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

#341
Thanks for all your replies guys

:=
#342
Thanks Khris

Yeah, maybe you are right. Simply 'follow' player will move npc back to player anyway. Cheers, I'll look into doing that.

I like the script about moving npc in relation to player.

cheers again

I need to sort out the collision part.

:=

#343
Hi

Khris: I implemented what you mentioned and it seems to stop collision detection on objects (PPCollision).

AFAIK
If you have a npc follow player exactly then you shoot it (like bullet from a gun) it won't shoot because of the follow command. That is why I called it follow null to shoot then have it transparent and then follow (move) back to return to player. If this makes any sense?

Was not sure how else to do it.

cheers






#344
Hi

rather than making separate cspit move distance for every room I'm trying to bunch together for various rooms except a few where the cspit move is higher up the screen.

Like if player is in 1,2,3,4,5 this distance but if player is in 6 this distance.

When I go with below code it does not seem to make any difference in Room 6.

Example:
Code: ags

{  // SHOOT cspit distance in these rooms = 140
  
  if ((keycode == eKeySpace)&& player.Room==1  || player.Room==2 || player.Room==3 || player.Room==4) 
{
    ginfo.Visible=false;
    cEgo.LockView(5);
    cEgo.Animate(0, 3, eOnce, eBlock);
    cEgo.UnlockView();
    Wait(60);
    Spit=(Spit -1);
    cspit.FollowCharacter(null);
    cspit.Transparency=0;
    cspit.Move(cspit.x + 0, cspit.y - 140, eBlock, eAnywhere);
    cspit.Transparency=100;
    cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
    cspit.Move(cspit.x + 0, cspit.y + 140, eNoBlock, eAnywhere);
}
   // SHOOT cspit distance in these rooms = 190

  else if ((keycode == eKeySpace)&& player.Room==6) 
{
    ginfo.Visible=false;
    cEgo.LockView(5);
    cEgo.Animate(0, 3, eOnce, eBlock);
    cEgo.UnlockView();
    Wait(60);
    Spit=(Spit -1);
    cspit.FollowCharacter(null);
    cspit.Transparency=0;
    cspit.Move(cspit.x + 0, cspit.y - 190, eBlock, eAnywhere);
    cspit.Transparency=100;
    cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
   cspit.Move(cspit.x + 0, cspit.y + 190, eNoBlock, eAnywhere);
}


Double thanks for any help

cheers




#345
Cheers Monkey

Works brilliantly. However, after tweaking it about (distance,eager,speed etc) I find it not really suitable on this occasion as its difficult to do a slow pixel by pixel move as it were.

No doubt it will come in very useful in a situation where it needs be.

Cheers again

:=

steptoe


#346
Hi Monkey

Each string is different and it all works now.

I just had an overload  :=

cheers

steptoe


#347
Hi Khris

I have solved it now...

Noeblock because i did not want it to stop other stuff from animating.

cspit is a weapon that shoots out (preset Y)  from playerand then returns for next use. I've got it in the Global script.

Thanks for Random Tip

cheers

;)



#348
i forget to take random int out.. cheers

Also the Game.DoOnceOnly is NOT working as it can score more than once!

Code: ags

 if (cspit.PPCollidesWithO(obottle1))
   
 {  

   aBOTTLE_SMASH3.Play();
   aCheer.Play();
   object[11].Visible=true;
   object[0].SetView(7, 0);
   object[0].Animate(0, 4, eRepeat, eNoBlock);
   cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
   
   if (Game.DoOnceOnly("bottle1a"))
   {
   Points=(Points +1);
   
  }}


#349
Hi

Somehow trying to only add to score just once.

Code: ags

   if (cspit.PPCollidesWithO(obottle1))
  
  {  

   aBOTTLE_SMASH3.Play();
   aCheer.Play();
   object[11].Visible=true;
   
 if (Game.DoOnceOnly("bottle1"))  // does not work
   
    Points=(Points +1);
   object[0].SetView(7, 0);
   object[0].Animate(0, 4, eRepeat, eNoBlock);
   cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
   
}
[/coder]



#350
Hi

I can't see the problem I obviously have in this script.

Scenario: 5 bottles. Hit each bottle and it changes view and another object is visible.

You receive 1 point (Point Int) every time a bottle is hit (when other object becomes visible.)

You should receive 5 points for all bottles smashed.

Unfortunately it misses a point.

It does not matter in which order you do the problem of points still prevails, it misses giving one point.

Hopefully someone will sort out my cockup  ::)

Code: ags


function room_RepExec()
{
  
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
 
  
  if(object[11].Visible)
  if (Game.DoOnceOnly("bottle1b"))
{
    Points=(Points +1);
  
}
  if(object[12].Visible)
  if (Game.DoOnceOnly("bottle2b")) 
{
    Points=(Points +1);
    
}
  if(object[13].Visible)
  if (Game.DoOnceOnly("bottle3b")) 
  {
    Points=(Points +1);
    
}
  if(object[14].Visible)
  if (Game.DoOnceOnly("bottle4b")) 
{
    Points=(Points +1);
    
}
  if(object[15].Visible)
  if (Game.DoOnceOnly("bottle5b")) 
{
    Points=(Points +1);
  }
  
  
  
   if (cspit.PPCollidesWithO(obottle1))
  
  {  

   aBOTTLE_SMASH3.Play();
   aCheer.Play();
   object[11].Visible=true;
   object[0].SetView(7, 0);
   object[0].Animate(0, 4, eRepeat, eNoBlock);
   cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
 
}

 if (cspit.PPCollidesWithO(obottle2))
 
  
{
   aBOTTLE_SMASH3.Play();
   aCheer.Play();
   object[12].Visible=true;
   object[1].SetView(7, 0);
   object[1].Animate(0, 4, eRepeat, eNoBlock);
   cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
   
}
   if (cspit.PPCollidesWithO(obottle3))
 
  
{
    aBOTTLE_SMASH3.Play();
    aCheer.Play();
    object[13].Visible=true;
    object[2].SetView(7, 0);
    object[2].Animate(0, 4, eRepeat, eNoBlock);
    cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
    cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
   
}
    
 
 if (cspit.PPCollidesWithO(obottle4))

  
{
   aBOTTLE_SMASH3.Play();
   aCheer.Play();
   object[14].Visible=true;
   object[3].SetView(7, 0);
   object[3].Animate(0, 4, eRepeat, eNoBlock);
   cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);
   
}

 
 if (cspit.PPCollidesWithO(obottle5))
 
  
{
   aBOTTLE_SMASH3.Play();
   aCheer.Play();
   object[15].Visible=true;
   object[4].SetView(7, 0);
   object[4].Animate(0, 4, eRepeat, eNoBlock);
   cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY); 
}

  if (Spit == 0 && Points < 9)
 
  {
   aRound2.Play();
   cEgo.Say("I need to produce more spit!");
   object[0].Move(200, 92, -1, eNoBlock, eAnywhere);
   object[1].Move(200, 92, -1, eNoBlock, eAnywhere);
   object[2].Move(200, 92, -1, eNoBlock, eAnywhere);
   object[3].Move(200, 92, -1, eNoBlock, eAnywhere);
   object[4].Move(200, 92, -1, eNoBlock, eAnywhere);
   
   
   object[16].SetView(8, 0);
   object[16].Animate(0, 4, eRepeat, eNoBlock);
   object[16].Move(185, 110, 2, eBlock);
   object[15].Visible=false;
   object[16].Move(173, 110, 2, eBlock);
   object[14].Visible=false;
   object[16].Move(153, 110, 2, eBlock);
   object[13].Visible=false;
   object[16].Move(134, 110, 2, eBlock);
   object[12].Visible=false;
   object[16].Move(117, 110, 2, eBlock);
   object[11].Visible=false;
   object[16].Move(20, 97, 2, eBlock, eAnywhere);
   
   
   SetNextScreenTransition(eTransitionInstant);
   cspit.ChangeRoom(4);
   cEgo.ChangeRoom(4);
 
}




 if (cspit.PPCollidesWithO(oback))
  
{
   int ran=Random(2);
     
    if (ran == 0)
    
  {
    
      aComeoneddie.Play();
      aBoo.Play();
      
   }
     else if (ran == 1) 
  {
     aNochance.Play();
     aBoo.Play();
      
 }
     else if (ran == 2) 
  {
     aRouting.Play();
     aBoo.Play();
      
 }
     else if (ran == 3)
   {
     aNochanceagainst.Play();
     aBoo.Play();
      
}}





#351
AGS Games in Production / Re: * SPIT BOY
Tue 06/12/2011 12:35:15
* New updated screenshot - Spit the bottles over!




#352
AGS Games in Production / Re: * SPIT BOY
Mon 05/12/2011 17:14:22
Will do Darth ASAP.

Edit: Have done

Here is an updated shot:





#353
AGS Games in Production / Re: * SPIT BOY
Mon 05/12/2011 17:05:02
LOL

No.. no plastic macs.. sorry  ;)

All the girl groupies are behind you  :=
#354
Hi

***SPIT BOY*** Tester now wanted!

SPIT SPIT SPIT is the nature of this game!

Not so much an adventure but a few rounds of sweaty, adrenalin rushes!

Don't play if you have spitting/smoking phobias, are a priest, a nun or a real prudel!

You play as YOUR NAME as you enter the World Championship Open Spitting Contest having practiced for years on the neighbors cat!

Produce as much spit and flem as you can and try to spit over bottles, tins etc etc to be the ultimate World Spitting Champion!

View your 'Points' position on the leader board throughout the game and watch as you rise to top spot, if you're lucky!

Get to the top of the leader board at the end of the match and walk away with the World Championship Spitting Title, £100,000 and a giant gold trophy!

To train you had to achieve a heavy smokers cough to which you are now at your supreme best with lungs like coal sacks full of 'gold watches'!

If you find yourself 'drying up' there are some cigarettes and a big cigar to make you cough and produce huge flems!

You are last to Spit and it won't be easy to win though, you are up against stiff spitting competition especially from Gobby Dave who is leading!

You have hecklers who hate your every spit,  people who are behind you all the way as well as a groupie or two to help you on!

So, muster all the flem you can and get ready for the World Championship Open Spitting Contest!!

Beware, if you run out of spit your turn will be over and you will probably lose the contest!
----------------------------------------------------------------------------------------------------------
There are a number of rounds to compete in.

Spit and hit/smash stationary, moving and swinging objects.

Working in a small area is a trial by itself  ;)

Testers always wanted if they have the time.
------------------------------------------------------------------------------------------------------------
Techs:

320 X 240
16 Bit Colour
Arcade style
Full sounds of commentator, cheers, crys, flobs etc
Game Progress: 20% 30% 40% 50% 60% 70% 97%
Expected Completion Date: Mid Jan 2012

All scenes subject to some changes as game progresses.

Leader board:

   









Updates will be shown in posts below.



#355
Cheers Monkey

I'll give that a whirl

:=
#356
Actually:

player walk to wherever mouse cursor is.

Fire with left click whenever.

cheers

EDIT: just seen this. Is this on the right track for firing (amend obviously)?

Code: ags

function on_mouse_click(MouseButton button) {
  if (button == eMouseLeft) {
  // Walk-to script
     ProcessClick(mouse.x,mouse.y,eModeWalkTo);
  }
  else if (button == eMouseRight) {
  // Activate script
     ProcessClick(mouse.x,mouse.y,eModeInteract);
  }
}	




#357
Hi

I am trying to incorporate  player follows mouse position and fire via left click.
IE character follows mouse (player has own walkable area.)

At the moment it fires by spacebar which could still be used.

Can get the if mouse x / y do something etc its just getting player to follow.

Not quite sure where to find info as can't see in manual.

Could you help please?

#358
Any reason why im getting:

olecplw.dll missing?

#359
Have sent you message

steptoe
#360
Cheers guys

:=
SMF spam blocked by CleanTalk