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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Tue Sep 11, 2007 10:55 am    Post subject: Reply with quote

Battlescape is on hold, it was too ambitious at the time, but I really hope we get the chance to finish it one day.

Warangels is no more, sadly. Hamish has done a post mortem on his blog here:
http://www.hamishmcleod.com/?p=14

Again, it's another game that was too ambitious Sad

One day though . . . .
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ewerybody



Joined: 05 Sep 2006
Posts: 165
Location: Berlin



PostPosted: Tue Sep 11, 2007 2:27 pm    Post subject: Reply with quote

Oh oops! I didn't know that by now!
I always thought you drop in sometime to help finish it. So moonpod was just the distibution channel it shall be published when - its - done?

oh I hope we're not going too offtopic here.. switch to the WA-thread? Wink

I hope hamish isn't too.. "devastated" about making games now.. ohok. reads out he isn't ;] bb3d ftw?!?
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Inane



Joined: 06 Jul 2006
Posts: 173



PostPosted: Tue Sep 11, 2007 5:13 pm    Post subject: Reply with quote

ewerybody wrote:

What's up with War Angels and Battlescape?
warangels video said coming 2006.. now 2007 is half gone ;]

War Angels were cancelled by Hamish Sad.

Battlescape is hibernating, like a bear, only instead of hibernating through each winter, it hibernates through each unknown-period-of-time.
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ewerybody



Joined: 05 Sep 2006
Posts: 165
Location: Berlin



PostPosted: Wed Sep 12, 2007 11:59 am    Post subject: Reply with quote

aaww .. come. They surely have something up their sleeve.
And I'm sure there will be stuff to show quite soon :]

maybe even before I have sth to show on XNA with my xboooooxxx!!!! Very Happy
ok .. I continue this somewhere else..
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Fri Nov 23, 2007 6:39 pm    Post subject: Reply with quote

How do I get Sams1 to move between rooms when you make an adventure?
Is it done in LUA? I have the Sams1 dynamic object in one room and another room connected by a Sams1 door. Currently when he carries Asimov through, only Asimov comes out on the other side.

Edit:
Ahh... If you have a sams1 in each room it works.. sort of.. sams1 kind of glides around without animation. I assume that initstate needs to be set to some particular setting like 'carrying'. How can I get this working?

I would like to have Asimov go through the room without sams1, then find sams1 in another room and backtrack through that room... is there a way of hiding sams1 the first time through?
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Zharmad



Joined: 25 Dec 2006
Posts: 95
Location: Sydney, Australia



PostPosted: Sat Nov 24, 2007 7:35 am    Post subject: Reply with quote

I don't think you can actually move objects between rooms as each room is entirely generated by scripting.

But, to hide Sams1 on your first visit:
What I usually do is to define a KeyValue for visiting the room. Make a LUA script and Write something like this.

Code:

g_state = 0

function sequence
if( g_state == 0 ) then

 test = getKeyVal( "have_Sams1" )
 if( test == "" ) then
  sendMessage( "Sams1", "SYSTEM", "SHOW", "FALSE" )
 end
 g_state = 1

end

return false
end


Then when you find Samson in the next room, make the LUA script say:
Code:

g_state = 0

function sequence

if( g_state == 0 ) then
 saveKeyVal( "have_Sams1", "TRUE" )
 g_state = 1
end

return false
end

---
Personally, I haven't used Sams1 yet so I can't tell you the correct state to put him in. You might want to check out MrRobot.001, IIRC.
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Sat Nov 24, 2007 7:05 pm    Post subject: Reply with quote

Well it looks like I have it set up similar to how its done in mrrobot.000. Thanks for the LUA, Haven't tried it yet, but it sounds good.

When I go into the new room on Samson, We pop out the other side but Samson has no animation, he just glides around. I press shift and Asimov jumps off. Asimov cannot get back on him. If I reset the room, Samson disappears (it shows his shadow for a split second, then its gone).
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Zharmad



Joined: 25 Dec 2006
Posts: 95
Location: Sydney, Australia



PostPosted: Tue Nov 27, 2007 9:24 am    Post subject: Reply with quote

I'll probably have a crack at it myself on Friday, after my first conference finishes (I'm in a hostel atm Razz). I've always wanted to use Samson somewhere.

But hopefully Fost/Pooh will give an affirmative before then.
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Tue Nov 27, 2007 10:01 am    Post subject: Reply with quote

Here's what I did:

1. create two rooms in the editor.
2. put a samson sized door in each room - remembering that doors must go the right way round.
3. put samson in one room.
4. put samson and asimov in the other room.

Now if I run the game I can hop on samson and walk through the door and back. It looks like I'm taking samson with me, but I'm just automatically hopping from one to the other.

You might want to try that simple test first, just as a sanity check to make sure everything is working.
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punman



Joined: 25 Feb 2007
Posts: 54
Location: Chicago, USA



PostPosted: Fri Nov 30, 2007 12:27 am    Post subject: Reply with quote



I think the problem was that I had Samson too close to the door. After moving Samson away from the door in the editor it worked fine.

I thought you could put Samson anywhere in the room (keeping in mind that this is one of the spots that Samson could revert to whenever Asimov resets or leaves the room) and he would snap to the door when Asimov rode in. It didn't occur to me that he could get in his own way.
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Fri Nov 30, 2007 9:33 am    Post subject: Reply with quote

Ah. Sometimes you do things so often you forget it's actually a requirement - doh! I always just stick Samson in the middle of the room and had completely forgotten that was actually quite important.
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Zharmad



Joined: 25 Dec 2006
Posts: 95
Location: Sydney, Australia



PostPosted: Fri Nov 30, 2007 10:37 am    Post subject: Reply with quote

*glee* I tried it this afternoon as well. Samson works just fine.
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Crussh



Joined: 25 Jan 2007
Posts: 151
Location: Sweden



PostPosted: Fri Dec 14, 2007 2:21 pm    Post subject: Reply with quote

I am probably going to shoot myself for asking this, but is Mr.Robot slowly dying from lack of new stuff?
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Zharmad



Joined: 25 Dec 2006
Posts: 95
Location: Sydney, Australia



PostPosted: Wed Dec 19, 2007 7:08 am    Post subject: Reply with quote

I reckon it would rather be a lack of exposure to the general public, tacked on to the natural shelf life of most computer games. New stuff won't work if there's no new people to play it.

Aside from issues with Mr. Robot re-distributors and user adventures, IIRC.

- - -
W.r.t. to "new stuff" - one of the lacks would be that people don't get as much feedback (or encouragements,) for their effort into the community. Some of my thoughts run like this: if no one plays it, maybe I should post the work in progress and call it a day - at least a few cats will be able to witness the unfinished final puzzle. And also, I don't know if another could pick up an unfinished adventure where one left off - collaborative work would be useful.

I had some nifty code down for a multi-room puzzle - I was also going to try moving crates through doors and across rooms as well, but it is yet to leave the design stage. Being able to change the lighting of a couple of other rooms was nice though - I really enjoyed the workaround, which can be applied to a LOT more nifty puzzles.

...but then, if my level of "rewarded-ness" is measured by community response...? I don't know. If I get a set of feedback on whether people are actually getting through the problems earlier in the adventure - I'd know if their Asimovs will live to see the effort.

It is what separates the average coders-for-fun from indie developers.
/talk.
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Crussh



Joined: 25 Jan 2007
Posts: 151
Location: Sweden



PostPosted: Wed Dec 19, 2007 4:12 pm    Post subject: Reply with quote

Oh... Sad I was planning on making some adventures but I pretty much dont know anything about the editor. >.<
So I thought "Eh what the hell, i'll just sit back and play with the editor until Fost releases more editor documentation."
And im still waiting. ^^
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