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Topics - steptoe

#41
Hi

I am dry running a project.

I am working on a control pad and need a little help with the following:

The Control Pad is a GUI.

On the GUI is a ListBox which has various items (weapons)

On selecting a List Item the cursor changes to ActiveInventory of that weapon.

This seems to works ok.

I Also have Flashlight Plugin On/Off Buttons. This also works.

My main problem at the moment is collide.

I have set up a boolean to be true when ListItem Sonar is selected.

When the Boolean is true (Sonar selected), I have a collide code that runs:

Code: ags

function room_RepExec()
{
 
if (Sonar==true && cEgo.x - cWaeks.x <= 30 && (cEgo.x >= cWaeks.x) || (cWaeks.x - cEgo.x < 30 && cWaeks.x > cEgo.x)
  )
  cEgo.Say("He is around here somewhere!");
  }



Obviously this will run forever in Rep Exec. (Have used in Room 1 to test)

I have tried DoOnceOnly to no avail but I obviously need to STOP Events running and allow player to carry on walking but to Run when collide and sonar are true.

What would be the best way to do this? I would prefer not to lose Sonar selected if possible as NPC character can randomly move.

EDIT
At this moment I am trying:
Code: ags

  cEgo.Say("He is around here somewhere!");
  cWaeks.Walk(cWaeks.x + 50, cWaeks.y - 0, eNoBlock, eWalkableAreas);

This Walk(cWaeks) with be Random when coded.

This seems to do what I want. I'm trying now to select ListBox Item as Inventory and use it on cWaeks.

I hope I have put this in an understandable way.

cheers

#42
Hi

EDIT: I copied Global into a recent save and its ok, just have to do a few room touches to put me back on track  ;)



computer decided to restart now I can't access the game.

I can open and copy global which I had just revamped so can re-write if needed.

I remember something about using gamebak..

Can someone remind me please?

cheers



#43
Hi

My latest game is being tested.

The game runs fine without any crashes or errors yet the 'Tester' says it crashes on the India location when you first enter the room, he says it may be a null pointer on fade in.

I only have a music play and a line of text at fade in.

Could someone just check from their end and see what happens when they go to India.

http://www.mediafire.com/?l12o74fxc48m7m5

As I say, it seems to play ok my end.

Only Sudan and India are available at present.

Cheers if you could take a peek and let me know.

steptoe

PS Debugs shows:

GUI On(1) ignored G 156 (already on)





#44
Hi

I have an Auto save system that I use which seems to work fine (as per code below (No manual saves))

Code: ags


function room_RepExec()
{
  if (cjonesy.PPCollidesWithO(osave) == 1)
  if (Game.DoOnceOnly("Oasis")) 
  {
  Game.DoOnceOnly("Sudan Oasis");
  SaveGameSlot(2, "Sudan Oasis");
  aFlag.Play();
  Display("Auto Saved: Sudan Red Oasis");
  Wait(2);
  object[6].Visible=false;
  }
}



The bugbear is when wanting to Delete all the Auto Saved Slots.

I use as an example{

Code: ags

  DeleteSaveSlot(0);
 


I have noticed that my Deleted Save Slots list is longer then all the Auto Saves list.

So far I have about 9 Auto Saves yet have to Delete Save Slots up to about 28 for all Auto Saves to all be deleted.

I'm using the standard 1-50 slots.

Dumbfounded and hoping for an answer.

cheers if you can help





#45
Hi

It seems search is down at the moment.

I am trying to have invwindow show top row whenever it is opened. At the moment it shows lower row with nothing if inventory in that row has been used.

I have 7 items per row.

So far I have this at top of Global:

Code: ags

void on_event(EventType event, int data) 
{

  if (event == eEventLoseInventory) 
  {
  int ic = invCustomInv.ItemCount;
  if ((ic/7)*7 == ic && invCustomInv.TopItem == ic-7) invCustomInv.ScrollUp();
  }
}


No doubt it is slightly wrong.

Cheers if you could check/correct my code


#46
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!

* Flag Autosaves
* 3 Location Chapters
* Chapter 1: Sudan 'Temple of Laketa' - completed.
* Chapter 2: India 'Punjab Rock -  completed
* Chapter 3: Mongolia 'The Golden Gate' - completed
* Choice of start location









#47
Hi

EDIT: I just spotted duplicate entries, now corrected in below script.

New question: After click 6 can the clicks begin again from 1 as if able to keep running through at will?


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

I have the following script that works, trouble is some take 2 clicks for the next lable to appear and not 1.

Code: ags


function Button24_OnClick(GUIControl *control, MouseButton button)
{
  key_clicks++;
    
 if (key_clicks == 1)
 {
  Lsplash.Text="1500BC. In the known world a Tibetan holy secret society held 6 sacred tablets of enlightenment given by the God of hope. Each sacred tablet has the power to bring peace and health to mankind through spiritual and astral projections.[[They could not be used to hurt mankind directly but in wrong hands could open portals to other dimensions and therefore bring fouth demons of unspeakable hell!";
  Button24.Text=">";
}
 else if (key_clicks == 2)
 {
   Lsplash.Text="";
   Lsplash.Text="Wang the Merciless, the most feared Mongol leader, was said to be seeking out the 6 sacred tablets to obtain supreme and utter power![[Mandrin, a Tibetan secret society holy High Priest, knew that the great war leader Wang the Merciless would seek out the 6 sacred tablets. This could never happen!!"; 
   Button24.Text=">";
}
 
 else if (key_clicks ==3)
 {
   Lsplash.Text="";
   Lsplash.Text="Because of such threat, Mandrin decided to seperate the sacred tablets and have each one transported to an unknown location.[[So secret were the locations that nobody knew where they were taken to. Those that had transported the sacred tablets were killed for secrecy!";
   Button24.Text=">";
}
 
 else if (key_clicks ==4)
 {
   Lsplash.Text="";
   Lsplash.Text="2012AD. The secret society of holy order had a last gathered enough information as to the approximate whereabouts of each sacred tablet. It was time to 'Bring them home'.[[They needed someone of the holy order to go and find the exact locations and return with all the sacred tablets.";
   Button24.Text=">";
  }
 else if (key_clicks ==5)
 {
   Lsplash.Text="";
   Lsplash.Text="They chose someone with much courage and strength. They have chosen you, Jonesy Smith.[[An airplane has been charted for your use and after a briefing you set off immediately to your plane anticipating your journeys ahead.";
   Button24.Text=">";
   }
 else if (key_clicks ==6)
 {
    Button24.Visible=false;
    Lsplash.Text="";
    Wait(100);
    gsplash.Visible=false; // Shows Room 1
   }
}


Cheers for all help



#48
Hi

I have a few desert backgrounds. As you can see I am not what you would call artistically gifted.  

How would you improve the sand of this desert?



Updated:



cheers


#49
Hi
EDIT.. I restarted computer and gradually put script back bit at a time. Seems to work though just a tadge slow starting.

-------------------------------
suddenly i now get a black screen on running game.

Have put player to start in that room (room 4) to work and test.

There is no Wait and i have stripped code right down.

What could be the problem.

I can start in other rooms.

Edit. Can go to room (that started blank) from previous room....

:(

#50
Hi

EDIT.. I have opted to use inv compass on main player at the moment.

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

Is there a reason why inv click only works with Look/Select?

I am trying to select an inv object which opens up a gui. This works when I select Look, the gui appears. I would rather it happen when inv item is seleted.

inv=icompass
gui=gcompass

The gui compass has a close button.

Would this be acceptable if i had this and made inv  image transparant?:

Code: ags

function repeatedly_execute_always()
 {
 if (cjonesy.ActiveInventory==icompass)
 {
 gcompass.Visible=true;
 }
 }




cheers for any help


#51
Hi

ERROR.. GOT DOUBLE POSTING FOR SOME REASON.

Is there a reason why inv click only works with Look/Select?

I am trying to select an inv object which opens up a gui. This works when I select Look, the gui appears. I would rather it happen when inv item is seleted.

inv=icompass
gui=gcompass

The gui compass has a close button.

Would this be acceptable if i had this and made inv  image transparant?:

Code: ags

function repeatedly_execute_always()
 {
 if (cjonesy.ActiveInventory==icompass)
 {
 gcompass.Visible=true;
 }
 }




cheers for any help


#52
In some games the player can't walk left / right further then the screen edge with no explanation as to why they can't proceed,  even if there does not appear to be a blockage, yet people still make these types of games and get away with it?

Also, player enters a room without any hint as to what to do?

I have also noted that some game backgrounds look like they've been drawn by a chimp with boxing gloves on yet get fair reviews.

Is this the new future of games or just bad design or an 'in joke'?

cheers


#53
Hi

I'm doing a trial 'dry' run and I am trying to figure out the best way for the following:

I have a variable int of 2 named Guitarist. 2 Characters are assigned with an int each.

A Dialog (dguitarist) appears and you have to choose a character.

After choosing a character that character gets taken to Room 2.

Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
 Guitarist=1;
 if (Guitarist==1)
 { 
 cClerk.ChangeRoom(2);
 cEgo.ChangeRoom(2);
 }
stop
@2
 Guitarist=2;
 if (Guitarist==2)
 {
 cBryan.ChangeRoom(2);
 cEgo.ChangeRoom(2);
 }
stop


Naturally I need AGS to know the characters Name I have chosen.

At the moment I have this in Room 2 :

Code: ags


  //After dguitarist and in Room 2

function room_AfterFadeIn()
{
  if (Guitarist==1)
  {
  cClerk.Say("Thanks for choosing me Man");
  cEgo.Say("You were the best Derek");
  }
  else if (Guitarist==2)
  {
  cBryan.Say("Thanks for choosing me Man");
  cEgo.Say("You were the best Baz");
  }
  }


What would be the best way of declaring this instead of having to place in every room?

I have tried this:

Code: ags

function repeatedly_execute_always() {
  
  // Put anything you want to happen every game cycle, even
  // when the game is blocked inside a command like a
  // blocking Walk().
  // You cannot run blocking commands from this function.
  
  if (Guitarist==1)
  {
  cClerk.Name=player.Name ;
  }
  else if  (Guitarist==2)
  {
  cBryan.Name= player.Name;
  }


But it shows numbers when using this in Room:
Code: ags

 cEgo.Say("You were the best %d", player.Name);


Trying to display %d players.Name who ever is chosen

So I need to declare who the player is in terms of Name: Derek or Baz and have Say dialogs with that name.

All help appreciated

cheers

steptoe




#54
Completed Game Announcements / * Jetpack Sam 1
Wed 11/01/2012 15:42:18
Hi

Do you remember the 80's Dos games such as Dangerous Dave?

Games in those day would fit on a Floppy.

Touch of nostalgia coming on.

Simple stuff but we got hooked and the rest is history

If you are looking for a complex, hard and fast modern adventure game then this is not for you, however, if you want 30 minutes of grabbing objects, gaining points, avoiding traps, finding bonus and secret areas then this is for you.

Well, here I have done a loose version of Dangerous Dave, an old 1988 Dos game, updated but still with that Dos feel for those of you who can remember the good old days of Dos without all of todays whistles and bells.

As the title suggests, Jetpack Sam flys around with his Jetpack trying to grab precious gems, gold and silver. For each item grabbed there are points awarded.

There are some changes to the original game and there are Bonus and Secret Areas to discover as well as mystery balls with mystery outcomes.

Watch out for the enticing traps such as raging fires, moving spikes, electrical arcs, swinging blades and the Red Devils that are there to stop you.

Levels include:

* Jaws
* Hot pants
* Crispy duck
* Snakes alive
* Great balls of fire
* Don't lose you head
* Pressing engagement

Read Info is available throughout the game.

At the end of the game there is a stats report of your game play results.

SPECS:
320 X 240
16 bit colour
3.19 Mbs zipped size
(Actual size 12.2 Mbs)

CONTROLS
L Mouse button controls Walk/Fly and R Mouse button controls Jet power up.






Download:
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1521


steptoe


#55
Hi

I have just come across this, not a big major issue but an issue none-the-less though I expect its normal.

Player collides with an object. Both are on a region with tint lighting. When collision occurs a Display is displayed.  The object [shark] lighting effect goes off until game play is resumed when player is Transparency=0

What I have for the event is this:

Code: ags

   if (PPColliding.CWithO(cFrankj, oshark))
   {
     
     Game.DoOnceOnly("SHARK");
     cFrankj.LockView(36);
     Display("You've been eaten by the shark!");
     cFrankj.UnlockView();
     Lives=(Lives -1);
     cFrankj.Transparency=100;
     cFrankj.Move(44, 133, eBlock);
     cFrankj.Transparency=0;
 }
  


Is there a work around for this?

cheers

steptoe

#56
Hi

EDIT: I have made a transparent button that covers the gui and it seems to do the trick. If there is a more acceptable way Id'e like to know.

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

the below script works for gui buttons which is fine. However, how do I make it remain the same view for when over a whole gui (ginfo)as well.

Like when the cursor comes off a button over a gui it changes to my default vies and does not change view until gui is closed, which I have done?

Code: ags

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

}


cheers for any assistance

#57
AGS Games in Production / * Jetpack Sam
Thu 29/12/2011 21:44:27
Hi

                                    -------------Jetpack Sam---------------

Do any of you remember the  80's Dos game Dangerous Dave?

Games in those day would fit on a Floppy.

Simple stuff be we got hooked and the rest is history  ;)

Well, here I have done a loose version of Dangerous Dave, updated but still with that Dos feel for those of you who can remember the good old days of Dos.

As the title suggests, Jetpack Sam flies around with his Jetpack trying to collect precious gems, gold and silver.

There are some changes to the original game and there are Bonus and Secret Areas to discover as well as mystery balls with random outcomes.

Loads of levels which includes:

* Jaws
* Hot pants
* Crispy duck
* Snakes alive
* Great balls of fire
* Don't lose you head
* Pressing engagement

and loads more......

There are enticing traps along the way such as raging fires, moving spikes, electrical arcs, swinging blades and much more to try and stop you!

L Mouse button controls Walk/Fly and R Mouse button controls Jet power up.

Below images subject to some change which will be shown at a later POST below:







Specs:

16 bit colour
320 x 240 resolution
Game progress: 10% 20% 30%

steptoe



#58
Hi

This is rather an embarrassing problem.

Conditions are not running as they should.

When ocup1 &&  ocup2 && ocup3 become !visible  (through PPCollision) object[19] becomes visible there is NO animation running for it.

The view for object [19 ] is 100% perfect and the objects correctly named and are all on walkable areas.

The idea is for object[19] to flash continuously when condition have been met.


This is not working as it should even though object[19] becomes visible.
Code: ags


function repeatedly_execute_always()
{
   if (!ocup1.Visible && !ocup2.Visible && !ocup3.Visible)
  
{ 
  object[19].Visible=true;
  object[19].SetView(14, 0, 0);
  object[19].Animate(0, 5, eRepeat, eNoBlock, eForwards);
 
}
}


This however makes object[19]visible once ocup1 && ocup2 become !visible and when ocup3 is !visible the animation works.

Code: ags

function repeatedly_execute_always()
{
   if (!ocup1.Visible && !ocup2.Visible && ocup3.Visible)
  
{ 
  object[19].Visible=true;
  object[19].SetView(14, 0, 0);
  object[19].Animate(0, 5, eRepeat, eNoBlock, eForwards);
 
}
}


Can you see an error of have an explaination for this?

cheers for any help on such a somewhat  simple matter

steptoe



#59
Hi

doing a few tests i have come across this problem.

I have a region activated by a bool which works fine.

However, I notice that it does not work with KeyboardMovement Pressing.

KeyboardMovement Tapping is fine and region events happen, but KeyboardMovement Pressing does not cause anything to happen.

All help appreciated

steptoe



#60
General Discussion / **Merry Christmas**
Sat 24/12/2011 17:16:48
    **Merry Christmas** 

to all those that celebrate the festive season

:=
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