating and integrating simple games. Does anyone know where to find additional information on the subject?
kind regards,

martijn
#206
Thanks, this did the trick. I had soemthing wrong with the brackets indeed.

Kind regards,

martijn
#207
Quote from: Gilbot V7000a on Mon 08/09/2003 11:05:54
I don't know, the code seems okay, but is it possible that VoltageConnected would exceed the limit of int (2,147,483,647)  or even a negative number?

Nope, I thought of that, but I start with a voltage of 900000 mV, or sometimes 9,000.000,000 That's the max.

Thanx for the reply
#208
Again a round off question:

I calculate a voltage in microvolts. i want to reflect the value in volts.

the script I use is:

VoltageConnectedDigit1 = VoltageConnected / 1000000;
VoltageConnectedDigit2 = ( ( VoltageConnected - VoltageConnectedDigit1 * 1000000)/ 100000  ) ;

RoundOffRest = (VoltageConnected - (1000000 * VoltageConnectedDigit1) - (100000 * VoltageConnectedDigit2) );

if (RoundOffRest > 49999) VoltageConnectedDigit2 ++ ;// +1 : is to compensate for negative round off

RawPrint (25,52,"V= %d,%d", VoltageConnectedDigit1, VoltageConnectedDigit2);  // print Output Voltage to Voltmeter

My problem is that the roundoff rest is sometimes even 1628600 !!
It is orders of magnitude too big for what I expect???

Any suggestions?
kind regards,

martijn
#209
Advanced Technical Forum / round off
Mon 01/09/2003 20:46:50
Can anyone help me rounding numbers?

I have a plugin that solves linear equations, in order to solve kirchoffs laws in an electronic simulation game.
It calculates the voltage output in microVolts. I want to display the voltage in two digits, but AGS does not seem to round off the numbers.

449800 / 100000 = 44 according to AGS. I would like it to read 45 in this case.
Actually I would love to print 4,5. Can this be done?

kind regards,
Martijn (back from a long summerholiday ;_))
#210
Thanx for the effort. in our school they are runing from a networkdrive and that works fine indeed.
I will investigate the vpn option,

Kind regards,
Martijn
#211
Hi ,

Since I have set up my own server I am wondering if it might be possible to play ags games from a remote console.
This way the guests would have to go through the trouble of downloading the game, and I can write the scores to a file, keeping track of the results.

I plan to use ags in teaching classes, and therefore it would be very convenient to keep track of the results of the children.

kind regards,

martin
#212
Hi scorpious,

That is what happened in room 1 indeed.
but as a consequence, in room 13 the player enters screen function was skipped all together. Which is typical and strange. But, all together I am glad that I solved the curious  error

Kind regards
#213
The game is updated; now it is better playable for non-dutch people.

Do you think it should be published on a finished game page somewhere?
I think it 'll take you about 0,5 to 1 hour to play.

Let me know how you like this version. I think it is much improved compared to the latest version.

see: www.xs4all.nl/~koops/ags/index.htm
#214
One of the two functions for enters screen before fade in could be removed without the program creating errors. So I still have one function room_e() for entering screen before fade in

After this artefact was set straight in room 1, in room 13 the "eneters screen before fade-in" function is processed again.

In conclusion: We had some strange kind of bug. If it does not occur more often we can leave it... It won't happen too often I suppose

kind regards and thanks for your interest,

Martijn
#215
it is animating through all of them, and the display(test) test learned me that the bit of script is not run at all.
I also learned that because the whole thing works fine if I put the coed in function room_c()

Strange it is .....

But... I found out that in room 1 two functions exist

function room_b() Player enters room (before fade in)

function room_e() Player enters room (before fade in)

Maybe this has something to do with the problem in room 13 ???

Can I remove one of the two functions someway ??
#216
Quote from: CJ on Fri 27/06/2003 18:05:53
Put in a line of code like this:

Display("GI31 is %d,  GI17 is %d", GetGlobalInt(31), GetGlobalInt(17));

so that you can see what values the globalints have.



CJ,
thanks for the real fast reply.
I tried your suggestion before.
If I display the values (after fade out) and even if I check the condition, it seems that everything is fine, exept that the Background is not being set to image 4

It is even so that everything works fine when I copy the whole code to

function room_c()  //player enters after fade-in

What can be wrong???

Is the function placed in a wrong place??

Kind regards,
martijn
#217
I have a condition set in function room_b()
After a long time of puzzling, I conlcude that I cannot find the error.

The last condition, when GI 31 =1 and GI 17 < 2 is not recognized by the function.

To be sure I have the ResetRoom command before I enter the room.
Otherwise also the MoveObject commands are not performed.

Is there special place in the code where this function should go???

I hope someone can help me with this one...

kind regards,

martijn



function room_b() {
 // script for room: Player enters screen (before fadein)
 
shallowmessage = 0;
 
ObjectOff(3);  
ObjectOff(4);
ObjectOff(5);
ObjectOff(6);
ObjectOff(9);


objectused0 = 0;
objectused1 = 0;
objectused2 = 0;
objectused7 = 0;
objectused8 = 0;

MoveObjectDirect(0, 5,  199,0);
MoveObjectDirect(1, 25, 199,0);
MoveObjectDirect(2, 45, 199,0);
MoveObjectDirect(7, 65, 199,0);
MoveObjectDirect(8, 75, 199,0);

PickedObject = -1;
a1 = 1;
a2 = 1;
a3 = 1;
b1 = 1;
b2 = 1;
b3 = 1;

A = 1;
B = 1;
V = -1;
I = -1;


  if (GetGlobalInt(50) == 1) {
            SetBackgroundFrame(1);      
  }                                 
  if (GetGlobalInt(51) == 1) {
            SetBackgroundFrame(2);
  }
  if (GetGlobalInt(52) == 1) {
           SetBackgroundFrame(3);
  }

  if ((GetGlobalInt(31) == 1) && (GetGlobalInt(17) < 2)) {
           SetBackgroundFrame(4);
  }

  if (doornaarroom30 == 1)  NewRoom(30);
 
}
#218
[quote ]
Cool game, kinda quirky style :)
Quote

Sorry, being dutch my english is not fluent enought o know what quirky means? Is it it a compliment ;-)?

Quote
I'm assuming you are a physics teacher (or maybe want to become one) and I just want to say that I wish I had teachers like you.
Thanks, I hope my students will feel the same way ...
#219
Imho I think that using NewRoomEx(roomnuber, x-coordinate, y-coordinate) is the clearest command to go to a new room. This way you can control the whole room-transition.
You can program such a thing by selcting from the dropdown menu: runscript.
The click "edit script" and type in the script:

NewRoomEx(8, x-coordinate, y-coordinate)

Note: topleft of your window is 0,0

I had trouble with the dropdown command also, not knowing exactly where the character will show up.
#220
You could do such a thing using global integers.

Define in the global script:
SetGlobalInt(80,0); // indicator for button pressed (0: not pressed, 1 pressed)

In room 14:

if (some action, press button e.g.) SetGlobalInt(80,1);

In room 15: (where you want the action to take place)

(Before player enters room)

if (GetGlobalInt(80) == 1) ObjectOff(0);


Hope this helps,

Martijn
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