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Messages - steptoe

#21
Game: 20%

Contributors welcome.

Come on soldiers........

8-)

#22
QuoteNice game but for the life of me I couldn't figure out who did it. I thought it was the wife and the guy that worked in the garden.

The clues are there. Non human hair in fuse box is a clue to the guilty.

Cheers
#23
Hi Khris

I have now added this to repeatedly_execute_always and as you no doubt know, it works.
(I know, I know..... It just slipped my mind for a moment. That's old age for you  :P)
Code: AGS
}
  
  if(Button14.Graphic==387)
  {
  Button16.Visible=false;
  Button15.Visible=true;
  }
  
  else if(Button14.Graphic==383)
  {
  Button15.Visible=false;
  Button16.Visible=true;
  }

  }



cheers

#24
Hi

I'm not sure if you can stipulate a button's animated frames.

IE if frame 1 show this button else if frame 2 show this button.

All buttons are on an animated GUI.

Think along the lines of a radar picking up a signal at various locations of the radar.

Appear and then disappear depending on frame of gradar gui animation.

I'm trying this but it's not doing what i want:
Code: AGS
function Button12_OnClick(GUIControl *control, MouseButton button)
{
  gRadar.Visible=true;
  Button14.Animate(35, 0, 9, eRepeat);
  
  if(gRadar.Visible==true && Button14.Graphic==387)
  {
  Button16.Visible=false;
  Button15.Visible=true;
  
  }
  
  else if(gRadar.Visible==true && Button14.Graphic==383)
  {
  Button15.Visible=false;
  Button16.Visible=true;
  }
  }


Cheers

#25
New (original) screenshots:

Finding and killing enemy spies!


Arriving at Mung Dun Doo:


Inside a burnt out hut:


Contributors welcome

#26
My own background (EDIT: Have change jungle look)

Watch out for enemy spies!


Discover information about each soldier (captain is looking at a map):
#27
New Original screenshots (subject to small changes):

Watch out for enemy spies!


Discover information about each soldier (captain is looking at a map):


If you want to throw grenades at the enemy and see their bodies scattered all over the place then this game is number one to play  8-)

That's the price of war I'm afraid.



#28
Cheers Crimson Wizard,

Just to confirm (in case we have cross wires):

Enemy1a && Enemy1b are Ints that both start at 3 and when both reach 0 a bool becomes true.

Although I have chosen another option knowing this way may help me for later on.

cheers

While I'm here, I may as well slip this one in:

Rep Exec:

Is it possible to display Mouse Walk graphic while executing this code before changing modes?

Code: AGS
}
 if (mouse.Mode==eModeWalkto)
 {
 
 cryan.SpeechView=14;
 cryan.Say("I'm too busy reading this map to walk around!");
 mouse.SelectNextMode();
 }
 }


cheers again



#29
Hi

I have already gone with another sure-fire option.

cheers

#30
Hi

I'm looking at manual to find the best way of doing this:


EDIT: Surely must be:
Rep Exec
Code: AGS

if(Enemy1a <= 0 && Enemy1b <= 0)
{
bool=true;
}


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



Int A (Enemy1a) plus Int B (Enemy1b) (or vise versa) = Bool false/true sort of thing.

I want to replace Enemy1a >= 1 && Enemy1b >= 1 with a bool=false and change if both Ints are met (Both Int=0) by Rep Exec to true.
Code: AGS

{
if(cryan.ActiveInventory==igrenade && Enemy1a >= 1 && Enemy1b >= 1)
{
 cblondie.FaceLocation(292, 206);
 Grenades=(Grenades -1); 
 object[8].X =cblondie. x-0;
 object[8].Y = cblondie.y- 0;
 cblondie.ChangeView(10);
 cblondie.Animate(0, 6, eOnce, eBlock);
 object[8].Visible=true;
 cblondie.ChangeView(7);

 //PLUS MORE AS RANDOM INTS 


Would someone please assist

cheers

#31
Now, if I had the power do to that (laugh)

Anyhow, busy trying to create some backgrounds... Here's wishing  :P
#32
Darth,

oops, forgot to upload  8-)

Done

#33
AGS Games in Production / Mission: Cambodia
Sat 04/08/2012 08:11:05
Hi

Soldiers on a mission in Cambodia during the Vietnam war.

Rough outline:

The mission is to destroy a key bridge held by the Vietnamese communists and to release POW's.

Of course things are not as simple as that, as well as fighting the cunning Vietnamese enemy, becoming low on ammo and supplies you also come across a hidden sacred valley that is protected by regenerated dead soldiers!

After all that you still need to take the bridge!!

Use machine guns, grenades, bazookas and landmines etc to defeat the enemy!

Example USA Soldier (Subject to changes)



Draft Interface:



Typical type Backgrounds:

Watch out for enemy spies!


Discover information about each soldier (captain is looking at a map):



Looking for contributors.

Game: 5%
#34
Recruitment / Mission Cambodia: Team Wanted
Fri 03/08/2012 21:31:22
Hi

I'm looking to build a team for my next project.

A type of 'Small Soldiers' on a mission in Cambodia during the Vietnam war.

Rough outline:

The mission is to take a key bridge held by the Vietnamese to enable USA forces to penetrate deep into Vietnamese territory, defeat them, take the bridge and win the war.

Of course things are not as simple as that, as well as fighting the cunning Vietnamese enemy, becoming low on ammo and supplies you also come across a hidden sacred valley that is protected by dead soldiers!

After all that you still need to take the bridge!!

Use machine guns, grenades, anti tank bombs and landmines etc to defeat the enemy!

Example USA Soldier (Subject to changes)


Draft Interface:


Typical type Background:


Help with:

* Backgrounds - (jungle, huts, buildings etc) I can do rough scenes which you can work on and make great.
* Scene scenarios, problems and solutions. - I have a few ideas: Well with water but no bucket, enemy playing cards and there is a supplies crate you could do with as you are running very low, crossing a fast river, sliding down a high bank but there are enemy near by, finding a truck that needs fuel (maybe fuel depot nearby).
* Script helpers - if some advanced code is required
* Voice actors
* Some object creations etc

If you would like to contribute or can help in anyway please PM me and we can take it from there.

Thanks

steptoe
#35
Comments help produce better games, please leave yours.

#36
Cheers Arj0n

#37
The Shadow Avenger: It's personal

12 years have passed since that fateful day when your parents were murdered by a gang of evil thugs!

Over the years your mind has been tormented by its sinister darkside!

You have changed: from a mild mannered young boy to a disturbed, neurotic adolescent hell bent on retribution!

You have spent your time preparing yourself to avenge your parents murders!

You have recently learnt from an old snout, for a pack of cigarettes, that the gang involved in your parents deaths were the Endel gang.

They must pay! They must suffer as you have!

The time is right. The time is now. It's time for 'The Shadow' to cast his special blend of justice on all those responsible!!

Find the gang responsible and kill them off in the most horrific ways.

** Contains gore scenes of a very graphic nature!!

Quote"I must be silent and remain in the shadows."

Quote"Agh!! It's bit my balls and now it's chewing its way into my intestines!!"

Quote"He must be immune to the shit drugs they use these days!!!"

Quote"I'll slice you like a christmas turkey!!"

Quote"I'll cut your balls off!!"


















640 X 480
16 Color

DOWNLOAD: http://www.adventuregamestudio.co.uk/Games.aspx/Detail/1591


#38
Hi Khris

Used Timer and RepExec as you mentioned and it works. Many thanks.

Also, used StartCutscene /  EndCutscene. I should have thought about that!

Thanks again

Edit: It seems to not work if loading a game after cutscene (if saved further on) and restarts from splash scene.

For the time being I have removed restore point and kept cutscene skip.

I will read/search more about subject.


steptoe


#39
Thanks Khris

I used SetRestartPoint on room_Load but the cutscene still fails to run.

Could it be that the Player need to be in room? Player starts in room 20 when game starts and when replaying restarts in room 1.

Here is room_AfterFadeIn:

Code: AGS
function room_AfterFadeIn()
{
 
 // CUTSCENE STARTS

 DisplayAt(40, 200, 600,"After an evening at the Grand Theater you are waiting for your [chauffered car to arrive when suddenly...");

 // CAR MOVES AND STOPS

 aCARSTOPS.Play();
 
 ocar.SetView(12, 0);
 ocar.Animate(0, 4, eRepeat, eNoBlock);
 ocar.Move(302,  216, 4, eBlock, eAnywhere);
 ocar.SetView(12, 1);
 
 cRichy.Transparency=0;
 cRichy.Walk(358, 183, eBlock, eAnywhere);
 cRichy.Say("I have a gun! Get into that alley before [I blow you all away!!");
 cClaudia.Walk(434, 130, eNoBlock, eWalkableAreas);
 cFrankj.Walk(434, 130, eNoBlock, eWalkableAreas);
 cFrankm.Walk(434, 130, eBlock);
 cRichy.Say("Keep the car hot Trevor whilst [I turn these filthy rich guys over!");
 cRichy.Walk(434, 130, eBlock);
 
 cRichy.Say("You rich folk give me all your[jewellery and money!!");
 cFrankj.Say("We are not giving you anything!! [Go before I shout for the cops!!");
 cClaudia.Say("I think we should do as he asks[darling, he has a gun!!");
 cRichy.Say("That's right lady. Now, hand over [the pretty pretty and make it quick!!");
 cFrankj.Say("Do not give him anything Martha!!");
 cRichy.Say("I said hand over your valuables [or i'm gonna let you have it!!");
 cFrankj.Say("You won't get away with this!!");
 cRichy.Say("Shut your face old man!!");
 
 aGUNSHOTS.Play();
 
 Wait(210);
 object[2].Visible=true;
 object[3].Visible=true;
 object[6].Visible=true;
 
 DisplayAt(80, 210, 400, "Shots rings out and your parents lay dead and you receive a leg wound!!!!");
 
  // GUNFIRE

 cRichy.Walk(358, 186, eBlock, eAnywhere);
 cRichy.Transparency=100;
 
 SetBackgroundFrame(1);

 cFrankj.Say("Put your foot down before the [cops get here!!");
 //cEgo.SayAt(380, 149, 260, "Mr Endle will be proud [of you!");
 aCARSTOPS.Play();
 ocar.SetView(12, 0);
 ocar.Animate(0, 4, eRepeat, eNoBlock);
 ocar.Move(680,  210, 4, eBlock, eAnywhere);
 ocar.SetView(12, 1);
 
 object[4].Visible=true;
 object[4].SetView(15);
 object[4].Animate(0, -1, eOnce, eBlock);
 object[4].SetView(15, 1);
 Wait(200);
 object[4].Visible=false;
 
 cFrankj.ChangeRoom(2);
 }


any ideas as to why?

cheers
#40
Hi

Search is down or very slow from my end.

I am using SetRestartPoint so if player Replays from Credits it goes to room other than Splash.

The Restart point cannot be set while a script is running so I have it after Room Fades in but before cutscene starts. Although the Restart works it does not run cutscene.

Code: AGS

function room_AfterFadeIn()
{
  SetRestartPoint ();
  
  // CUTSCENE STARTS
 


Am I missing something?

cheers



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