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Messages - bokkers

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31
Mega Tokyo AGI Archive / Re:Effects
« on: September 26, 2004, 12:42:32 PM »
Hi,

hmm, about the man who shits I would say it's more a graphical problem than a programming problem. ;)

For the V-game I've made a peasant-generator for some of the downtown rooms. Basically I generate a var with a random value from 1-20 (or whatever you like), then I have 10 different peasants assigned to values 1-10, and if the value is higher than 10 there are no peasants at all.

I can post some code of that if you like although it's not very neat code.  But I got away with it. ;D

32
Mega Tokyo AGI Archive / Re:Need a little help..
« on: September 26, 2004, 12:36:07 PM »
Hi Ron,

first of all I would recommend moving the

Code: [Select]
animate.obj(o2);
load.view(2);
set.view(o2,2);
set.loop(o2,0);
set.cel(o2,0);
position(o2,101,116);
set.priority(o2,8);
stop.cycling(o2);
v255 = 2;
-stuff into the first block of the room, so that it looks like this:

Code: [Select]
if (new_room) {
  load.pic(room_no);
  draw.pic(room_no);
  discard.pic(room_no);
  set.horizon(37);

  if ((prev_room_no == 1 ||    // just come from intro screen
      prev_room_no == 0)) {    // or just started game
    position(ego,58,121);
    status.line.on();
    accept.input();
  }

animate.obj(o2);
load.view(2);
set.view(o2,2);
set.loop(o2,0);
set.cel(o2,0);
position(o2,101,116);
set.priority(o2,8);
stop.cycling(o2);
v255 = 2;

animate.obj(o5);
load.view(7);
set.view(o5,7);
set.loop(o5,0);
set.cel(o5,0);
position(o5,62,125);
set.priority(o5,8);
stop.cycling(o5);

  draw(ego);
  show.pic();
}

About the wallet and the gum:
The problem is that you've got two if-blocks contradicting each other.

Block1:

Code: [Select]
if ((said("get","wallet") ||
    said("get","wallet"))) {

v255 = 2;
 if (obj.in.room("wallet",v255)) {
 if (posn(o0,88,124,92,130)) {
    print("ok");
    erase(o2);
    get("wallet");
       v3 += 1;
    set(f255);
    }
    else {
     print("you're not close enough");

     }
  }
 }
would produce a message for the player if left alone. But block 2:

Code: [Select]
if (said("get","wallet")) {
 if (has ("wallet")) {
  print ("you alredy have it");
  }
  else {
  reset(input_parsed);
  }
 }
checks the same situation (that the player has entered "get wallet" and tells the game to reset the input_parsed.
I suggest that you leave block 2 and add the "You already got it" to the end of block 1 so that it looks like this:

Code: [Select]
if ((said("get","wallet") ||
    said("get","wallet"))) {

v255 = 2;
 if (obj.in.room("wallet",v255)) {
 if (posn(o0,88,124,92,130)) {
    print("ok");
    erase(o2);
    get("wallet");
       v3 += 1;
    set(f255);
    }
    else {
     print("you're not close enough");
     }
  }
  else {
    print ("you already took it, man. Don't you remember?");
  }
 }

Then it should work fine.

Greets,
b.o.k.

33
Mega Tokyo AGI Archive / Re:V Project Update
« on: August 23, 2004, 06:30:59 PM »
Hi Chris.

Quote
Back in Decemeber 2002, my site crashed and my forum and the v forum where both lost due to a lack of backups.
Do you want me to create a new message board in it's place?

A new forum would be superb.  8)
Greets,

34
Mega Tokyo AGI Archive / Re:V Project Update
« on: August 23, 2004, 03:50:23 PM »
Hi Oliver,

I've send you a PM.
Greets,

35
Mega Tokyo AGI Archive / Re:V Project Update
« on: August 23, 2004, 02:29:17 PM »
Hi Allen and Oliver,

wow, thanks for keeping interested in V.  8)

About helping: Well, we could need a good graphician for drawing downtown pics, specifically downtown streets and interiors for a shop, a bar, a hospital and a residential building.
The graphics should be Sierra-standard (or better of course).
There's a lot work waiting for me updating many of the existent graphics so help with downtown graphics would be very welcome.

Greets,


36
Mega Tokyo AGI Archive / V Project Update
« on: August 23, 2004, 04:55:24 AM »
Hi folks,

here's a little update about the V project which (contrary to popular belief) is not dead at all.
There wasn't much work on the game for the past twelve months, but some weeks ago I set myself working on it again.
I plan to have the final game ready by summer 2005.
Not only will the final third be added, the stuff that is already there will also be massively reworked and warped up.

The project homepage is located at http://v.brainburst.de I'll update the homepage somewhere around september as I'm moving into a new appartment this month.

If anyone would like to help me out, any help is appreciated ...

Cheers.

37
Mega Tokyo AGI Archive / Re:Half-Death vs Serguei's destiny II
« on: August 21, 2004, 08:05:37 AM »
Hi Robin

This is not an easy question. I find both projects look equally promising, each having its own original elements.

So, if you're asking which game I'd like to see finished, I'd simply say: Both!  ;D

38
Mega Tokyo AGI Archive / Re:How do you animate objects?
« on: December 09, 2002, 02:15:32 AM »
If you have for example a flashing sign in view.001 the code would be:

animate.obj(o1);
load.view(1);
set.view(o1,1);
position(o1,100,110);
draw(o1);

Then the flashing sign would be drawn at 100,110.
Hope it helped you.

39
Quote
How can I associate a description with a 256color view (i.e., for inventory items)? This isn't done in the AGI256-2 demo game. And I can't find the option in BP's view editor.
Good question, I didn't try this yet. But I guess, you could make the view in AGI-studio complete with the description, then convert it to AGI256 with Viewedit.

40
Mega Tokyo AGI Archive / Re:drawing a gun
« on: December 08, 2002, 01:36:47 AM »
You guys could use the good old f31 aka always_animate_ego. It should be what you need. Just be sure to reset f31 when the player character is supposed to walk normally again.

41
Mega Tokyo AGI Archive / Re:Stupid doors!
« on: December 06, 2002, 02:36:31 AM »
Quote
Right off the bat, I'd suggest V.  

Well, thanks for trusting in our doors.  ;D We plan to have even more reliable and visually stunning sliding doors in part 3 of the game.  ;)

42
Mega Tokyo AGI Archive / Re:Literature in AGI Games
« on: December 05, 2002, 02:10:19 AM »
A brilliant idea.  :D We need more games inspired by books. I once had the idea to turn a theatre play into a game, but that was just an idea. However if you're creative enough you could even turn poems into AGI-games. Anything goes!

43
Mega Tokyo AGI Archive / Re:DQ2 info (kinda bad news)
« on: December 05, 2002, 02:07:29 AM »
Although C++ is a nice language and probably a lot more useful than AGI, if you say things like "I will release what I have no matter if it's complete" I doubt many people will bother about the game. If the author himself says "Its not complete but I gotta move on to other things so you here you are" you cant excpect the audience to go Hooray. IMHO.

44
Mega Tokyo AGI Archive / Re:Help, I'm stuck and panicking!!! :o
« on: December 03, 2002, 05:35:57 PM »
What caused me a lot of trouble with door-views was also control lines being too close to the area where the view should appear. Make sure, no control lines cross the area, because else the door will be placed some pixels off. If you have a lot of priority lines there, even more pixels off. Not sure if this applies to your problem though, because in my case though the door was in the wrong position it was still visible.

45
Quote
yah wasnt there a game dashiki or something, and one version had 256 colors. how could they do that?

Yep, Dashiki was in 256 colours. The only version I came across unfortunately only had two rooms. But they looked incredibly good.
It's actually quite easy to make an AGI game in 256 colours. Just get the hacked 256 colour interpreter from Brian's website at http://agisci.cjb.net. There you'll also find Viewedit, the program you need for the picture and view resources. Because these you can no longer edit in AGI-Studio and Picedit. It's not a problem however, because with Viewedit you simply convert BMPs to AGI-Pictures.


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