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Topics - steptoe

#21
Hi

I am trying to have player display in front of a GUI for practical purposes rather then use an image as I want it to have buttons, that the player can graphically interact with, and especially labels.

What would be the best way to achieve this?

cheers
#22
Potato Head: Sweet Attack!

Jump, leap, swim and drive a buggy round to solve/overcome problems to get as much 'Sweet Stuff' as you can!

5 Levels to complete.

For all Potato Head fans...

Can you get inside the wreck?


Obtain the Golden Pearl


Floating space cakes


Use controls to direct the cranes's jig to grab those space cakes


Res: 640 x 480
Color: 16 bit
Direct Draw 5
Overall Progress: 50%

Currently being tested....



#23
Hi

I'm not sure why it's decided to happen but when the rocket rises up on the RIGHT of the screen and heads to the top of the screen the rocket goes up a bit and flips to the LEFT side of the screen still animating and going up.

EDIT EDIT Solved  :-[

Code: ags

  object[4].Move(300, 0, 1, eBlock, eAnywhere);   // ROCKET RISING UP





EDIT: This line seems to do as per expected:

Code: ags

 object[4].Move(300, -10, 1, eBlock, eAnywhere);   // ROCKET RISING UP


Now I have the dreaded Wait...

Tried this at the end of code but to no avail:

Code: ags

   object[4].StopAnimating();
    object[4].StopMoving();
    object[4].Visible=false;


================================

Here is what I have in room_RepExec:

Code: ags

    }
    else if (ready==3)
    {
      Game.DoOnceOnly("take off");
      region[2].Enabled=false;
      region[8].Enabled=false;
      region[5].Enabled=false;
      region[7].Enabled=false;
      region[6].Enabled=false;
      cFrankj.Say("Now to take off!!");
      cFrankj.Move(cFrankj.x+0, cFrankj.y-40, eBlock, eAnywhere); 
      cFrankj.Transparency=100;
      cFrankj.ManualScaling=false;
      object[2].Move(434, 317, 1, eBlock, eAnywhere);  // DOOR CLOSING
      object[4].Graphic=579; // ROCKET WITH DOOR CLOSED
      object[2].Visible=false; // OBJECT DOOR INVISIBLE
      Wait(460); // SAY SOME STUFF
      object[4].SetView(39);
      object[4].Animate(0, 4, eOnce, eBlock, eForwards);    // ROCKET FIRING
      object[4].Animate(1, 1, eRepeat, eNoBlock, eForwards);   // ROCKET FIRING MORE
      object[4].Move(321, -100, 1, eBlock, eAnywhere);   // ROCKET RISING UP
      }


Do you have any idea as to why it should happen?

cheers

steptoe
#24
Hi

looking for tester for my latest game in progress. Test every couple of Rooms.



Please PM me.

cheers

#25
Critics' Lounge / Ideas for a Background
Tue 08/05/2012 16:08:42
Hi

I am creating a Mr Potato Head type game where he is hunting for sweets.

He Leaps up, Jumps over objects and does other moves to get them.

I have this very basic background and I am not sure how to have it.

Do you have any ideas for a style? Maybe contribute?

GUI's and other stuff are yet to be done.

Cheers

#26
Hi

I seem to have run into a slight snag and can't quite see what the problem is.

I have a character that can jump up and grab objects in the air and then drop back down. This is perfect and is set off by a Button: Jump.

I also have a Leap Button that causes the player to Leap over objects.

However, it seems to always leap in one direction: right.

The Jump events do NOT seem to affect the Leap events.

Player Views are ok.

EDIT: This Script seems to work:
Code: ags

function Button2_OnClick(GUIControl *control, MouseButton button)
{
  
  //PLAYER LEAPS
  
   if (cspud.Loop==2 )
   {
  
   cspud.LockView(12);
   cspud.Move(cspud.x+80, cspud.y-60, eBlock, eAnywhere);
   cspud.Move(cspudx-0, cspud.y +60, eBlock, eAnywhere);
   cspud.UnlockView();
   cspud.FaceLocation(640, 374);
   } 
   
   else if (cspud.Loop==1)
   {
   cspud.LockView(12);
   cspud.Move(cspud.x-80, cspud.y-60, eBlock, eAnywhere);
   cspud.Move(cspud.x-0, cspud.y +60, eBlock, eAnywhere);
   cspud.UnlockView();
   cspud.FaceLocation(0, 374);
   
   } 
   
   else if (cspud.Loop==0)
   {
   cspud.LockView(12);
   cspud.Move(cspud.x-0, cspud.y-60, eBlock, eAnywhere);
   cspud.Move(ccspud.x-0, cspud.y +60, eBlock, eAnywhere);
   cspud.UnlockView();
   
   }
   }
   


OLD CODE:

Code: ags

function Button2_OnClick(GUIControl *control, MouseButton button)
{
  
  //PLAYER LEAPS
  
   if (cspud.FaceLocation(640, 370))
   {

    cspud.LockView(12);
    cspud.Move(cspud.x+80, cspud.y-60, eBlock, eAnywhere);
    cspud.Move(cspud.x-0,  cspud.y +60, eBlock, eAnywhere);
    cspud.UnlockView();
  
   } 
   
   else if (cspud.FaceLocation(0, 370))
   {
   
   cspud.LockView(12);
   cspud.Move(cspud.x-80, cspud.y-60, eBlock, eAnywhere);
   cspud.Move(cspud.x-0,  cspud.y +60, eBlock, eAnywhere);
   cspud.UnlockView();
   
   }
   } 


Can if you can spot where the problem/error may be or something I have overlooked?

Cheers
#27
Murder Most Grisly!!

A short whodunit. 3 Rooms and a court Room.

A Whodunit mystery starring super sleuth Detective Harry Faversham who has a nose for smelling clues!

Lord Harrington has been murdered by a machete through his skull!

You set out to Harrington Manor to find the murderer!

There are 6 possible suspects. Who would want him dead? Who has the motive, means and the opportunity?

* Why has the snooker room door key gone missing?
* Why was there a power cut?
* Did someone steal the machete used for the brutal killing?
* Why was there a deadly drug seed on Lord Harrington's bed?
* Was Lord Harrington a philanderer?

Seek out clues, be observant, listen to suspects bickering and ask questions to determine who murdered Lord Harrington.

When you are ready you arrest your suspect(s) for murder.

Take your suspected murderer(s) to court and hope to get a conviction.

Includes a Memory system (Click on a word in your memory list and talk to suspect).

Theater style production.

Special thanks to the testers of this game who patiently corrected my grammar.

* Please note that GUI'S shown have been slightly revised (will update asap).

You arrive at Harrington Manor


After flicking the snooker table light switch on:


640 X 480
16 Bit colour

DOWNLOAD: http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1570&refresh1335181978


#28
Hi

Once an inventory item has been USED on something the mouse changes back to walk mode. How do I get it to go back to Interact mode?

Normal Interact, say with Hotspots, are ok... It's just if player has used inventory.
cheers

I am having to use this after inv used, which I am sure may not be the correct way:

Code: ags

 mouse.Mode = eModeInteract;



#29
Hi

I am just finishing  a whodunit game: Murder most grisly!

It is based around 3 main rooms and a final court scene room.

I require game tester and proof reader.

Below images subject to small changes and are examples.





After flicking the snooker table light switch on:



Please PM me if you have the time to go over it.

cheers

steptoe




#30
Hi

I understood that DisplayAt was a blocking script yet the below passes after showing just a second. I think I will need to use a GUI instead. Meanwhile do you know why it does not text delay as per rest of game.?

At beginning of game:
Code: ags

 Game.TextReadingSpeed = 15;
game.skip_display = 0;.


DisplayAt runs in room_RepExec:
Code: ags

 if (MURDERERS==true)
  {
DisplayAt(20,33, 620, "%s %s %s %s",
"",
"",
"",
"");

DisplayAt(20,33, 620, "%s %s %s %s",
"",
"",
"",
"");

DisplayAt(20,33, 620, "%s %s %s %s",
"",
"",
"",
"");
RestartGame();


Cheers

steptoe


#31
Hi


Edit:

These scripts seem to do the trick.. at least for the time being.. more tests needed.  Fingers double crossed!


To change button from Arrest to Arrested!

Code: ags

function Button28_OnClick(GUIControl *control, MouseButton button)
{
  if (Button28.Text=="Arrest")
  {
  Button28.Text="Arrested!";
  }
  }


To reset Button 28 to "Arrest"

Code: ags

function Button35_OnClick(GUIControl *control, MouseButton button)
{
  
  if (Button28.Text=="Arrested"")
  {
  Button28.Text="Arrest";
  }
  }


When the "Go to court" button is clicked

Code: ags

 if (Button28.Text=="Arrested!")
   {
    Murderer=cHarrington;
    cHarrington.ChangeRoom(6, 170, 310);
   }




Original post
----------------------------------

I have one button (Arrested) that takes an NPC to room 6 when the 'Go to court' button is pressed..

Button that changes the button text to "Arrested!"
Code: ags

function Button28_OnClick(GUIControl *control, MouseButton button)
{
 Button28.Text="Arrested!";
 Murderer=cHarrington;
}


If NPC is selected and 'Go to court' button is pressed

Code: ags

if (Murderer==cHarrington)
   {
      cHarrington.ChangeRoom(6, 170, 310)
   }


Button that Resets NPC to stay inRoom3 and reset button text back to "Arrest" before the 'Go to court' button is pressed
Code: ags

{
  
 if (Button28.Text=="Arrested!")
 {
   Button28.Text="Arrest";
   cHarrington.ChangeRoom(3);
 }


In short... how can you stop a NPC from changing rooms once selected and wish to deselect it?

cheers

steptoe




#32
Hi

I need to solve this vital issue and I hope it is understandable.

Selecting one NPC from a few NPC's and then sending the selected NPC to the final room is not a problem if I use  the Variable 'Character' named Muderer.

Eg if Bertie selected:

Code: ags

   Muderer = cBertie;
  cBertie.ChangeRoom(6);


In final room:

Code: ags

   player.Say("You have been arrested, %s", Murderer.Name);
  Murderer.Say("I'm innocent!");


I believe this is correct but correct me if I am wrong.

My issue is when sending two or more NPC's to the final room.

I need to only show the NPC characters that have been selected and display text in the final room relating to the NPC's selected.

Summery:

Say the Player selects NPC 1 AND 4.  NPC 1 and 4 show in final room. All text is based on NPC 1 and 4 in final room. (selections are done by button for each NPC);

There are 6 NPC's.

Help appreciated.

steptoe



#33
Hi

I am trying to change a ListBox ID Item.

Player has selected item "Windows"  from a ListBox and once used on a character the Listbox selected Item goes to ID 0 (which is just a "" entry).

I am using variables defined on selected ListBox items as well as Game.DoOnceOnly.

This variable is turned off once events have run.


An example:

Code: ags

function ListBox1_OnSelectionChanged(GUIControl *control)
{ 
  
 String itemname = ListBox1.Items[ListBox1.SelectedIndex];
     
 if (itemname == "Windows")
 {
  Trunks=true;
 }


This is repeated for 6 characters. Any item needs to be selected before you can use it on each character.

What would I need to do?

cheers

steptoe


#34
Hi

I'm checking through the manual/forums to see if I can use a ListBox string name rather than ID.

It seems first item added is 0 then 1 then 2 etc etc

Obviously I need to check which item has been selected before running events for that item.

At the moment an event will run if ID 0 is selected from Listbox irrespective of what it is..

Code: ags

ListBox1.AddItem("Key");



EDIT


Global takes this but goes to else (having clicked 'Key' in the ListBox)

Code: ags

function ListBox1_OnSelectionChanged(GUIControl *control)
{
  if(ListBox1.ID==Key)
  { Display("Perhaps you should find out who has had the key lately");
  } else
  { Display("Sorry no go!");
  }
  }




I need to check that "Key" has been selected from ListBox before events are run.

Could someone give me a hand please?

#35
The Game is Complete, get it from the link below:
>> COMPLETED GAMES THREAD <<


Hi

MURDER MOST GRISLY!

A Whodunit mystery starring super sleuth Detective Harry Faversham who has a nose for smelling clues!

Lord Harrington has been murdered by a machete through his skull!

There are 6 possible suspects. Who would want him dead? Who has the motive, means and the opportunity?

Why is the snooker room door key missing? Why was there a power cut? Did someone steal the machete used for the brutal killing? Was Lord Harrington a philanderer?

Seek out clues, be observant, listen to suspects bickering and ask questions to determine who murdered Lord Harrington. Watch out for red herrings that may divert your attention.

When you are ready you have the opportunity to arrest your suspect(s) for murder.

Take your suspected murderer(s) to court and hope to get a conviction.

Includes a Memory system.

Theater style production.

Based around 3 / 4 Scenes (Rooms).

The Main Room below subject to changes.









16 Colour
640 x 480
Game: 50%
Graphics: 50%
Audio: 0%

Additional ideas and stuff always welcomed for possible inclusion.

Tester(S), if you can spare some time to test at a later date please PM me.

cheers
#36
Hi

I know that having a secondary Inventory window was not supported in earlier versions of AGS and wonder if it is now at all possible?

Inv 1 window: invCustomInv - Items found, equipment etc
Inv 2 window: Special Inv - Memory items/conversations

At the moment I am having to use buttons of characters/ visual items on the Inventory GUI which open up other GUI's which show animating character portraits or visual clues (buttons) each with Label text. So far this works ok and is adequate for the job.

My only thought is being able to position buttons on Inv GUI in order as you get them. At the moment they are displayed in no particular order an become visible and active when you obtain them.

I'm not sure if there is a Variable of some kind I could use to position buttons in respect of order they are got.

Would it be better to assign a button the correct image as it is got and then:
Code: ags

 function Button3_OnClick(GUIControl *control, MouseButton button)
{
  if(Button3.Graphic==20) //  Display appropriate image to open that GUI with other button image checks etc
 {
  


EDIT: This works but unfortunately AGS now says "You already have Maximum number of controls" so not able to finish using this method :-X

All help on this subject appreciated

Thank you

#37
General Discussion / Boxing' game move options
Sat 24/03/2012 13:02:33
Hi Guys

I'm just starting a 'Boxing' game...  

I'm wondering what you lot think about move options (uppercut, hook, straight left, duck etc etc).

Keys,  GUI buttons or by someway else?

What you would expect from this type of game?

Also, while I'm at it, what about some opponent names.

Views/comments welcomed

cheers

#38
V1

1500 B.C. The God of Hope gave three Sacred Tablets of enlightenment to the Tibetan Holy Secret Society.

Each Sacred Tablet had the power to bring peace and hope to mankind through spiritual and astral projections.

They could not be used to hurt mankind directly, but in the wrong hands they could open portals to other dimensions and bring forth demonic creatures of unspeakable evil.

Wang the Merciless, a feared Tibetan Warlord, sought out the Sacred Tablets to harness their power and use it for his own ends!

Mandrin, the Tibetan Secret Society Master Priest, knew that if Wang the Merciless found the Sacred Tablets he would unleash horror on the world.

This could not be allowed to happen!!

Faced with this threat, Mandrin decided to separate the Sacred Tablets and hide each one in a secret location.

2012 A.D. (Present Day) The Secret Society has spent centuries gathering information about the whereabouts of each of the Sacred Tablets. It is finally time to bring them home.

They need someone from the Holy Order to go out and retrieve the Tablets. They need someone with courage and strength.

They need you, Jonesy Smith.

An airplane has been chartered for your use. Now bring those Tablets home!

There is a twist at the end!

Is anyone in the tent?


Who is the man frozen in a block of ice?



GAME INFO:

* Video Intro Story
* Flag AutoSaves (Flags in various places. Walk into flag to AutoSave.)
* Delete AutoSaves option.
* 3 Location Chapters:
* Chapter 1: Sudan 'Temple of Laketa'
* Chapter 2: India 'Punjab rock'
* Chapter 3: Mongolia 'The Golden Gate'
* Chapters can be done in any order.

PLAY INCLUDES:

* Riding a Camel and an Elephant.
* Solving a mystery in a waterfall.
* Finding a Red Oasis with strange drinking effects.
* Confronting a Tiger and a Wolf.
* Solving Word puzzles.
* Getting dope for a Fakir.
* Hearing about a mysterious 'Wind Dragon'.
* Finding a way down a snow slope.
* Watching the Indian rope trick.
* Who is the man frozen in a block of ice ?
* Who is Mr X ?

SPECS:
Zipped Size: 44.2 Mbs
Unzipped Size: 79.7 Mbs
16 Bit colour.
320 x 240 resolution.
Direct Draw 5.
Music and Sound included.

CONTROLS:

Primary Mouse

To view Inventory and Contol Panel hover mouse at the top of the screen.

Download: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1563

#39
EDIT: Obviously this was stopping it which I have since taken out:

Code: ags

GUIControl *gcat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
  if ((gcat == null) || (gcat.AsButton == null)) mouse.UseDefaultGraphic();
  else mouse.UseModeGraphic(eModeInteract);


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

When changing Rooms cursor will not show Wait Image

in the first Room under RoomLoad (Player clicks a Hotspot to go to next Room)

Code: ags

   mouse.DisableMode(eModeWalkto);
   mouse.DisableMode(eModeLookat);
   mouse.DisableMode(eModeTalkto);
   mouse.EnableMode(eModeInteract);


and in next RoomLoad

Code: ags

   mouse.EnableMode(eModeLookat);
   mouse.EnableMode(eModeWait);
   mouse.EnableMode(eModeTalkto);
   mouse.EnableMode(eModeWait);


Player eblock walks but mouse shows hand.

Somehow the Wait cursor does not show for blocking events and shows as the interact hand.

Can't see anything in the Global. Have tried a few things but to no avail.


#40
First off,

Thanks Khris and Dualnames for your help with my last post and with this dry test.

I am now on part 2 of my control pad.

I have built a Radar GUI.  

On this is an animated Radar screen.

On the Radar GUI screen is a small object that represents the enemy's location in that room. I am certain you have come across this before.

cWaeks is the NPC enemy and BSonar is the Button Object and cEgo is the player.

And yes, I did call it Sonar but it is actually a Radar.

I am sure there is a better way but the way I have written it is as follows in the Rep Exec:

Code: ags

  //SIDEWAYS
  
   if (cWaeks.x<10)
  {
 BSonar.X =2;
  } 
  else if (cWaeks.x<20)
  {
 BSonar.X =8;
  } 
  else if (cWaeks.x<40)
  {
 BSonar.X = 12;
  } 
  else if (cWaeks.x<60)
  {
 BSonar.X = 16;
  } 
  else if (cWaeks.x<80)
  {
 BSonar.X = 22;
  } 
  else if (cWaeks.x<100)
  {
 BSonar.X = 24;
  } 
  else if (cWaeks.x<110)
  {
 BSonar.X = 28;
  } 
  else if (cWaeks.x<130)
 {
 BSonar.X = 30;
 } 
 else if (cWaeks.x<140)
 {
 BSonar.X = 32;
 } 
 else if (cWaeks.x<160)
 {
 BSonar.X = 38;
 } 
 else if (cWaeks.x<190)
 {
 BSonar.X = 40;


This seems to work alright. However, I am having a slight snag with Y co-ordinates.

The NPC by the way walks timed Randomly.

I am sure that there is a better way then what I have to check both X and Y co=ordinates


EDIT: Having worked on it the following works its purpose. Though I expect, yet again, its a long version:

Code: ags

// UP AND DOWN
 
  }
 if (cWaeks.y<50)
 {
 BSonar.Y=3;
 } 
 else if (cWaeks.y<70)
 {
 BSonar.Y=6;
 } 
 else if (cWaeks.y<100)
 {
 BSonar.Y=10;
 } 
 else if (cWaeks.y<118)
 {
 BSonar.Y=16;
 } 
 else if (cWaeks.y<126)
 {
 BSonar.Y=20;
 } 
 else if (cWaeks.y<130)
 {
 BSonar.Y=24;
 } 
 else if (cWaeks.y<140)
 {
 BSonar.Y=34;
 



Help appreciated

steptoe



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