Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - steptoe

#261
Has Elandra been on the stretching rack  :=
#262
I find the colours are a bit blinding and messy!

I'll give it a whirl though  :)

#263
Hi



You may just have 2 views for the NPC: (You can have as many as you like but see events panel)

1: Normal Walking View (Could be your Background animate View containing animation)
2: Talking View

Number 1 View will contain the animation you NPC does (normally used walking)
Or just change to another view.

example using usual Views:

cEgo.Animate(0, 3, eRepeat, eNoBlock); This plays loop 0 of his normal view.

When you talk to him he should go to his Talk View.

Afterwhiich he should return to his Normal animating View.

Idle view is if he is doing nothing at all and after a set time his view will go to Idle.



#264
I know you can do it with windows movie maker.

Or you could make text objects to do it.

Maybe someone has made a modern module/plugin for that effect?

there is this:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=5079.0

Download example:

http://www.angelfire.com/space/little_flower/ags.html

bit old but may help.

Similar to Movie maker, bit shaky though.

steptoe

#265
Thanks guys,

How I missed Character Variable I'll never know.

I have gone with your answer Khris as it was first in line.

And yes Khris, about the water, yeh, feel like a drip now  ;)

Works a treat.

many many thanks guys

steptoe

#266
Yes, I realised that now Iceboty, cheers.

But player.Name displays main characters name and not chosen player (not main character).

So, I'm still trying to figure it out.

cheers

steptoe


#267
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




#268
Make a button the default image 0 and run the game and see if it shows.

when you import any sprite make sure you get correct transparency correct ie top right, top left, bottom right, leave as is etc etc

EG if you have an all black button and you select say top right transparent then your button will be all transparent!
#269
I'm glad the inventory items are now solved.

Not sure about the button problem at the moment. Are they the game default buttons? Have you changed the games colour depth? Ie 16 to 32 etc after importing your images?

The white box outline around the inventory window is a guide and does not show in game.

#270
Provided you have set the inv hotspot, as well as eye and hand cursors it should not be a problem.

Check inv itemheight and Itemwidth in Inv window.  if area bigger than inv item it may cause problem?

Anyhow, you say you select the item from inv and the mouse cursor image changes, to what. Is this correct?

Also, try changing button images to 0 and see what happens (button should appear grey)
#271
You can set the 'hotspot' for all inventory items.

Simply click the inv object from the inv tree and set the hotspot where you want it to be active. IE Middle of Key.

Not sure about black button areas.

The game default buttons are grey (image 0).

Did you import button that have black in? Did you select any transparency?
#272
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


#273
AGS Games in Production / Re: * Jetpack Sam
Tue 10/01/2012 08:19:47
Game tweaked and almost ready.

Your full game stats at the end will tell you how you done.

Beginning Info shot:






#274
I doubt it.

Characters/Objects with just single animations each with simple views I don't think you need worry about game size.

#275
AGS Games in Production / Re: * Jetpack Sam
Fri 06/01/2012 08:37:28
Hi ArKaN01D

Lots have mentioned Jetpak. I see there is jetpak-solar-crisis. I'll download it.

Just played some. Great game  :=

Mine is more a venture into doing a mouse click game.

I have sent you a PM.

Cheers

steptoe

#276
Levels include:

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

You start off with 6 lives so be carefull!

Game progress: 98%
Graphics: 99%
Sounds: 96%

TESTER WANTED! Game almost finished.

Some updated screenshots:













#277
Hi Khris

I do not use 'DoOnceOnly' now, just the events when collision happens and everything gets reset after player has moved. Don't know what I was thinking?

It's a repeat event that happens each time player collides with object after reset.

Regarding the repeatedly_execute_always Tint, well, I wanted to make sure the object (shark) was Tinted all the time.

To top matters off there is also a Timer event for drowning in the water as well as shark attack.

Whatever I have put it works game wise as wanted.

cheers

steptoe

#278
Hi Khris

Sorry about that non extra space  ;)

EDIT:

object[14].Baseline=0;

and I have in repeatedly_execute_always

object[14].Tint(0, 0, 250, 50, 100);

This appears to have solved the problem as per below shot.



-----------------------------------------------------------------------------------------------------
Also, I do understand DoOnceOnly and in this case the events are run once and then the player is re positioned to try again. So, it does not run just ONCE in the game. Its used so player only loses 1 life per collision.

Actually, I don't think I even need it at all thinking about it.

The object (shark) still reverts back to non lighting when collision occurs even when i take 'Display' out.

* There is an Object (water) over the Object (shark). It is the Object Water that Is tinted.

cheers

steptoe




#279
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

#280
Advanced Technical Forum / Re: Games database
Sun 01/01/2012 11:05:15
Hi

AGA  (His Forum Name) usually deal with Games database.

Send him a message.

Unfortunately some mods seem to be awol at times.

steptoe

SMF spam blocked by CleanTalk