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Messages - YO

Pages: [1] 2 3
1
Foro general / Re: Demo de Henry y el libro magico ya disponible!!!
« on: February 06, 2011, 04:26:02 PM »
Hemos puesto un video de otra parte del juego,esta en nuestra pagina, de todas formas le pongo aqui:
http://www.youtube.com/watch?v=QsDIuX9XLm4
un saludo esperamos que os guste!!!

2
Foro técnico / Re: Empezando y con problemas.
« on: December 08, 2010, 12:57:24 AM »
wenas, esto es bastante sencillo, jeje segun vayas aprendiendo te parecera mas sencillo lo de que aparezca en un lugar determinado viene definido en el script del scene_init de cada escenario que haces, asi para que cuando cambies a otra escena te aparece en el lugar que quieres pones esto en el scene_init de la escena a la que va a ir el personaje:
Code: [Select]
if(Game.PrevScene=="Room")
{
  actor.SkipTo(X, Y);
  actor.Direction = DI_UP;
}
al principio la Room es la escena desde la que el personaje viene a esta escena, la posicion en la que aparece es X,Y que tu le tienes que poner el valor deseado y el direction es hacia donde mira, DI_UP hacia arriba, DI_LEFT hacia la izquierda etc, de todas formas esto viene muy bien explicado en el tutorial que trae el programa, echa un vistazo a los scripts
un saludo!!! si necesitas mas ayuda x aqui andamos ;)

3
Game announcements / Henry and the magic book (DEMO) now in english
« on: November 30, 2010, 04:34:27 PM »
Hi, now is available the demo of henry and the magic book in english, if you find some bug or something say to me. the link is:

http://dimension-adventure.netne.net/1_4_English.html

We hope you like it!!!

4
Hello this is our first adventure game(Demo), at the moment is in production, and only in spanish, sorry, we will traduce it in a few days, when translated we put here the link to download it, at the moment this is our page:

http://dimension-adventure.netne.net

We hope that you like it!!!

5
Foro general / Demo de Henry y el libro magico ya disponible!!!
« on: November 19, 2010, 01:37:49 PM »
Entrad en nuestra pagina y echad un ojo a nuestra demo, a ver que os parece!!!!

http://dimension-adventure.netne.net

esperamos que os guste!!!

6
Technical forum / Re: the same NPC in diferent rooms in "real time" how to?
« on: November 18, 2010, 09:09:02 PM »
ok, I created one code and one script, I see this script in one post of this forum that was created by mnemonic, and I make some changes to run as I want, this is the script that I see in this post:
Code: [Select]

#include "scripts\base.inc"


TimerValue = 0;

while (true)
{
  TimerValue = TimerValue + 1;
  Sleep(1000);
}

and this is the code modified, that reset every 60 seconds, in the game will be more time but this is a test:
Code: [Select]
 
#include "scripts\base.inc"


TimerValue = 0;

while (true)
{
  TimerValue = TimerValue + 1;
  Sleep(1000);
    if (TimerValue==59)
    {
TimerValue = TimerValue - 59;
    }
}


and the code of the NPCin the Scene_init in one room is this (in the other room is the same but with other times):

Code: [Select]

var cocineroOcupado = false;
while (true)
{
if (NPC.Ready)
{
if(cocineroOcupado == false)
{

cocineroOcupado = true;

}
else
{
if (TimerValue > 20 && TimerValue < 35)
{
NPC.Active=true;   
NPC.Direction=DI_UP;
NPC.GoTo(485,525); //
NPC.GoTo(389,400);
Sleep(3000);


}
else if (TimerValue >34 && TimerValue <45)
{
NPC.Active=true;
NPC.GoTo(686,454);
}
else NPC.Active=false;
}

}
else
{
cocineroOcupado = false;
    TimerValue = TimerValue;
}

Sleep(100);
}

the script of the NPC order to the TimerValue that if the NPC is talking the TimerValue is paused, but I have one bug, when Im talking with the NPC all is correct, but when I stops talking the NPC doesnt play his animations, I go out of the room and go in other time to the same room and the script runs ok, but the bug is this, after I was talking with him, he doesnt move, and do nothing

Something Im doing wrong but I dont know what

7
Technical forum / Re: the same NPC in diferent rooms in "real time" how to?
« on: November 15, 2010, 09:29:31 PM »
mmm, what I want is that one entity, no my player, make some animations until one time, when the entity arrives at any time in the hour for example the minute 30, the entity plays the animation to go out of the room, I want NPCs like the game Lure of the tempress, that his NPCs walk in some rooms, I want to do something like this

the mistakes in this code is that when I enter the room the script execute, but the entity(is one actor in NPC mode) only executes the code at the time I entered in the room, if the state is this (WindowsTime.GetMinutes() > 27 && WindowsTime.GetMinutes() < 35) alwais execute this animations in looping, but when the time pass, the animations doesnt chage, although the time are 40 for example, but if I go out of the room and enter the entity executes the other animations, or is inactive, but not execute this code if I stay in the same room that the entity

8
Technical forum / Re: the same NPC in diferent rooms in "real time" how to?
« on: November 15, 2010, 04:56:31 PM »
I have more problems, when I write the code of the one scene in Scene_init the NPC runs ok, but only if I go out of the room the script runs, if I stay in the same room with the NPC, this repeat always the same animations, and never put NPC.Active= false the code is this:
Code: [Select]

var WindowsTime = new Date();
var cocineroOcupado = false;
var sitioCocinero = 0;

while (true)
{
if (NPC.Ready)
{
if(cocineroOcupado == false)
{

cocineroOcupado = true; //
tiempoInicio = Game.WindowsTime; //
}
else
{
if (WindowsTime.GetMinutes() > 27 && WindowsTime.GetMinutes() < 35)
{
if (sitioCocinero == 0)
{
NPC.Direction=DI_UP;
NPC.GoTo(485,525);
NPC.GoTo(389,400);
Sleep(3000);

if (WindowsTime.GetMinutes==34)
{
NPC.GoTo(686,454);
NPC.Active=false;
sitioCocinero = 1;
}


}
}
else NPC.Active=false;
}

}
else
{
cocineroOcupado = false;
}

Sleep(100);
}


if I stay with the NPC in the same room, this code never runs:

Code: [Select]
if (WindowsTime.GetMinutes==34)
{
NPC.GoTo(686,454);
NPC.Active=false;
sitioCocinero = 1;
        }

and the question is: How I make the scripts to see the NPC in specific one minute the NPC go out of the room and if I go to the other room the NPC stay there walking?
I try with CurrentTime too, but the result is the same.
I want that the NPC stay in one room a few time, 35 minutes for example making some animations, and I want that the NPC when the time arrive at the 35 minute, the NPC go out of the room, it goes around the minimap, and arrives at the forrest and stay there playing some animations 24 minutes, for example, but in real time, not when I enter in the scene the NPC start his animation,

I dont know if I explain very well,
if some one can help me...
thanks!!!

9
Technical forum / Re: the same NPC in diferent rooms in "real time" how to?
« on: November 12, 2010, 10:31:45 PM »
thanks!!!!
I think the idea of make one NPC in one time to talk with the actor, but this is horrible, a bad idea, my intention is that one NPC goes to one Room stay there 30 minutes for example, and goes to other room stay there X time, and goes to other room and stay there some time, etc,

 I´m a beginner  in scripts, How I make to link the PC time with the game time to make the NPC to stay in one Room or in other room? with the Game.CurrentTime?

thanks for reply so fast


10
Technical forum / the same NPC in diferent rooms in "real time" how to?
« on: November 12, 2010, 01:54:27 PM »
hello, I have 1 question, I want that one of my NPC´s stay in the village, but in some time, this NPC go to the forest and there he/she make firewood, returns to his/her house and stay there many time.

in theory I will make a global NPC, I want real time (if in my PC is 1:30 pm the NPC goes to make firewood and if I stay in the minimap I see him to go to the forest, for example, and when I go to the forest I see him making firewood) or make that the NPC goes to the forest every hour and stay there 15 minutes and return to his house and stay there 44 minutes and return to the forest, something like this.
it´s posible?
how many scripts I have to make, one per scene?
where I make the scripts?

I read some post about this, not exactly to this, and I dont understand how works and how I make the script/scripts
thanks for reply and sorry for my bad english

11
Foro técnico / Re: no me funcionan los dialogos como yo quiero!!!
« on: November 10, 2010, 01:22:38 AM »
ya esta solucionado

12
Technical forum / Re: dialogues and objects
« on: November 10, 2010, 01:21:50 AM »
thanks, it works, I realize that the order of the lines matter a lot!!!
I try this with 3 actors, 2 of that are NPC and are in diferent Rooms, it works, but I found 1 failure, if I dont visit the room that have the script that change the variable, StateRoom.book = 1; the var doesnt change although I talk with the NPC, I solved this writing the script in one room that is visited alwais before all the rooms where the NPCs are. 
sorry but my english is not very good.

13
Technical forum / dialogues and objects
« on: November 02, 2010, 06:47:32 PM »
hi, here I am again, I have another little problem, this is about the talks, I have to talk with a NPC, lather I give some object and he says other dialogue, but the NPC doesn´t talks two diferent dialogues, I explain, change all their dialogue after giving the object.
this is the code have put in NPC.script:
Code: [Select]
global StateRoom;
global NPC;

on "Talk"
{
 if (StateRoom.book==2)
 {
  actor.GoTo(880 ,700);
  this.GoTo(550, 542);
  Game.Interactive = false;
  // greetings
  if(!StateRoom.TalkedToNPC) actor.Talk("Hola");
  else actor.Talk("Mmm");
  this.Talk("Que narices quieres, tengo mucho trabajo");

  // set the flag, so that we know we've already talked to him
  StateRoom.TalkedToNPC = true;

  // and let the dialogue begin

  NPCDialogue();
 
 
  // restore interactivity
  Game.Interactive = true;
  }
  else if (StateRoom.book==1)
  {
   actor.GoTo(880 ,700);
  this.GoTo(550, 542);
  Game.Interactive = false;
  // greetings
  if(!StateRoom.TalkedToNPC) actor.Talk("Hola");
  else actor.Talk("Mmm");
  this.Talk("Que narices quieres, tengo mucho trabajo");

  // set the flag, so that we know we've already talked to him
  StateRoom.TalkedToNPC = true;

  // and let the dialogue begin

  NPCDialogue2();
 
 
  // restore interactivity
  Game.Interactive = true;
    }
}
NPCDialogue is put after, in the book.script:
Code: [Select]
on "book"
{
  Game.Interactive = false;
  Game.DeleteItem("book");
  StateRoom.book = 1;

  Game.Interactive = true;
}
and in the Scene.init:
Code: [Select]
if(StateRoom==null)
{
  StateRoom.Visited = false;
  // add scene states here
 StateRoom.TalkedToNPC = false;
 StateRoom.book = 2;
}

i have create a variable called stateRoom.book that have two states, 1 or 2, depending if the actor gives the book or not, but dont work, only works after the actor gives to the NCP the book, if I talk before with the NPC dont talk

14
Foro técnico / no me funcionan los dialogos como yo quiero!!!
« on: November 01, 2010, 05:50:12 PM »
wenas, aqui estoy de nuevo, me ha surguido otro problemilla, entre tantos..., esto es de los dialogos, me gustaria que un NPC hablase normal, pero despues de darle algun objeto diga otro dialogo, no se si me explico, que cambie todo su dialogo despues de darle dicho objeto.

como codigo tengo puesto en el NPC.script
Code: [Select]
global StateRoom;
global NPC;

on "Talk"
{
 if (StateRoom.book==2)
 {
  actor.GoTo(880 ,700);
  this.GoTo(550, 542);
  Game.Interactive = false;
  // greetings
  if(!StateRoom.TalkedToNPC) actor.Talk("Hola");
  else actor.Talk("Mmm");
  this.Talk("Que narices quieres, tengo mucho trabajo");

  // set the flag, so that we know we've already talked to him
  StateRoom.TalkedToNPC = true;

  // and let the dialogue begin

  NPCDialogue();
 
 
  // restore interactivity
  Game.Interactive = true;
  }
  else if (StateRoom.book==1)
  {
   actor.GoTo(880 ,700);
  this.GoTo(550, 542);
  Game.Interactive = false;
  // greetings
  if(!StateRoom.TalkedToNPC) actor.Talk("Hola");
  else actor.Talk("Mmm");
  this.Talk("Que narices quieres, tengo mucho trabajo");

  // set the flag, so that we know we've already talked to him
  StateRoom.TalkedToNPC = true;

  // and let the dialogue begin

  NPCDialogue2();
 
 
  // restore interactivity
  Game.Interactive = true;
    }
}

ademas de las funciones del NPCDialogue, que van despues, y esto que tengo de cuando la doy el libro:

Code: [Select]
on "book"
{
  Game.Interactive = false;
  Game.DeleteItem("book");
  StateRoom.book = 1;

  Game.Interactive = true;
}

y esto referido del scene.init
Code: [Select]

if(StateRoom==null)
{
  StateRoom.Visited = false;
  // add scene states here
 StateRoom.TalkedToNPC = false;
 StateRoom.book = 2;
}


no se que le pasa que si no le doy el libro no habla, pero si la doy el libro me habla bien es muy raro, me pasan cosas muy raras XD

15
Technical forum / Re: NPC and objects
« on: October 28, 2010, 01:30:57 PM »
thanks eborr!!!! its works very well!!!! only I change var for global in var NPC=LoadActor.... and in the book I write global NPC; and works ok,


thanks!!!!!!!!!!!

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