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Messages - Recluse

#81
I seem to have found the offending line by trial and error

Code: ags

In Player Enters Room: After Fadein

if(terminalOn == true)
	oTerminal.Animate(0, 4, eRepeat);


Commenting out the Animate function seems to fix the problem.

Oh look... I didn't add an eNoBlock...


This isn't embarrassing at all...

:-[
#82
Quote from: CosmoQueen on Thu 02/08/2007 03:37:55
This looks very promising! What kind of help do you need?

At the moment we're working on the storyline and a playable demo. Eventually we will need play testers, and a musician that is particularly proficient in 80s techno or anything in the same style of the Hitchhiker's Guide theme (Journey of the Sorcerer, by The Eagles). If you are particularly good at graphics/animations, and wish to work on the characters, send me a PM.

If you want to be on the playtest/beta list, please PM me, I'm looking for experienced players, and possible game makers as well.

I'm not looking to voice this one... except for the on board computer, which will be computer generated (of course).
#83
Sure! Here it is:

Code: ags

// room script file

bool terminalOn = true;
bool spectrometerOpen = false;

export terminalOn, spectrometerOpen;

#sectionstart room_b  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
  // script for Room: Player enters room (before fadein)
	oTerminal.SetView(10);
	if(terminalOn == false)
		oTerminal.SetView(10, 1);
	
	oScreen.SetView(10, 3);
	oDock.SetView(10, 7);
	oDoor01.SetView(11, 0);
	
	if(day1VisitedMeetingRoom == true)
	{
	  if(day1HasKeycard == true)
			oKeycard.Visible = false;
		cEgo.FaceLocation(cEgo.x + 10, cEgo.y);
	}
	else
		cEgo.FaceLocation(cEgo.x,  cEgo.y - 10);

}
#sectionend room_b  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for Room: First time player enters room  
  if(isChemist == true)
  {
		oTerminal.Animate(0, 10, eRepeat, eNoBlock);
		Wait(120);
		// *** Play the comlink sound ***
		String nameComeIn = ", come in.";
		cCaptain.SayAt(35, 90, 250, cEgo.Name.Append(nameComeIn));
		cEgo.FaceLocation(103, 173);
		cEgo.Say("Yes, Captain Jaggers?");
		cCaptain.SayAt(35, 90, 250, "What's your current status?");
		cEgo.Say("Good Captain, I'm just wrapping up my daily logs.");
		cCaptain.SayAt(35, 90, 250, "Good, meet me in the meeting room, I've got something important we need to discuss.");
		cEgo.Say("Yes sir.");
		cCaptain.SayAt(35, 90, 250, "I'll see you in five minutes.");
		cCaptain.SayAt(35, 90, 250, "Jaggers out.");
		Wait(20);
		cEgo.Say("I'm going to need to turn off my terminal and get my keycard from the desk before I head to the meeting room.");
	}  
}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_c  // DO NOT EDIT OR REMOVE THIS LINE
function room_c() {
  // script for Room: Player enters room (after fadein)
	if(terminalOn == true)
		oTerminal.Animate(0, 4, eRepeat);
	if(cEgo.PreviousRoom == 2)
	{
	  PlaySound(3);
		oDoor01.Animate(0, 2, eOnce, eBlock, eBackwards);
	}  
}
#sectionend room_c  // DO NOT EDIT OR REMOVE THIS LINE

// **************************************
// *** Interaction with Cabinet Shelf ***
// **************************************

#sectionstart hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot1_a() {
  // script for Hotspot 1 (Cabinet): Look at hotspot
  cEgo.FaceLocation(cEgo.x, cEgo.y + 10, eBlock);
  cEgo.Say("It's a cabinet full of chemicals and equipment.");
	if(isChemist == true)
		cEgo.Say("I'm the only Imperial that has access");

}
#sectionend hotspot1_a  // DO NOT EDIT OR REMOVE THIS LINE

// ********************************
// *** Interaction with Cabinet ***
// ********************************


#sectionstart hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot2_a() {
  // script for Hotspot 2 (Cabinet): Look at hotspot
  cEgo.FaceLocation(cEgo.x, cEgo.y + 10, eBlock);
  cEgo.Say("It's a cabinet full of chemicals and equipment.");
	if(isChemist == true)
		cEgo.Say("I'm the only Imperial that has access");
}
#sectionend hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE

// *********************************
// *** Interaction with Terminal ***
// *********************************

#sectionstart object0_a  // DO NOT EDIT OR REMOVE THIS LINE
function object0_a() {
  // script for Object 0 (Terminal): Interact object
  cEgo.Walk(102, 161, eBlock);
  cEgo.FaceLocation(cEgo.x, cEgo.y - 10, eBlock);
  if(isChemist == true)
	{
	  if(terminalOn == true)
		{
			cEgo.LockViewFrame(cEgo.View, 4, 1);
			Wait(10);
			cEgo.LockViewFrame(cEgo.View, 3, 0);
			cEgo.UnlockView();
			oTerminal.Animate(2, 1, eOnce, eBlock, eBackwards);
			oTerminal.SetView(10,1);
			terminalOn = false;
			if(day1LoggedOff == false)
				day1LoggedOff = true;
		}
		else
		{
		  if(day1VisitedMeetingRoom == true)
				Display("DUMMY STUB FOR CHEMIST INTERACTION");
			else
				cEgo.Say("There's no reason to turn the terminal back on now."); 
		}
	}
	else
	{
	  cEgo.FaceLocation(cEgo.x, cEgo.y + 10, eBlock);
		cEgo.Say("I don't have access.");
	}
}
#sectionend object0_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart object0_d  // DO NOT EDIT OR REMOVE THIS LINE
function object0_d() {
  // script for Object 0 (Terminal): Look at object
  cEgo.Walk(102, 161, eBlock);
  cEgo.FaceLocation(cEgo.x, cEgo.y + 10, eBlock);
  if(isChemist == true)
		cEgo.Say("It's the terminal I do most of my work on.");
	else
		cEgo.Say("It's a terminal I don't have access to.");
}
#sectionend object0_d  // DO NOT EDIT OR REMOVE THIS LINE

// ********************************************
// *** Interaction with Spectrometer Screen ***
// ********************************************

#sectionstart object1_a  // DO NOT EDIT OR REMOVE THIS LINE
function object1_a() {
  // script for Object 1 (Screen): Look at object
  cEgo.Walk(206, 156, eBlock);
  cEgo.FaceLocation(cEgo.x, cEgo.y + 10, eBlock);
  if(isChemist == true)
		cEgo.Say("It's the display for the Spectrometer.");
	else
		cEgo.Say("It's the display for something that's beyond my field of expertise.");
}
#sectionend object1_a  // DO NOT EDIT OR REMOVE THIS LINE

// *************************************
// *** Interaction with Spectrometer ***
// *************************************

#sectionstart hotspot8_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot8_a() {
  // script for Hotspot 8 (Spectrometer): Look at hotspot
  cEgo.FaceLocation(cEgo.x, cEgo.y + 10, eBlock);
  if(isChemist == true)
		cEgo.Say("It's the spectrometer, a device which identifies and analyzes unknown chemical compounds.");
	else
		cEgo.Say("It's a piece of equipment that's beyond my area of expertise.");
}
#sectionend hotspot8_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot8_b  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot8_b() {
  // script for Hotspot 8 (Spectrometer): Interact hotspot
  if(isChemist == true)
		Display("DUMMY STUB FOR CHEMIST INTERACTION");
	else
	{
	  cEgo.FaceLocation(cEgo.x, cEgo.y + 10, eBlock);
		cEgo.Say("I wouldn't know how to start.");
	}
}
#sectionend hotspot8_b  // DO NOT EDIT OR REMOVE THIS LINE

// **************************************
// *** Interaction with Material Dock ***
// **************************************

#sectionstart object2_a  // DO NOT EDIT OR REMOVE THIS LINE
function object2_a() {
  // script for Object 2: Look at object
  if(isChemist == true)
	{
		cEgo.Walk(165, 161, eBlock);
		cEgo.Say("It's the dock for the spectrometer.");
		if(spectrometerOpen == true)
			cEgo.Say("It's currently open.");
		else
			cEgo.Say("It's currently closed.");
	}
	else
		cEgo.Say("It's a piece of equipment that's beyond my area of expertise.");
}
#sectionend object2_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart object2_b  // DO NOT EDIT OR REMOVE THIS LINE
function object2_b() {
  // script for Object 2: Interact object
  if(isChemist == true)
	{
    cEgo.Walk(165, 161, eBlock);
    cEgo.FaceLocation(cEgo.x, cEgo.y - 10, eBlock);
		if(spectrometerOpen == false)
		{
		  oDock.Animate(7, 2, eOnce, eBlock);
			oDock.SetView(10, 8, 0);
			spectrometerOpen = true;
		}
		else
		{
			oDock.Animate(8, 2, eOnce, eBlock);
			oDock.SetView(10, 7, 0);
			spectrometerOpen = false;
		}
	}
	else
		cEgo.Say("I wouldn't know how to start.");
}
#sectionend object2_b  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart object2_d  // DO NOT EDIT OR REMOVE THIS LINE
function object2_d() {
  // script for Object 2: Use inventory on object
  if(isChemist == true)
  {
    Display("DUMMY STUB FOR CHEMIST INTERACTION");
	}
	else
		cEgo.Say(Game.GlobalMessages[982]);
}
#sectionend object2_d  // DO NOT EDIT OR REMOVE THIS LINE

// **********************************
// *** Interaction with Left Door ***
// **********************************

#sectionstart object3_a  // DO NOT EDIT OR REMOVE THIS LINE
function object3_a() {
  // script for Object 3: Look at object
  cEgo.Walk(45, 162, eBlock);
  cEgo.Say("It's a door.");
}
#sectionend object3_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart object3_b  // DO NOT EDIT OR REMOVE THIS LINE
function object3_b() {
  // script for Object 3: Interact object
  cEgo.Walk(45, 162, eBlock);
  if (day1LoggedOff == true && day1HasKeycard == true)
  {
		cEgo.FaceLocation(30, 162, eBlock);
		PlaySound(2);
		oDoor01.Animate(0, 2, eOnce, eBlock);
		cEgo.ChangeRoom(2, 888, 156);
	}
	else
	{
		if (day1LoggedOff == false)
			cEgo.Say("I need to log off of my terminal first.");
		if (day1HasKeycard == false)
			cEgo.Say("I'm not leaving without my keycard.");		
	}
}
#sectionend object3_b  // DO NOT EDIT OR REMOVE THIS LINE

// **************************************
// *** Interaction with Testtube Rack ***
// **************************************

#sectionstart hotspot4_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot4_a() {
  // script for Hotspot 4 (Testtube Rack): Look at hotspot
  cEgo.Say("A bunch of testtubes, all nice and clean and ready to be used.");
}
#sectionend hotspot4_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot4_b  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot4_b() {
  // script for Hotspot 4 (Testtube Rack): Interact hotspot
  if(isChemist == true)
	{
	  Display("CHEMIST INTERACTION DUMMY STUB");
	}
	else
		cEgo.Say("That's not mine to use.");
  
}
#sectionend hotspot4_b  // DO NOT EDIT OR REMOVE THIS LINE

// ********************************
// *** Interaction with Keycard ***
// ********************************

#sectionstart object4_a  // DO NOT EDIT OR REMOVE THIS LINE
function object4_a() {
  // script for Object 4: Look at object
  cEgo.Say("That's my keycard.");
}
#sectionend object4_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart object4_b  // DO NOT EDIT OR REMOVE THIS LINE
function object4_b() {
  // script for Object 4: Interact object
  cEgo.Walk(120, 161, eBlock);
  cEgo.FaceLocation(cEgo.x, cEgo.y - 10, eBlock);
	cEgo.LockViewFrame(cEgo.View, 4, 1);
	Wait(10);
	cEgo.LockViewFrame(cEgo.View, 3, 0);
	cEgo.UnlockView();
	cEgo.AddInventory(iKeycard);
	oKeycard.Visible = false;
	day1HasKeycard = true;
}
#sectionend object4_b  // DO NOT EDIT OR REMOVE THIS LINE

#84
Alright... this one's bugging me.

I'm trying to declare two variables at the top of a room script... basically I see no reason to clutter up my Global Script when the Room is going to be the ONLY entity using the variable.

I really don't want to use GraphicalVariables... since those bother the heck out of me (Why use a function to get/set when there's perfectly good, simple code to use)

I've almost got it working... but for some reason the game hangs after the following script executes...

Code: ags

// room script file

bool terminalOn = true;
bool spectrometerOpen = false;

export terminalOn, spectrometerOpen;

#sectionstart room_b  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
  // script for Room: Player enters room (before fadein)
	oTerminal.SetView(10);
	if(terminalOn == false)
		oTerminal.SetView(10, 1);
	
	oScreen.SetView(10, 3);
	oDock.SetView(10, 7);
	oDoor01.SetView(11, 0);
	
	if(day1VisitedMeetingRoom == true)
	{
	  if(day1HasKeycard == true)
			oKeycard.Visible = false;
		cEgo.FaceLocation(cEgo.x + 10, cEgo.y);
	}
	else
		cEgo.FaceLocation(cEgo.x,  cEgo.y - 10);

}
#sectionend room_b  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for Room: First time player enters room  
  if(isChemist == true)
  {
		oTerminal.Animate(0, 10, eRepeat, eNoBlock);
		Wait(120);
		// *** Play the comlink sound ***
		String nameComeIn = ", come in.";
		cCaptain.SayAt(35, 90, 250, cEgo.Name.Append(nameComeIn));
		cEgo.FaceLocation(103, 173);
		cEgo.Say("Yes, Captain Jaggers?");
		cCaptain.SayAt(35, 90, 250, "What's your current status?");
		cEgo.Say("Good Captain, I'm just wrapping up my daily logs.");
		cCaptain.SayAt(35, 90, 250, "Good, meet me in the meeting room, I've got something important we need to discuss.");
		cEgo.Say("Yes sir.");
		cCaptain.SayAt(35, 90, 250, "I'll see you in five minutes.");
		cCaptain.SayAt(35, 90, 250, "Jaggers out.");
		Wait(20);
		cEgo.Say("I'm going to need to turn off my terminal and get my keycard from the desk before I head to the meeting room.");
	}  
}


Could someone help me out here? If I can't do this and I should just place them in the Global Script... can you tell me why?
#85
Does it literally have to be an island? Or, say a stranded planet?

But then it'd be difficult to include the seagull or shark...

#86
It's not exactly four separate characters.. let me explain further:

The four station occupations: Doctor, Chemist, Biologist, and Engineer, affect your abilities in game, and how you solve most of the puzzles. All are the same "character" in that they all share portions of the main dialogue, and all are really controlled mainly by the player.

The five attributes: (currently) Security Clearance, Languages, Unfazeable, Intimidating and Danger Sense, affect the options you have to approach a given situation. Languages basically allows you to understand Modern Unioner, giving you more information on what the Unioners are saying.

The four separate avatars only affect the character's gender and appearance, they have no gameplay effects.

It's options like these that I hope will give this game more replay value than the conventional adventure game.
#87
Whew! Thanks for the advice. It's all been very helpful.

Is there any possible way to identify flake-outs before you sign them on to the project?

I've already had some people say "I wanna help, but I don't know what I could do." To which my reply is, "I'll put you on the list of play testers... we'll contact you once we've got a play-testable version of the game handy."
#88
I'd ask Trilby what the hell he was thinking... he should have sent the Idol into space and then blown it up! Duh!
#89
I figured 3rd party software would probably fix the problem. I'll admit I've never heard of CVS or SVN. I'll have to go google them both.

Thanks for the tip!
#90
I wonder if it would be possible, in AGS 2.9 to have two different "modes" of AGS... A "server" that hosts all the files involved with the game, and a "host" which can connect to the server and edit all the files neccesary. It would have to include edit locks and such, to keep people from editing files that are already being edited.

I'm not sure how helpful this would be, but at face value it looks good.

Comments?
#91
I'm curious, because I've just signed up a team member for my project. How do the rest of you collaborate with your team members? I'm currently using a PBWiki/Chat interface, but this doesn't allow many members to actually work on the same game files. I'm looking for suggestions as to how the rest of you work on the same game, do you host all the game files on a server, and download and edit them. Or do you piece up the game and have someone put it all together?

It's a little difficult to get things like this done over the internet, I know that some of you communicate in person. But unfortunately no one I know is terribly interested in my project.

Any suggestions or stories about what you've done in the past would be welcome.
#92
General Discussion / Re: The Meaning of Life
Sat 28/07/2007 22:08:56
I probably shouldn't get into this... But I will...

My personal philosophy is thus:


  • Mankind was created innocent and "good" (Gen. 1-2)
  • Mankind fell out of right relationship with God, and became inherently evil (Gen. 3)
  • Mankind cannot redeem themselves (Rom. 3:23)
  • Mankind can only be redeemed through Christ (John 14:6)
  • Once one has been redeemed one has been changed permanently. (2Cor. 5:17)
  • Once we have been redeemed, Christ continues to change us for the better. (Heb. 10:14)
This process of continual change is best termed "Behavior Modification", as we constantly evaluate ourselves and our condition, we seek to become more like Christ through the study of his word and a personal relationship. This process of Behavior Modification is complete only after being accepted into the Kingdom of God.

Here's the beef:

By this philosophy, Christians can't do things to "earn" their salvation. We are inherently evil. Once we receive Christ's free gift, we are saved. Because of this salvation, and in recognition and appreciation of Christ's free gift, we continue to strive to do good works. Not because these good works save us, but out of gratitude, and a desire to be as like Christ as possible in a sinful state.

Quote from: C.S. Lewis, Mere Christianity]
"The terrible thing, the almost impossible thing, is the hand over your whole self--all your wishes and precautions--to Christ.
/quote]

Quote from: Alliance on Sat 28/07/2007 08:32:37
None of this actually matters.
Why? Because of free will. God loves free will, that's why he gave it to humans. You're free to think what you want, to believe what you want.
And it doesn't affect your fate at all. Only your actions will affect your fate, never your logic, never your thinking, lifestyle, beliefs, or creed. That is because God loves you, and it's high time you came and realized that.

This portion of Alliance's original post can best be termed "Universalism". It is directly contradictory to Jesus' own teachings in John 14:6 (Jesus said to him, "I am the way, the truth, and the life. No one comes to the Father except through Me. NKJV). If we are truly free to believe whichever messiah we want, and if all the messiahs are one and the same, then Jesus' can't be one of the true messiahs, because in order to believe in Jesus (i.e. in EVERYTHING he says), one has to believe that no one can come to the Father except through him. If all the other messiahs are just as  good, Jesus is wrong.

I am afraid that I cannot allow for Jesus to be wrong.

P.S. Never thought I would be able to have such a discussion on a Game Dev forum. How cool!
#93
Well thank you much! That answers all my questions and more!

MOD: If you feel the need to lock this thread feel free to do so.
#94
I could use some help from willing participants who don't mind deferring to my judgment regarding the story. If anyone else wishes to offer their assistance please post here and I'll PM you with the details.

I already PM'd you Shade... check yer mail.  ;)
#95
AGS Games in Production / The Mars Initiative
Sat 28/07/2007 20:12:08
CURRENT PROGRESS:

Version Number - ALPHA v0.06


  • Graphics - 80%
  • Storyboarding - 70%
  • Scripting - 20%
  • Music/Sound - 5%
  • Programming - 10%
STORYLINE:

"The Earth is dying, and we don't know why. We speculate that the decay of the moon's orbit, combined with the cooling of the Earth's core has caused the recent catastrophes. Daily Earthquakes rock cities along the Pacific; Hurricanes pummel the coast of the Atlantic. A gigantic volcanic mountain range has risen up in the Pacific Ocean. Sea levels are rising, sending most of Earth's coastal population toward higher land, where tornadoes wreak havoc. At this point in history, there are two major world alliances. The Elected Imperium and The World's Union. Within the last fifty years both have poured all their resources into constructing biodomes on Mars for Earth's remaining population. In a massive international effort called “The Mars Initiative” both have created and maintained a space station designed for monitoring the construction of the biodomes. By 2524, the biodome capacity is two billion, only a fifth of the population of Earth. Lotteries are held on Earth to determine who will be able to populate a habitable Mars."

You are an Imperial scientist on board the International Space Station "Hope" working on The Mars Initiative. Tensions between The Elected Imperium and The World's Union have come to a head. The Elected Imperium has declared war on The World's Union. Caught in a moral conflict, the Imperials are expected to cope with the suspicious death of their captain while caring for the victim of a near-fatal radioactive accident involving one of their supposed enemies.

CURRENT FEATURES:


  • Four playable avatars!
  • Choose your character's occupation and attributes to affect the way you play!
  • Explore a twenty-sixth century space station!
  • Interact with stimulating characters!
  • Uncover Conspiracies!
  • Play through many possible endings!
SCREENSHOTS:


Opening Splash Screen for the Demo.


The Chem Lab. (With NEW shading by Cinfa)


The Meeting Room, during a riveting scene.


The Engineering Station, with pretty colors and lights.


CURRENT PROJECT MEMBERS:

Recluse - Project Manager, Lead Programmer, Lead Writer, Musician
ShadeJackrabbit - Programmer, Writer, Lead Sound Effects
Cinfa - Lead Artist


DEV JOURNAL:

August 6th 2007
As of right now The Mars Initiative is in Alpha. We are currently working on completing all necessary backgrounds and character animations to release a working demo. Programming is coming along smoothly, and we expect that the demo will be released some time in after September, barring any serious problems.


August 13th 2007
We are almost through with all the backgrounds (Only 1 Left!). The character animations are also completed to the point that all the characters can be created and displayed walking around. Now all that's left is to finish the programming (hard part) and get this demo ready to go!

August 19th 2007
Decided to go back in and work on some of the backgrounds some more, fixing perspective, that sort of thing. One of the first encounters is completed, about six more (along with a few cut scenes) and day 1 will be completed. After day 1 and the first part of day 2 are complete the demo should be ready. I'm on vacation this week, so I should be able to get a LOT of stuff done for the game.

September 7th 2007
We are currently looking for a talented Artist who would enjoy working on this project. WE ARE looking for someone with experience, though their style doesn't necessarily have to be complex or realistic. We are looking to keep the graphics for this game relatively simple and "old" looking. Any applicants need to be willing to take this project all the way through to completion, and enjoy doing it.

In other news, production is coming along smoothly, we may not make the September release date, but that's okay, because I would like for the demo to be as complete a picture of the way the finished product will look as possible.

September 19th 2007
We've got our artist, Cinfa. So we now officially have an Italian, a Texan, and a Canadian working on this game. (Sounds like a bad joke, right?). Cinfa is proving to be amazing, he's already completed several full 3d animations for cutscenes, which will DEFINITELY make it into the final product. I'm absolutely thrilled with his involvement. Right now we're working on finishing the graphics stage of production, after which we'll plow right into the programming stage. I've got the storyboard almost completely done, all that's left is some minor details on the very last scene. Other than that, things are working out beautifully.

And a demo won't probably be ready until sometime next year. But this is turning out to be a high quality game, and I plan on keeping it that way. School is bogging all of us down, but that's expected, pretty much all of our free time is devoted to the project, so rest assured, we're going as fast as we can.

#96
Heheh... Remote controlled mosquito...

That should be in a MAGS competition.  ;D
#97
Critics' Lounge / Re: Making Baldy Look Bald
Sat 28/07/2007 16:28:47
Thanks for the support!

I'm trying to make the focus of my game more on the storyline and game play anyway. So as far as I'm concerned, serviceable is AWESOME.  ;D
#98
Critics' Lounge / Re: Making Baldy Look Bald
Fri 27/07/2007 23:05:53
That looks awesome!

Unfortunately were I to use the high-color version I would have to upgrade all my other graphics  :o Such much work. I'm satisfied with the lower grade, but you get kudos for completely outdoing me :P

I'm so not an artist :-\
#99
Hey! Thanks a lot for the help!

I'm reluctant to use a beta version for a full-scale project. Something might screw up later, so I think I'll go with the hack where you import the character object as suggested.

Now I'm going to go look up what that silly '*' is for...

MOD: This problem is now solved.

P.S. This function REALLY cleans up my dialogue scripts. Thanks everyone for your help!
#100
I'm currently working on a function that will clean up my cut scene scripts tremendously. However I'm running into a problem.

In it's simplest form, I want my function to look like this:

Code: ags

function sayHeadLeft(String str) {
	  this.FaceLocation(this.x - 10,  this.y, eBlock);
	  this.Say("%s", str);
	  this.LockViewFrame(this.View, 4, 0);
	}


I want this function to be able to be called BY a character. Like so:

Code: ags

cEgo.sayHeadLeft("Hello, I am speaking to you as my head turns to the left while my body faces forward.");


However, AGS doesn't seem to recognize the "this" keyword. In the script it turns up blue... but when I go to compile, I get an error saying that "this" is an undefined token.

Does this function need to be defined from within a struct? And if so, how do I stick it inside the character struct?

P.S. Doing a search for "this" is generally useless  :-\
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