AGS Awards votes close at 23:59 GMT on Tuesday 10 March 2015. You haven't yet voted, so you've got 5 days and 1 hours left to play the games and decide which to vote for!

There will be a test of the AGS Awards ceremony client this Sunday at 15:00 GMT. If you're able to help test, please visit the thread.

Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.

Messages - Snarky

Pages: [1] 2 3 ... 182
She's in there, both with and sans dress!

Thanks to everyone who has sent me avatars so far. There's a pretty good selection now, but we could always use more!

Yes, that's what I ended up doing (for all the related scripts).

A few different people have sent me music (thanks!), but I'm still missing something for the intro screen, as well as the actual winning fanfare.

For the fanfare, I'm looking for something like this:
I'd ideally like to avoid sound effects that have to be commercially licensed, though. Not so much because of the price, but because it's hard to make sure we're complying with the licensing conditions. And anyway I prefer something made by AGSers.

Would it be possible to have a separate view where all the "standing" frames are actually "turning" frames, and simply switch to that as the first thing you do when the character is supposed to walk? You might need one for clockwise and one for counterclockwise turns, but if your turn animation is simple, it might look OK, I think? (My only worry is that the turn might not respect the character animation speed, and perhaps would play too fast.)

Read the first post. ProcessClick() is now Room.ProcessClick() or GUI.ProcessClick().

Critics' Lounge / Re: Background Perspective
« on: Yesterday at 14:39 »
Gemini Rue uses a form of 2, primarily: convergent perspective where different parts of the image have different vanishing points. (This screen also has a couple of perspective errors, particularly noticeable between the two rows of tables where the edges aren't parallel.)

You can see that as you go higher up in the image (or rather, higher up in the room, along the Z-dimension), the vanishing point also shifts up. This gives you some of the benefits of axonometric perspective (less scaling), while still looking more or less "realistic" like linear perspective. In a screen like this, most people won't even notice that the vanishing point isn't consistent, but it does depend on the content of the screen: you probably couldn't show the horizon without it looking noticeably wrong, for example.

Quintaros!! Good to have you back, man! ;-D

I have to say I agree with Ouxx. The models are nice, but the finish is a bit lacking. Part of the problem, I think, is that you're following the renders too faithfully. You're not really adding any detail in your painting (apart from that bush), so even if we were to see it as just a painting, it wouldn't be a painting of a place, but a painting of a pretty simple 3D model of a place. At that point, you might as well just use the 3D model directly, rendered with something like Kerkythea. (I think Rogue State, for example, uses Sketchup-modeled backgrounds, rendered with very little Photoshop editing.)

If you're going to paint on top, I would just use the 3D renders as an underlying sketch, and paint it all freehand. And I'd try to be more realistic, particularly in giving texture and variation to objects and surfaces. The waves and sand are a good start, but the (I assume) grass looks like concrete painted green, while the concrete looks like... well, like a render. Think bricks, think cobblestones, think gravel, think undulations in the lawn, think a footpath, think chipped corners, think marks from the high-tide waterline... Think sparkling dew (or sea spray) where the sun hits. If we are to believe in this as a real space, you need to at least suggest that it's not just a collection of polygons.

Finally, do you need this high a resolution? Especially if you decide you're painting the backgrounds, they'd benefit - IMO - from being scaled down, as they are a bit too simplistic to work in high-res.

All that said, I think this is a promising start. It just needs a bit more TLC before it begins to "work." WRK does perhaps have a point about the compositions (though I wonder if he was seeing the images cut off: I had to "view image" to see the whole thing - you really should scale them down!), but I think with some cropping/reframing they wouldn't be too bad. One small thing I would change there is to nudge the POV so you don't have the edge of the wall head-on.

Just calling your attention to the recruitment post asking for music:

Thanks. I thought so, but I was having some weird bugs in code that crossed multiple scripts, and if it didn't work as I assumed that would explain it.

I think in the end the problem was in my head. I built these weird structures that would always run certain update functions when you tested a value *unless* it had already been updated this cycle, and in the process somehow convinced myself that the remaining bits of repexec would run *after* the repexec of a lower script. But of course that would never happen by itself. I ended up refactoring out all the "game cycle" logic into separate functions, and called them all in my desired order from the repexec in the bottom script. Still didn't work properly, but at least it made sense.

This is sort of an open call for contributions.

I'm hoping to add a bit more music to the AGS Awards ceremony. In particular, I think the winner of each category deserves a fanfare. Apart from that, maybe a music cue for when each nominee is presented, and perhaps background music for the acceptance speeches, the presentation of each category, and general chat? I'm open to suggestions. Edit: Listening to the first few submissions has helped me get a clearer idea of what I'm looking for:

Winner fanfare cue: A short triumphant burst of horns and strings, only a few seconds long (ca. 2-6?). To play as the winner is announced, before people have a chance to applaud (or while they're applauding).
Nominee announcement cue: A softer, "hopeful" music cue (strings, maybe), again only a few seconds long. To play as a nominee is presented, possibly under applause.

Intro screen music: For when the game starts, displaying an intro screen. Could start with an "AGS overture" cue, should then continue as general "main menu" music.
Acceptance speech background music: A looping track, calmly triumphant (not too smug, not too intrusive). For when the winner gives their acceptance speech.
Category presentation background music: A looping track, soft and upbeat, with a similar sound to the acceptance speech music, but maybe more suspenseful (while still staying in the background)? For when a presenter talks about the category they're handing out.
General chat background music: Another looping background track in a similar style, but more playful/silly (again, not so much that it becomes intrusive). For when the presenters are just goofing around between categories. (These bits are short enough that no music is necessarily required, so this is lower priority.)

For all of the background music, keep in mind that the ceremony goes on for a good two hours, so with only two-three different tracks, it needs to be something that people won't be completely sick of by the end. The background music can very well be "computer game-y" (MIDI or chiptune-style), though I think the fanfares should be more orchestral.

You can watch bits of last year's ceremony to see how it could be enhanced with music here:

This is an unpaid gig, and the "game" will be open-sourced (though you may specify e.g. a Creative Commons Attribution license for your work). But you get to provide "official" AGS music. (If you want to reuse something from an existing game, please let me know.)

All contributions needed within about a week (yikes, it's already that close!), so there's not a whole lot of time. I can't promise it'll be included, so something you already have sitting around is probably most sensible.

Post in this thread or PM me.

AGS questions isn't really what this thread is for, so I'll move your question to the Beginner's Tech Forum soon, but for now:

Usually, you want a room background to be the size of your game resolution, so it fills the screen. Your first decision, then, is what resolution to use. Typically, a "classic" VGA-style adventure will have a 320x200 (widescreen) or 320x240 (3:4) resolution, while a "high-res" (relatively speaking) game might go with 640x400, 640x480 or 800x600. Higher resolutions are possible (and with the next AGS version you'll be able to make up any resolution you like), but can have performance issues.

320x200 is a good place to start.

You should set up your game project to the resolution you decide (under "General Settings") before you start making the game, because changing it later can wipe out or mess up some of your work.

The size of a standard sprite also varies considerably depending on your resolution and your the graphic style: how large you want them to be on screen. Guybrush in Monkey Island and Bernard in Day of the Tentacle are not the same size: Gubyrush is about 50 pixels tall, while Bernard is about 70), and Sierra sprites tend to be a little smaller. In a low-res game, somewhere between 40-100 pixels is pretty typical.

I usually start by making a template of how I want the game to look in Photoshop. I set the canvas to my chosen resolution and put in a sample background, either by borrowing an existing image or just sketching one real quick (don't forget to account for the user-interface, if it takes up any space on screen), and draw in a stick figure (or paste in a borrowed sprite) to figure out the scale. You can stretch it until it looks right, then measure how big it is in pixels.

... There are multiple AGS IRC servers? ???
That's news to me. The client is set to connect to, and I didn't realize there was an alternative. Does it matter?

Ahead of the actual awards ceremony, it would be great if as many people as possible could join me for a beta test of the updated AGS-IRC client. In previous years it's sometimes been a bit crashy, but in my own testing I haven't been able to break it. (You might think that is good news, but it's actually quite worrying, because the crash you can't reproduce is the crash you can't fix.) To give the highest chance of a successful main event, it's essential to really put the client through its paces in a beta test.

This coming Sunday, 8. March, would be good for me. (Gives me time to finish a few bits that are still missing, but also to fix any errors we discover.) I just picked an arbitrary time, 15:00 GMT, as a starting proposal, it can just as well be earlier or later. (I'll probably be working on it all day anyway.) The weekend seems like the most reasonable time in general, particularly for different time zones, but if many people would prefer another day, let me know!

Even if you're spending the day playing the nominated games so you can vote, you can just have the client running in the background.

So please indicate if you are able to join a beta test on that day/time, and if not, when you might be available instead. Thanks!

Edit: I'll put up a download link to the beta-version of the client here in this thread ahead of the test.

Just a general question about using multiple script modules. If you have several scripts that have repeatedly_execute() or repeatedly_execute_always() handlers, is there any guarantee about the order they will be executed in? (E.g. the order of the script files in the editor.) I have some complicated logic around predicting what will happen the next game cycle that I'm trying to debug, and it relies on different repeatedly_execute_always() functions always being in sync in the expected order.

I'm on 3.3.3. Yes, it must be some kind of AGS bug, a value not getting updated somewhere internally. Restarting the editor didn't help, but after a "rebuild all" it's working. Thanks!

.. and thanks to chaosgodkarl too. Like CW says, the character[] array is created internally by AGS and should always have the same size as Game.CharacterCount, but you weren't to know that, and it was a reasonable suggestion.

Well, you just inspired me to order some of the Judge Dee mysteries. Uh, guess I should contribute to the Kickstarter as well...

Oh man! I just noticed this bit:

Additionally, we hope to introduce an original gameplay mechanic where you will be able to deduct and reenact the scene of a crime and put your theories to the test. Once you've gathered enough clues, this mechanic will be available to progress your investigation.

Yes! I've been toying with this idea for years. It would be sort of like in Hannibal: you - playing as the detective - imagine yourself as the murderer/criminal carrying out the crime in flashback, using clues you've found to guide your reconstruction, and having to revisit your theories when new evidence comes to light (a bit like in Phoenix Wright). But I could never come up with a good mystery where I could use it. I'd love to see someone take a crack at it. Edit2: Hmmm... Apparently you had something a bit different in mind. Oh well. (The "answer a quiz about the case" mechanic isn't entirely original, though. It has appeared both in Dagger of Amon Ra and some of the Sherlock Holmes games, at least.)

Working on the AGS ceremony, I'm having a weird crash on this bit of code:

Code: Adventure Game Studio
  1.       bool on_stage = false;
  2.       int o=0;
  3.       while (o < Game.CharacterCount)
  4.       {
  5.          if ((character[o].y < 270) && (character[o].y > 224))    // CRASH!
  6.          {
  7.             on_stage = true;
  8.          }
  9.          o++;
  10.       }

It crashes on the indicated line, with an "array out of bounds" error (index 77, range 0...76). The game currently has 90 characters (0-89), so I'm confused about why character[] would only go up to 76. Particularly since this bit of code earlier on does NOT crash:

Code: Adventure Game Studio
  1.    int i=70;
  2.    while(i<90)
  3.    {
  4.       character[i].Transparency = 100;
  5.       i++;
  6.    }

The crash started happening right after I added a bunch more characters, and I do think the character count before this was 77. I'm mystified... ???

Thanks! No, I'm sorry I snapped. I'd been messing around with the AGS tile import and was getting frustrated (I never use it myself; it just seems incredibly fiddly, and if you press a wrong button or forget to check that checkbox you import a bunch of wrong sprites and lose all the setup you had). On closer look I see that the right walkcycle frames are simply in reverse order (presumably because you mirrored the left cycle). I still don't see a right standing frame, though. CHA file should make things a lot easier.


Dude, these are messed up. The frames are out of order, and you're missing a standing frame.

Also, when people submit in tiled format, it would be useful if you let me know the tile size.

The forum thread wasn't closed, but the topic is pretty much moot since the nomination period ended several weeks ago.

Pages: [1] 2 3 ... 182