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Messages - steptoe

#281
Hi

Tester for my present game - Jetpack Sam -  urgently required.

See: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45048.0

Please PM for details.











steptoe



#282
Hi Khris

yes, as you say, I do tend to find a workaround which is why I was after a more 'proper' way.

As It only ever occurs on one GUI (ginfo), which is normally invisible, what I have will do but your post is duly noted for another time.

The 'Toolbox' is becoming more apparent with each game.

Thanks Khris  ;)

steptoe

#283
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

#284
AGS Games in Production / Re: * Jetpack Sam
Fri 30/12/2011 10:36:02
Hi

Sektor 13: Dave 2 never heard of, I'll check it out.

Edit: Seen Dave 2 on Youtube, cool  :D

ShiverMeSideways: I've seen Jetpack screens and it's similar in a way but mine is not quite as busy, as we speak that is.

Adding an editor would be a great idea. I think Lemmings or Worms had this.

The room graphics are not meant to be à la perfick (dos was very pixel orientated) and I'm glad they grew on you ;)

I am naturally trying to make the game play as user friendly and solid as possible.

Jetpack Sam is not gravity based though :'( Mind you, if I get some decent comment reviews maybe Jetpack Sam 2 will?

Still, much work to do and so many levels to create.



Edit: revised shots soon.

Cheers guys

:=



#285
AGS Games in Production / Re: * Jetpack Sam
Thu 29/12/2011 22:08:42
Hi Guys

I've just read that Dangerous Dave came out in 1988!

NickyNyce: well, nothing is ever easy.

With some help from the script gods and my own hard work, I have attempted to re-live that 'Dos feel' and  hope this game fulfills my efforts.

Although Dos was keyboard controlled this game is mainly controlled by mouse but keys can be used as a secondary option..

poc301: Iv'e never heard of Space Taxi, I'll have to check it out.

Come on you testers, show yourselves  ;)

:=




#286
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



#288
I should have guessed DoOnceOnly

Quote
Also, use proper fucking indentation. AGS fucking does it automatically every time you press Return.

When I press return after a line the cursor just drops to space underneath.

Thanks Khris

cheers



#289
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



#290
Thanks so much Khris

cheers

steptoe


#291
Hi Monkey

This works if using mouse walkto and keyboard tapping but not pressing as text flashes by. I tried putting else say before return, no avail.

EDIT: It does seem to work better if I put a small Wait in.

No doubt you will see if any errors.

Code: ags

function region3_WalksOnto()
{
  if (!region_activated) return;   // if not region_activated, exit the function

  
{
  if (region_activated==true &&cFrankj.HasInventory(iputty) && cFrankj.HasInventory(idetonator) && cFrankj.View==3)
  
  {
    
    RestoreWalkableArea(2);
   cFrankj.FaceLocation(115, 160);
   cFrankj.Say("Now to find those Nazis basterds!");
   cFrankj.Walk(120, 195, eBlock);
   object[6].Visible=false;
   object[2].Visible=true; 
   region[3].Enabled=false;
  
 }
  else  cFrankj.Say("I'm sure I have useful things around that will help me defeat those Nazis basterds!!");
  cFrankj.Say("I can't face them unless I'm well prepared!");

}
}


cheers

steptoe

#292
Khris

Edit: you are right about arrows skipping text. I did two Says and it ran second Say but skipped first. So, what can one do?  Unless I use Keyboard Movement None?

When the region is enabled the character Says something which depends on conditions.

If Say this
else Say this

Each condition has 1 Say only. Should I split Say into 2 parts?

as I said, it works with Keyboard Movement Tapping but not by Keyboard Movement Pressing.

Although game is mouse orientated people may well use the arrows.

Not sure where to take this from here.

cheers




#293
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



#294
General Discussion / **Merry Christmas**
Sat 24/12/2011 17:16:48
    **Merry Christmas** 

to all those that celebrate the festive season

:=
#295
Hi

yes, I  have done this myself in the past.

I came across 2 options:

1: Disable other buttons on the menu when a menu item GUI is open otherwise other GUIS will open if another menu item is clicked on (As per Khris).

2: Make each Menu item GUI open that covers all the other menu buttons until you close it.

Food for thought





#296
Cheers Khris

Works a dream.

I understand about putting bools in better now.

Thank you

steptoe

EDIT: I'm not sure why region is ignored with keyboard movement after bool is set to true


#297
Hi

I have a region and I am trying to stop it activating except for lighting when first walking into the room. At the moment it obviously says the 'else' part because of conditions ( it could be worked around I suppose.)

I am certain there is a practical solution and I will keep looking.

I did try to make a bool but to no success.

I have so far:

Code: ags


function region3_WalksOnto()
{
 if (cFrankj.HasInventory(iKey) && cFrankj.View==3)
 {
   
   RestoreWalkableArea(2);
   cFrankj.FaceLocation(115, 160);
   cFrankj.Say("Now to find those evil basterds!");
   cFrankj.Walk(115, 195, eBlock);
   object[6].Visible=false;
   object[2].Visible=true; 
  
}
 else {
 
 cFrankj.Say("I'm sure I have useful things to help in here!");

 }

 }


All help appreciated

cheers



#298
Thank you  NickyNyce

EDIT: Thanks for comment in Games section.

I had to tweak a couple of things so I've uploaded a revised version.

Glad you enjoyed it, even if it does not last very long.

I do hope you will give me a comment in the games section.

thanks again

cheers

steptoe


#299
Hi Khris

edit: if (keycode == eKeyJ && player.View == 3) {

Yes, i understand what you are saying.

I'll copy your code and run a copy.

thank you

steptoe


#300
Hi Khris

its not as easy as that in this case.

When J key is pressed the player changes view and a walkable area is restored which allows player to rise up the screen in the new view.

However, the main thing I am trying to achieve is the up and down loop.

That is to say, rising and going right and then coming down will be different from rising, going left and coming down. Both ways need to face direction of going to from the minute of J presses and the change view.

At the moment I have 2 views for rising which is determined by player facing location as to which 1 is activated when J key pressed. (As in image above.)

I could of course stay with the normal, everyday views with up and down views but I'm trying to push a bit for continuity and effect as well as adding knowledge.

Also when you lower the character back down the screen a region returns the view to normal and the player faces same direction as decent.

So far, what I have works accept take off,when one of the view directions on J key press faces wrong direction at start.

What I have so far and it seems to work:

Code: ags


function region1_WalksOnto()
{
  
  cChar1.ChangeView(3);
  RemoveWalkableArea(2);
}





  
  //MAKE CHARACTER JET PACK
  
  }
  
  
  if (keycode == 74 && player.View==3 && player.Loop==2)
 {
   cChar1.StopMoving();
   cChar1.SetWalkSpeed(8, 8);
   cChar1.FaceLocation(300, 230);
   RestoreWalkableArea(2);
   cChar1.ChangeView(5);
   cChar1.LockView(5);
   cChar1.Animate(2, 7, eRepeat, eNoBlock);
  
   }
  
   else if (keycode == 74 && player.View==3 && player.Loop==1)
{
   
   cChar1.StopMoving();
   cChar1.SetWalkSpeed(8, 8);
   player.FaceLocation(0, 230);
   RestoreWalkableArea(2);
   cChar1.ChangeView(4);
   cChar1.LockView(4);
   cChar1.Animate(1, 7, eRepeat, eNoBlock);
  
}
  



I'm still working on it and its 99.99% right.

cheers

steptoe



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