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 - GoToHellDave

#41
Thanks for the quick reply. Unfortunately I'm still having trouble. I don't know if this is because I'm doing this in the dialogue script or because I've made another schoolboy error. My code now looks like this:

Code: AGS

  if(cDave.HasInventory(iFFPass))
  {
option-on 7
  {
    
  else
  {
option-off 7
  }


and I get the error "parse error at 'else'"

Also, if I remove the 'else' section of the statement I still get the same error.

Can you tell me what I'm doing wrong?

#42
Hi Veterans.

I'm aware that there is already a thread on this topic but it is nearly ten years old and it doesn't seem to be relevant anymore.

I'm currently trying to detect if the player has a certain item the inventory and, if he does, turn on a specific dialogue option. Here is the code I am using:

Quoteif(cDave.inv6 != 0)
  {
option-on 7
  {
   else
   {
option-off 7
   }

I get an error telling me that "inv6" isn't a public member of 'character'. What am I doing wrong?

As always, any help is very much appreciated.
#43
Wow. I feel like a total idiot.

Thanks a lot guys, it works perfectly now.
#44
I've just got around to attempting to implement your suggestions.

Everything seems to work well until it comes time to transport the player back to the original room. The game then crashes with an error message reading:

QuoteError: Load-room: unable to load the room file 'room214.crm'

At current my code looks like this:

    In the global script I have
   
Quoteint character_temp_x = 0;
int character_temp_y = 0;
int character_temp_Room = 0;

function iFF7_UseInv()
{
  if (cDave.ActiveInventory == iPen)
  {
    character_temp_x = player.x;
    character_temp_y = player.y;
    character_temp_Room = player.Room;
    cDave.AddInventory(iFFPass);
    cDave.LoseInventory(iFF7);
    cDave.LoseInventory(iPen);
    cDave.ChangeRoom(6, 0, 0);
  }
}

export character_temp_x, character_temp_y, character_temp_Room;

I had originally put 'export character_temp_x, character_temp_y, character_temp_Room' inside the function and had hoped that it was the cause of the issue. However, sticking it outside the function as is seen above has not rectified the issue.

    ...anyway, in the room 6 script I have
   
Quoteimport int character_temp_x;
import int character_temp_y;
import int character_temp_Room;

function hHotspot1_AnyClick()
{
  cDave.Say("I wonder if the bouncer will fall for this");
  cDave.Say("If not then maybe I can find some other use for it");
  cDave.ChangeRoom(character_temp_x, character_temp_y, character_temp_Room);
}

As always, your help is very much appreciated. Hopefully you can show me what schoolboy error I've made this time.

Ben.
#46
This is a tutorial on how to save multiple layers within the same file to individual Pngs

It's great way to save a file full of images. http://www.facebook.com/GoToHellDave


First open the file, I'm using a relatively small file, just 15 layers.



Then go to File\ Scripts \ Export Layers to files



Select the target save location, rename your file, no point putting a number on it we will change it in a second. Select your other details

Then Hit Run



Wait a few minutes or go watch a youtube video whilst it processes the images then this message should appear



Now you have all your images in the folder but the name is long and it would be nice to have them numbered properly.



Highlight all the images, right click on the first image in the sequence, rename then type the file name and press enter.
It will automatically number all the images.



(Side note)
It some times bugs out doing multiple folders within the same file it's best to delete the other folders process a single folder then cntl z to bring them back to process the next folder


Hope this helps speed up your work flow a little.

Feel free to check out our game http://www.facebook.com/GoToHellDave
#47
Indeed that is true, but it is a step by step guide, so any level of expertise can use it. For instance Our artist creates the backgrounds then I edit them. I don't have his level of expertise to create the background but I know how to use them effectively in engine. Just hope it helps people, it took me a while to get it to work on Photoshop, originally I was using a mixture of Photoshop and paint, but it's much better to do it all through Photoshop.
#48
Once again, thanks for the swift replies. I'll give it a try and let you know how it goes.
#49
Apologies for the late reply. I'm sure you guys don't need me to tell you that when you're making a game you tend to get sidetracked  (laugh)

Anyway. I'll start off by admitting that I'm not a particularly amazing programmer. In our little two-man team I'm effectively just the least-crappy programmer, so I may seem like a bit of a moron with the following questions.

I've attempted to implement what you guys have suggested, but I'm getting an error message because when I try to use the variables I've created in the 'changeRoom' function it gets confused because they aren't numerical symbols.

In the global script I have written the following code:

Quoteint character_temp_x = 0;
int character_temp_y = 0;
int character_temp_Room = 0;

function iFF7_UseInv()
{
  if (cDave.ActiveInventory == iPen)
  {
    character_temp_x = player.x;
    character_temp_y = player.y;
    character_temp_Room = player.Room;
    cDave.AddInventory(iFFPass);
    cDave.LoseInventory(iFF7);
    cDave.LoseInventory(iPen);
    cDave.ChangeRoom(6, 0, 0);
  }
}

As you can see, what I've done there is create three integers, one for the x position, the y position and the room number. Then I've programmed it to check if the character is combining 'iPen' with 'iFF7' and if he is, set the variables to their relevant numbers and transport the player to room 6.

In the code for room 6, I have done the following:

Quotefunction room_AfterFadeIn()
{
  cDave.Say("Will the bouncer actually fall for this and let me into the club?");
  cDave.Say("If not then perhaps I can find some other use for it");
  cDave.ChangeRoom(character_temp_Room, character_temp_x, character_temp_y);
}

As you can see here, the character enters the room, says a few lines and then is transported back to his previous position. I'm fairly certain that I shouldn't be putting the names of int variables in the brackets of the ChangeRoom function. If one of you could point me in the right direction then I'd be extremely grateful.

Ben.
#50
This is a step by step guide on creating a mask for use in adventure game studio from photoshop (cs5 but it should work with older versions), importing the mask and changing the image size.

Firstly, Open your image.


You may want to change the size to make sure it will be suitable in AGS


Go to image/ Image Size then change it something suitable. It's easier if you have it set to pixels.



Next hide or delete any of the layers you do not want to use, the eye symbol next to each layer or right click delete layer or even use the bin icon.


Next select a layer or a group, if it's a group right click, then merge group


Then right click and select stroke, or select it from the fx button at the bottom of your tool bar.


once on the stoke layer style set it to max 250 and inside the colour doesn't really matter at this stage


Do this for each layer and you should end up with something like this


use this colour code: a6caf0   I just found it the easiest to make masks with it

Then paint bucket over all your layers using this colour


The go to mode/ indexed color


Change it to system windows


Then when you come to save it make sure it's a bmp


and 8 bit is the only option viisible ( it should also have mentioned 256 colour earlier.)


Now putting it in engine, load up your level, select the import mask from file option.


This error message will appear if it's a different error message it maybe hasn't worked properly.


Then the mask should be visible like this


Then just fill in the mask with the paint bucket and if it's a walk behind area drag the line down into the appropriate place. This level will have many separate walk behind areas.



This is my first tutorial hope it helped

and check out our game. http://www.facebook.com/GoToHellDave?ref=ts
#51
Inside the 2nd floor basement,
What is that god awful smell? That is the smell of success......................................................and 3 week old noodles.

#52
Yeah he does :-). It's just we are still collection all the animations for Dave. Got some humorous ones planned that take a bit of time. We just wanted to post what we have at the moment to get people interested in what we are doing. We should have a big update soon with lots of animations.

Alex Byrom: Lead Game Designer.
#53

Hi Community.

We are 'Falchion Games', an indie development studio based in Staffordshire, England. Our first title "Go to Hell Dave" is currently in production and we're hoping to have a pre-alpha demo avaliable and ready to download by the end of September.

'Go to Hell Dave' is the epic saga of Dave, a normal guy with a typical life until he smashes his car into a lamp-post, with his girlfriend Sharon in the passenger seat. Waking up at the gates of Hell, Dave discovers that his girlfriend has gone, Satan is missing and Hell has become a dilapidated mess.







'Go to Hell Dave' is a hilarious adventure in which you will take Dave on a tour of Hell's nine floors, none of which you'll never read about in the Bible or the Divine Comedy.

Our facebook page can be accessed here:
http://www.facebook.com/GoToHellDave

and you can visit our website at:
www.gotohelldave.co.uk

Thanks for reading and I hope you enjoy our game.

Regards,
Ben Burns & Alex Byrom (Falchion Games)

our latest environment, the inside of Abandon All Hope nightclub.



The nerd basement will be coming in the next few days and previews of the character animations.

Alex Byrom: Lead Designer
#54
Thanks for the replies. I'll give it a go and let you know how it went.
#55
Hi Guys.

I was wondering if anybody knows of a way to acquire and store a characters position. What I'm attempting to do is have the protagonist combine two inventory items, be transported to a room, say a few lines and then be transported back to the exact room and position where he was before he combined the items. Any help would be greatly appreciated.

Ben.
#56
I got it working, thanks for the help guys.

Here is how I did it, basing it on Khris' example.

// create a timer
int timer;

function room_RepExec()
{     
    // change animation every 40 frames
      timer++;
      if (timer == 40)
      {
        SetBackgroundFrame(0);
        aSignFizz.Play();
      }
      if (timer == 80)
      {
        SetBackgroundFrame(1);
        timer = 0;
      }
}

The idea is similar to that of a light bulb turning on and off. Every time it comes on, it plays a sound.

Ben.
#57
Thanks for the replies chaps. They are both very helpful. I'll have a go at implementing it now.
#58
Hi Community.

I was wondering if anyone could help me with a little query regarding the speed of animation. My issue is as follows.

I have a regular background animation which cycles between two separate images with a 'BackgroundAnimationDelay' of 40. I am attempting to create a sound which will load up after the room fades in and loop constantly, in time with this background animation. I therefore need to create a sound clip which is exactly half the length of the animation. How can I work out what speed the background animation cycles at?

Regards,

Ben.
#59
Could I have more details on using this within photoshop? it seems a bit hit and miss, one way I was trying is by making the picture in photoshop then exporting it to paint and then exporting it from paint, sometimes it works sometimes it doesn't. Could I get more details on how to just do it in photoshop
#60
loved that mod/ game I based my FYP off it.
SMF spam blocked by CleanTalk