Please login or register.

Login with username, password and session length
Advanced search  

News:

This forum provides RSS feed. To query recent posts use this url. More...


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.

Messages - iain

Pages: [1]
1
Game announcements / Re: photography game
« on: February 23, 2008, 02:41:01 PM »
Cheers guys, some interesting games, i like East Side Story's style. The online Lost game is another example that used photos and video a lot www.find815.com
There will be a story metamorphium, the problem is my first audience is going to be my photography tutors and they don't play games and wont have much time to play it when they mark it, so i need to make it easy for them to explore etc.

After that i might develop another version which is more staggered, you'll have to do more to get through scenes maybe. I still think the exploring/playing thing could be good though, one idea i have is you can pick different mushrooms in certain scenes and if you eat them then you start hallucinating; the scene image could change to an edited version. This could effect different scenes differently so theres an experimental aspect to it.

2
Technical forum / Re: Binoculars
« on: February 23, 2008, 01:37:15 AM »
That's great. I had to tweak the ratio to dx / 2 + 2*dx;  as it was moving too slow and couldn't get to the edge of my image. Very useful that, cheers!


3
Technical forum / Re: Binoculars
« on: February 22, 2008, 06:20:58 PM »
Thanks for helping metamorphium. When you say "do something here" is that where the code inside my loop goes or should this all be in a seperate loop? sorry i'm a bit unsure how implement the ratio change so it move just a little less, should the dx/dy value be taken off?

4
Game announcements / photography game
« on: February 22, 2008, 05:24:17 PM »
Hello all! I'm using your wonderful program to make a game for my third year of university. I'm actually studying photography and thats my area really but im getting into this side of things more. I just thought one day, why can't i make a game with photos? Anyway the game is set in mostly in woodland and by the sea in Cornwall. My biggest influence gamewise is probably Syberia but the project started with a set of photo I took mimicking the style of filmmaker Tarkovsky, particuarly in the film Stalker.

You probably all know the game S.T.A.L.K.E.R which was heavily based on bits of the film and came out after I started work on my game. It's not that I hate the game but it missed the point of the film entirely; for example in several scenes of the film we see pistols rusting in puddles of water as guns cannot be used in the zone of the film, every step must be treaden carefully and the landscape respected. Playing S.T.A.L.K.E.R just spurred me on to make a game with tarkovsky's style which I think point and click game can do better, Stalker has lots of slow panning or even still shots for long periods.

Enough guff, here are some shots. As with Stalker there's lots of water in scenes which i've animated mostly in camera (the right image below is an after effect), i found elements like wind and water easier to animate using the camera as my SLR can only shoot 3fps, other things like my friend talking I had to ask him to slow down but it looks good.














I do have an actor but it's not finished yet, close ups like the top 2 images will not have an actor. I do have a story in mind but really it more about exploration, finding new scenes and things to do and just enjoying being in the game so lots of atmosphere with rain etc. I think the photography/game thing has a lot of potential, i'm curious if anyone else out there is doing the same or knows of anyone who is? My game should be ready to play in a few months but I might develop it further after that to make into more of a "game" ie more challenging.Cheers
Iain

5
Technical forum / Binoculars
« on: February 22, 2008, 03:58:58 PM »
I'm trying to recreate those binoculars you see by the seaside which you can put money in and view, but it could also be some regular binoculars.This is done quite well in the game Barrow Hill in the cabin.

I've come up with a script below that works ok but with a few problems. "bins" is a png overlay 2400*1800 to make it look like you're looking through some binoculars (2 black circle fringes, see image below) and view is the scene behind that which you can look around by moving the mouse and is 3264*2448.  My game resolution is 1024*768, the bins image is bigger because it goes offscreen at the edges, I would tile it like in the torchlight script but its a bit beyond me at this point.

Mainly the movement is too fast and also it doesn't seem to stop moving even after I stop moving my mouse. The WaitFor (bins); bit is an attempt to make the view image and the binoculars to move together so it looks realistic, it hasnt worked that well though and the they will still move without the view a bit. Adding Sleep(20) helps a bit with that but it makes everything very jerky.

I used skip instead of scroll because i didnt like that you have to wait for it to move to a point even though your mouse had already moved somewhere else and I've have problems controlling scroll speed in other scenes, scrollpixel works but is jerky,scroll speed simply doesnt work for me, i can make it slower but anything less than 10 doesnt make any difference, is this a bug because I think it worked at one point?

Is there anyway to reduce the mouse sensitivity/speed? I think that would help if I could.


Code: [Select]
var bins = Scene.GetNode("bins");
var view = Scene.GetNode("view");
Game.MainObject=null;
Scene.AutoScroll=true;
actor.Active = false;
Scene.SkipTo(1632,1224); //half resolution of the view image
bins.SkipTo(Scene.MouseX-1200,Scene.MouseY-900);
Sleep(1800); //to stop movement before the scene has initialised


while(true)
{

   
   Scene.SkipTo (Scene.MouseX,Scene.MouseY);
   bins.SkipTo(Scene.MouseX-1200,Scene.MouseY-900);
   //the binoculars follow minus half their resolutiion to keep them centered
   WaitFor (bins); //wait so the bins and view move together
   WaitFor (Scene.SkipTo);
   
}


6
Technical forum / Re: Entity For a certain time
« on: February 02, 2008, 01:43:47 PM »
You could make it sleep for 2 seconds by adding Sleep(2000); inbetween the active and deactivate code.

7
Technical forum / Re: multiple switch combinations
« on: February 02, 2008, 03:00:35 AM »
Finally! I figured it out, it all about the layers which is something I hadnt used much until now. I started from scratch and put each sprite entity in a seperate close-up layer instead of multiple sprite entities in one layer. I'm not sure why my old way didn't work but this way the scripts are simpler although there are more of them. Now each layer has seperate light switch regions/scripts which simply turns on a certain layer depending on which what lights are already on or off.
Here's the scene if anyones interested, its just a test so the image isnt that clear. One switch is above the headphones and the other is at the base of the lamp to the right of the monitor.
http://ichatburn.co.uk/stuff/lights.zip

8
Technical forum / Re: multiple switch combinations
« on: January 18, 2008, 07:10:35 PM »
ok im back and have simplified the code, hopefully it will be more clear what im trying to do although it doesnt work fully still.

This is the code attached to the white light region. lightw is the image with the white light on, lightr with the red on and lightwr has both on.

Code: [Select]
on "LeftClick"
{
  global EntLightw = Scene.GetNode("lightw");
  global EntLightr = Scene.GetNode("lightr");
  global EntLightwr = Scene.GetNode("lightwr");
 
if
    (EntLightw.Active==false)
{
EntLightw.Active=true;
}

if
    (EntLightw.Active==true)
{
EntLightw.Active=false;
}

if (EntLightr.Active==true)
     {
  EntLightwr.Active=true;
}

if (EntLightwr.Active==true)
     {
  EntLightwr.Active=false;
}
}

and this is for the red light region

Code: [Select]
on "LeftClick"
{
  global EntLightw = Scene.GetNode("lightw");
  global EntLightr = Scene.GetNode("lightr");
  global EntLightwr = Scene.GetNode("lightwr");
 
if
    (EntLightr.Active==false)
{
EntLightr.Active=true;
}

if
    (EntLightr.Active==true)
{
EntLightr.Active=false;
}

if (EntLightw.Active==true)
     {
  EntLightwr.Active=true;
}

if (EntLightwr.Active==true)
     {
  EntLightwr.Active=false;
}
}

The entities are layered so that lightwr is on top so i dont have to bother turning the individual lights off and on again. I'm still finding that once  lightwr gets displayed  i can not get back to the lightr or lightw. The code I thought would deal with this is:

Code: [Select]
if (EntLightwr.Active==true)
     {
  EntLightwr.Active=false;
}

Thereby hiding this top layer and displaying whichever individual light is left active below it. But this doesnt happen, nothing does from this point. I'm also puzzled why I can only get lightwr to display if i "switch" the light on in the order of lightw and then lightr. Thanks, I'll be thankful if anyone can help!

9
Technical forum / Re: multiple switch combinations
« on: January 13, 2008, 02:34:22 PM »
Thanks metamorphium, the book is looking good, I've just been reading it and already learnt a few new tricks I didnt realise. I'm still struggling a bit with how i would use a global array here. This is what I have so far, I've managed to get one light to turn on and off (lightw which is a white light) and when i turn the red light on (lightr)the third image does appear with both lights on. However when I get to this point neither lights turn off and I'm stuck with the image with both lights on. Also when i turn the red light on individually i can not turn it off or switch to the white light image.

To clarify, the scene has 4 basic image sprites; one showing no lights on, one with the red light turned on, one with the white light on and one with both turned on. The image with no lights is the default and the only one which isn't hidden initially.

This is the code attatched to the white light switch named lightwregion

Code: [Select]
#include "scripts\base.inc"

actor.Active = false;
global Statelightdemo;

on "LeftClick"

  global EntLight = Scene.GetNode("light");
  global EntLightw = Scene.GetNode("lightw");
  global EntLightr = Scene.GetNode("lightr");
  global EntLightwr = Scene.GetNode("lightwr");

   if(Statelightdemo.lightwon==false)
   {
   EntLight.Active = false;
   EntLightr.Active = true;
   Statelightdemo.lightron = true;
   
}
else if(Statelightdemo.lightron==true)
   {
   EntLight.Active = true;
   EntLightr.Active = false;
   Statelightdemo.lighton = true;
   
}
else if(Statelightdemo.lightwon==true)
   {
   EntLightwr.Active = true;
   EntLight.Active = false;
  Statelightdemo.lightwron = true;
   
}
else if(Statelightdemo.lightwron==true)
   {
   EntLightwr.Active = false;
   EntLightw.Active = true;
   Statelightdemo.lightwon = true;
}
}

and this is the code attatched to the red switch

Code: [Select]
#include "scripts\base.inc"

actor.Active = false;
global Statelightdemo;
on "LeftClick"

  global EntLight = Scene.GetNode("light");
  global EntLightw = Scene.GetNode("lightw");
  global EntLightr = Scene.GetNode("lightr");
  global EntLightwr = Scene.GetNode("lightwr");

   if(Statelightdemo.lightwon==false)
   {
   EntLight.Active = false;
   EntLightr.Active = true;
   Statelightdemo.lightron = true;
   }

else if(Statelightdemo.lightron==true)
   {
   EntLight.Active = true;
   EntLightr.Active = false;
   Statelightdemo.lighton = true;
   }

else if(Statelightdemo.lightwon==true)
   {
   EntLightwr.Active = true;
   EntLight.Active = false;
   Statelightdemo.lightwron = true;
   
}
else if(Statelightdemo.lightwron==true)
   {
   EntLightwr.Active = false;
   EntLightw.Active = true;
   Statelightdemo.lightwon = true;
   }
}

10
Technical forum / multiple switch combinations
« on: January 12, 2008, 09:52:34 PM »
Hey guys! I'm working on quite an aesthetic arty game which i'll announce soon =]
I've gotten a lot done by copying stuff from tuturials, i actually started last year. I'll save you all my confused attempts at scripting, since I have little coding experience I've gotten a lot of the basics done by searching the forum or modifying example games but its a bit hit and miss.

I want a scene which has multiple lights which can be turned on or off in any combination. I have prepared multiple images which take up the whole screen and show the lights turned on and off in all combinations; white light on + red light off, red and white light on together, all lights off etc. I tried using the code from the fan in the tutorial but got in a bit of a muddle plus i couldn't find how to display one outcome which was the product of two variables, ie. switching two light switches and showing the one image which has both lights on.

Essentially there is no background in the scene, just multiple versions of it and the ability to switch between them by pressing the switches on the individual lamps. I hope its not bad etiquette to ask without showing code I've tried, I feel a bit like im shopping in a foriegn country, do I attempt to speak their tongue or just ask in English! Cheers.


Pages: [1]

Page created in 0.037 seconds with 24 queries.