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Messages - steptoe

#201
Hi

naturally any game you make is a learning curve. This certainly was and I'm sure everyone, yourself included, would agree that once a game is finished you immediately know it could have been much better.

Your brazen comments are taken in good jest and I wish you luck with your games.

PS Maybe next time you are really bored do something more constructive  :)

steptoe



#202
Thank you.

Khris:

Code: ags

BSonar.X = cWaeks.x/5;
BSonar.Y = cWaeks.y/5;

Works best.

Don't be too harsh.. ;) Cheers anyhow khris.

Thanks guys
#203
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



#204
It shows the letters as well a the saying 'The quick brown fox jumps...." This gives you an idea of what the letters actually look like and in various sizes.
#205
One way, if it is in the windows font folder, is to click it open where you can view it.
#206
Thank you so much guys.

Guess that will keep me busy for a while  ;)

steptoe


#207
Hi Khris,

thanks for your detailed response.

This is all done in the dark... via flashlight plugin.

Sonar is more a condition rather than an Inventory.

When the Sonar is selected from the ListBox it becomes 'true' and if the player gets within 30 from the NPC a display lets you know the NPC is somewhere near and the NPC moves elsewhere a little, say 10 pxls.

If you then select say Gun from the ListBox then Sonar becomes false and Gun becomes active Inventory.

Now the collide rules change. Within 30 with an active inventory will kill the NPC else outside 30 will Display ' You shoot but miss!' sort of thing.

Other Inventory includes: Knife, choker etc etc

** The collide code I used was from a while back. Yours is more compact and I will certainly give it a bash.

cheers


#208
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

#209
UP-TO-DATE

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

Game includes:

Riding a Camel and an Elephant.
Solving a mystery behind a waterfall.
Using a tracker to pick up wave signals.
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?

and more....

There is a twist at the end .

Currently being tested.

#210
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



#211
Hi Khris,

thanks for your informative answer.

I did not really need to use AudioChannel.Volume I should have used Volume property (system) instead.

I have since taken out all AudioChannel.Volume and have just used basic music.Play() so it does not seem to be relevant anymore.

Also, due to a revamp, the original line 158 has now GONE.

I understand more about volume channels and null pointers now, so next time i will keep this is mind.

I am presently waiting for an updated test report.

Thank you guys very much

steptoe




#212
Ghost, No, both sounds actually last for about 10 seconds but looped as per music.

The error message line states line blah blah which was the Volume property (audio channel) line which I have now taken out. Not sure what else could cause someone to have these problem.

If you feel that this could be what is causing the problem perhaps I should look at changing the music files altogether for new ones?

I know this is probably the wrong place for this but it is on subject:

Code: ags

// room script file

function room_Load()
{
  gIconbar.Transparency=0;
  gIconbar.Visible=true;
  region[2].Enabled=false;
  }


function room_AfterFadeIn()
{
   RemoveWalkableArea(2);
   RemoveWalkableArea(4);
   aBEES.Play();
   object[0].SetView(60);
   object[0].Animate(0, 4, eRepeat, eNoBlock);
   cjonesy.Walk(45, 198, eBlock, eAnywhere);
   cjonesy.Say("Agh! A massive beehive with lots of deadly bees! How am I going to get passed without being stung to death!!");
   region[2].Enabled=true;
   }

function region1_WalksOnto()
{
  cjonesy.Say("I can't pass by without getting stung! I need those bees to buzz off!");
}

function oleaves_Look()
{
  Display("You see some dead, dried leaves");
}

function oleaves_Interact()
{
  Display("You could grab the dried leaves but you have a better idea!");
}

function oleaves_UseInv()
{
  aBEES.Play();
  
  if (cjonesy.ActiveInventory==ilighter)
 {
   region[1].Enabled=false;
   RestoreWalkableArea(2);
   cjonesy.Walk(112, 188, eBlock);
   cjonesy.ActiveInventory=null;
   cjonesy.LoseInventory(ilighter);
   cjonesy.LockView(62);
   cjonesy.Animate(2,4, eOnce, eBlock);
   object[1].Visible=false;
   cjonesy.UnlockView();
   object[2].Visible=true;
   object[2].SetView(61);
   object[2].Animate(0, 4, eRepeat, eNoBlock);
   object[2].Transparency=40;
   object[0].Graphic=989;
   aBEES.Stop();
   //AudioChannel *channel =   
   aANIMALSOUNDS.Play();
  // Wait(40);
  // channel.Volume = 100;
   cjonesy.AddInventory(ilighter, 20);
   cjonesy.Walk(54,198, eBlock);
   cjonesy.FaceLocation(104, 197);
   cjonesy.SetWalkSpeed(10, 10);
   cjonesy.Say("Now's my chance to shifty passed!");
   cjonesy.Walk(311, 176, eBlock, eWalkableAreas);
   cjonesy.Walk(340, 176, eBlock, eAnywhere);
   cjonesy.ChangeRoom(18, 16, 190);
   }
 else 
 {
  
   Display("As if that is going to help!");
   }
 }


function obees_Look()
{
  Display("The beehive is huge!");
  }

function obees_Interact()
{
  Display("No way are you touching that beehive! There must be a way to shoo those bees away!");
  }

function obees_UseInv()
{
  Display("That would only aggreviate the bees to attack!");
  }

function region2_WalksOnto()
{
  cjonesy.Say("I can't go back. I must get the sacred tablet!");
  }

function hHotspot1_Look()
{
  Display("The Indian sky is clear and has an orangy colour");
  }

function hHotspot2_Look()
{
  Display("The Indian country is very overgrown with plants and is jungle like and stretches for miles. You can hear animals nearby");
 }

function hHotspot2_Interact()
{
  Display("It's best you keep to the path and not enter the jungle overgrowth unless you really have to!");
  }

function hHotspot3_Look()
{
  Display("The Indian path is just dried dust");
  }

function room_RepExec()
{
 
 }


cheers

steptoe


#213
Hi Ghost

I think the I chose Volume property (audio channel) as the Music was a bit low. Maybe I should have used Volume property (system) instead.

By the way, the sound does change from music 1 to music 2 then back to music 1 after an event.

Though most people found it alright someone had crashing problems with the music.

Between a rock and a hard place as it were.

Anyhow have taken off Volume property (audio channel)  and just scripted as music.play.

Fingers crossed.

cheers

steptoe


#214
Hi

Is there anyway that

Code: ags

AudioChannel *channel = aExplosion.Play();
Wait(40);
channel.Volume = 100;


Could cause a system error?

steptoe



#215
Hi

Khris & NickyNyce,

strange but line 158 was a Hotspot interact with a Display but on just looking the Hotspot Interact Events Panel Hotspot NO Interact was not assigned!! Weird...

This could have been the cause?  Nothing else in that Event.

I'll compile game now and see if that helps.

cheers everyone

steptoe

#216
That's great news.

Go at it with a different view of getting it done properly and I hope you succeed.

End of story I think...

;)
#217
Understanding your frustrations GrimReapYou I can only add that at times you have to eat humble pie and take notice of certain people on here that I have great praise for.

I myself have been shot down a few times and have the scars too prove it, but in the end it makes you stronger and better.

You say you won't recruit a team to help, bad move. If you want it done ask in the right place.

Would you build a house on your own? No, you would recruit a team. Good move.

Comments by Khris are well founded and I have always found him compliant in most cases and helpful as a fellow scripter as well as giving out the odd bollocking.

Lashing out in temper all the time will deter anyone from helping you.

So, take heart, rethink, get back in check and start again. This may well bring you success.

;)



#218
I'll take a look

cheers
#219
You could check out Variables as a starting point.

Do a search here / read the manual.

Let's us know how you get on.
#220
Quote from: »Arj0n« on Wed 22/02/2012 17:06:10
Quote from: Tabata on Wed 22/02/2012 17:01:18
There is something strange about the sound when near the bees.
It sometimes changes from bees-sound to a sound of frogs!?  ::)
America got killer bees, India got frog bees  :)


lol    when you have done the bees the sound returns to nature sounds like crickets and maybe there are frogs to etc etc that is why  :)




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