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Messages - strazer

#521
In the meantime, GarageGothic, are you working on turning this into a module?
#522
(Please do not cross-post. I have deleted you original thread in the Technical Forum.)

Are you sure it's the player character that's visible in room 2? Maybe it's another, unused character that looks the same as the player character (i.e. uses the same view) and that starts in room 2.
To make sure, check in the Characters pane of the editor that none of your characters have "Starts in room: 2" set.

What pieces of code or interaction editor action do you actually use? How do you change rooms?
#523
It's called "Adventure Game Studio". Although its scripting language is pretty powerful, understand that something specific like this won't be in the manual.

First off, depending on what's your idea of a first-person shooter, a lot of complicated scripting could be involved. If you're up to it, these script modules and plugins could come in handy:

- Easy3D
- AGS3D
- Character3D

But don't expect people to make your game for you. If you just want to make a real 3D first-person shooter, look for another engine.

Edit:

If you're looking for a simple 2D shooter where you just have to click the enemies and they die, look at this recent thread to guide you: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25980

And try searching the tech forums for "shooter", you'll find lots of threads on the topic that will give you some ideas, for example this one: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26180
#524
The official response is probably "When it's finished", but looking at past releases should give you an estimate:

VERSION 2.71, December 2005
VERSION 2.7, May 2005
VERSION 2.62, November 2004
VERSION 2.61, May 2004
...
#525
Better use the run-script dialog command and the dialog_request function. Search the forum, there are lots of threads about this.
#526
Every now and then people refer to the original thread where I posted the first version of the module, and I haven't received any more bug reports so I guess it's time I release it officially.

This script module is intended to make it easy to animate inventory items.
It provides the following functions:

  InvItemAnimation.Start(InventoryItem *theinvitem, int view, int loop, int delay, optional RepeatStyle repeat)
    Starts animating the inventory item using the specified view loop.
  Example:
    InvItemAnimation.Start(iTorch, TORCHVIEW, 0, 10, eRepeat);

  InvItemAnimation.Stop(InventoryItem *theinvitem, optional bool keepcurrentframe)
    Stops the inventory item animation.
  Example:
    InvItemAnimation.Stop(iTorch, false);

  InvItemAnimation.IsPlaying(InventoryItem *theinvitem)
    Returns "true" if the inventory item is being animated, "false" if it is not currently being animated.
  Example:
    if (InvItemAnimation.IsPlaying(iTorch) == true) Display("The torch is lit.");

  InvItemAnimation.PauseAll()
    Pauses all inventory item animations.

  InvItemAnimation.ResumeAll()
    Resumes all inventory item animations.

Check the included documentation for details.

Download here

Changelog

Version 0.91 (2006-04-18)

* Added .PauseAll and .ResumeAll functions
* Updated to work with AGS v2.72 in "strict" mode

Version 0.90b (2005-10-03)

* Fixed to work with popup modal GUIs

Version 0.90 (2005-10-02)

* First public release
#527
Version 0.84 now up:

- Fixed characters not fully initializing when not starting with ROOM command
- Fixed SAY command not working with characters that have no speech view set

mchammer: This should fix your problem. I (wrongly) assumed each chain starting off with a ROOM change command, so the character wasn't fully initialized yet.
#528
Depending on where you put the script, try putting the ChangeRoom command in a second "Run script" action for the event, i.e.

the event
  -> Run script (Wait in here)
  -> Run script (ChangeRoom in here)
another event
  ...
#529
#530
You could also write CJ a personal message, convice him you're really the game's author and ask him to try and extract the graphics. I think he was able to do this on earlier versions of AGS.
#531
As long as this thread is one the first page again I guess it's okay to bump:

Grundislav was so nice to compile a plugin-free version for me that I can play with AGS Linux.
I hope he doesn't mind me posting the link here: http://www.grundislavgames.com/games/bj3mac.zip (26 MB)

This version doesn't use the Snow/Rain plugin and so can be played with the Linux and Macintosh versions of the AGS engine. This probably also means that the rain or snow effect in the game is gone!

Thanks again, Grundislav!

Edit:

Since the link in the first post isn't working at the moment: The Windows version can still be downloaded here: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=454
#532
Quote from: Shini on Thu 06/04/2006 13:20:51but when I try it on a more revent computer, the 'repeatly execute ' function run more that 40 times a second!!

What (piece of code) makes you think that?
If you put
  Debug(4, 1); // turn fps display on
in the game_start function, what is the number of frames displayed in the lower-left corner?

Edit: Btw, what version of AGS are you using?
#533
Functions can only return primitive types, not custom structs or arrays.
#534
You haven't just copied the room_b and _c functions into the room script, have you?
The event functions have to be created using the interaction editor, otherwise they are not linked to the events and won't be executed.
#535
Sure, but the engine shouldn't just crash like that?
It wouldn't have to modify the config file, just run the game regardless of whether the configuration is Windows- or Linux-based, or at least present a more meaningful error message.
#536
Happy April Fools' Day
#538
Found the error: In the setup, the translation was displayed as "English*" where * is a rectangular symbol, probably a special character that cannot be displayed.
Anyway, I chose "English" (without the special character) again from the drop down list, saved, and now it works.
Maybe it has something to do with line breaks in the acsetup.cfg text file. They're different in Windows and Linux. I'll tell the AGS Linux developer to take a look at it.

And as I said, you don't need the alleg40.dll file, it's the allegro library that is used by some plugins. Since you don't use plugins in this version, you don't need this (Windows-only) dll.
And the winsetup.exe is not needed as well. The AGS Linux version provides the setup program.

Thanks again for your efforts. It's appreciated!

Edit:

The game manual is in Microsoft Word-format only and it looks really messed up in both OpenOffice.org and even Office XP. So I've tweaked it a bit, spellchecked it a little and made it into a PDF: http://www.strazer.net/ags/SGAManual.pdf.zip (219kb)
#539
General Discussion / Re: Content advisor
Wed 29/03/2006 15:09:16
Quote from: Radiant on Wed 29/03/2006 14:24:18
QuoteIf you hold your mouse over the pictures, a little white box will pop-up with a description..

Really? Doesn't work on my system.

You probably know that, but the pics use the "alt" attribute, which is the text that is to be shown as replacement if the image can't be displayed. For mouseover descriptions, there's the separate "title" attribute.
When the mouse hovers over the image, only Internet Explorer displays the "alt" text when the "title" attribute is missing. Other browsers only try to display the "title" text and display nothing if it's missing.
So the pics on the homepage simply lack the "title" attribute to work with all browsers.
#540
Thanks for the effort. I use Linux too and would like to play this game.

Unfortunately, I get a "Shutting down Allegro due to signal #11 - Segmentation fault" crash.
What version of AGS is this new version compiled with?

Btw, without the plugin you wouldn't need to distribute the alleg40.dll file, AFAIK it is only needed by the plugin.
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