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#16 Tom Henrik

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Posted 05 January 2006 - 06:49 PM

Lovely images :max:
(Both the mental and the physical ones).

Yo!

#17 Sean

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Posted 05 January 2006 - 07:00 PM

Todays Update:

Learnt some basic scripting, I've picked up a lot today and although this script is primitive and doesn't demonstrate what I've learnt it's all I need.

Script said:

PlayMusic(1);
Wait(80);
DisplayMessage(19);
DisplayMessage(20);
FadeOut(30);
Wait(10);
FadeIn(10); 
FadeOut(30);
Wait(10);
FadeIn(10);
FadeOut(30);
Wait(10);
FadeIn(10);
FadeOut(30);
Wait(10);
FadeIn(10);
FadeOut(30);
Wait(10);
FadeIn(10);
character[PLAYER1].Think("The lights, they're flickering.");
FadeOut(30);
Wait(80);
FadeIn(10);
character[PLAYER1].Think("The door. It's open... what the?");
FadeOut(30);
Wait(10);
FadeIn(10);
Display ("Hello?");
Wait(10);
FadeIn(10);
FadeOut(30);
Wait(10);
FadeIn(10);
FadeOut(30);
Wait(10);
FadeIn(10);
FadeOut(30);
Display ("Is anybody there?");
FadeOut(30);
Wait(10);
FadeIn(10);
Display ("I can't hear anything.");
Wait(120);

StopMusic();

I'll finish it up by adding approiate sounds and graphics tommorow, then a select few will have this version sent out to them by sunday. After I've added the 2nd Puzzle. If you'd be interested in testing, lemme know.

- Sean
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#18 Blood-Pigggy

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Posted 05 January 2006 - 07:09 PM

I'll let you go on by yourself, but you need to learn how to loop certain parts of scripting, it'll make it much easier.

(I used AGS for a few years).

If you don't mind doing it that way, it's fine, and what you've got will work quite nicely, but there's a way to do it faster.

P.S. - ME WANT TEST

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#19 Frodo

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Posted 05 January 2006 - 07:32 PM

Sean, on Jan 5 2006, 07:00 PM, said:

If you'd be interested in testing, lemme know.

- Sean
I definately would like to test.   :max:
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#20 taikara

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Posted 06 January 2006 - 12:38 AM

that scripting reminds me of back in the day of spaghetti coding, only sans the line numbers.
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#21 Blood-Pigggy

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Posted 06 January 2006 - 01:47 PM

What I love about AGS scripting is how simple it is, the commands are understandable and they make sense.

In C++ for example, what does std:cout mean anyway?

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#22 Tom Henrik

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Posted 06 January 2006 - 01:53 PM

Studs, come out!!

...maybe? :max:

Yo!

#23 Blood-Pigggy

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Posted 06 January 2006 - 02:03 PM

Hehe.
It's actually the command that outputs text.

I dunno if you could consider that "studs".

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#24 Sean

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Posted 06 January 2006 - 03:56 PM

I'll look into 'looping' parts of script but I'm not planning on keeping the fade sequence anyway. I'm planning on activating an animated background instead :max: You could always teach me how to loop stuff ya know :huh:

I still need to make the second puzzle and add some ambient noises but I reckon I should have something worth running through by sunday. I think I might add quite a few puzzles before the next 'test' though, I'm not sure :P
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#25 Sean

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Posted 06 January 2006 - 07:24 PM

I optimized the code a little and added the room transition.

Optimized Script said:

PlayMusic(1);
Wait(80);
DisplayMessage(19);
DisplayMessage(20);
FadeOut(30);
Wait(200);
character[PLAYER1].ChangeRoom(7);
FadeIn(10);
character[PLAYER1].Think("The lights have come back on. ");
character[PLAYER1].Think("The gate is opening!");
StopMusic();

I've done a few bits and bobs to do but I'm not in a very work heavy mood, the next stage requires quite a bit of work.. the blood'll be a pain :max:

If anybody could help me with sounds I'd be greatful. Archives and converters would be cool.

Thanks!
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#26 A. J. Raffles

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Posted 06 January 2006 - 08:59 PM

Blood-Pigggy, on Jan 6 2006, 01:47 PM, said:

What I love about AGS scripting is how simple it is, the commands are understandable and they make sense.

In C++ for example, what does std:cout mean anyway?
On an educated guess: could it be that the std bit is because that command uses the standard library and cout is short for console output or something like that?:max:

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#27 Bobbin Threadbare

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Posted 08 January 2006 - 08:15 AM

Yeah, hang on Sean. I just installed AGS, and the prison guy should come alog today or tomorrow. Do you want entire walkng aimations? Or just a straight sprite?
Heh, it took me a while to change this...
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#28 Sean

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Posted 08 January 2006 - 01:16 PM

Entire walking animations, if that's not too much to ask.

Also

Mini-Update: I've now got a concrete 'design-plan' to follow. I've written down in chronological order all that is going to happen, now I just need to implement it and think of some puzzles to add along the way.
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#29 Frodo

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Posted 08 January 2006 - 01:36 PM

Sounds like it's progressing nicely.   :max:
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#30 Sean

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Posted 08 January 2006 - 03:09 PM

Yes, it is.

Might actually be completed sooner than I originally thought, won't get ahead of myself though. I don't really mind how long it takes aslong as a few people like it when it's finished. Also, I should welcome Bobbin to the team. He's hard at work on the character model. :max:
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