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Topics - Funkpanzer

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1
<< Coloring Ball: Fancy Statues >>


Divine Queen Nebula Gromptrap VIII humbly demands all Her subjects assigned the profession of sculptor present their fanciest work for placement in Her royal garden for its upcoming unveiling ceremony.


RULES:
  • Chisel a fine and fancy statue using one of the Crown approved silhouettes!
  • All minerals and mediums are acceptable!
  • Statues may be mirrored horizontally!
  • Animation is absolutely not permitted! All those presenting animated statues will be jailed for unlawful use of magick!
  • Outlines may be coloured!
  • Statues in the Queen’s likeness are strictly prohibited! Any sculptors presenting works in Her holy visage will be banished to the Annorxiton boglands!


Statues are to be presented for Her Majesty’s approval no later than February 6th, of Her great year, 2018.

We humbly ask Her Majesty's court observe these lovely submissions and submit a candidate for 1st, 2nd, and 3rd prize.

The winners!

1st
Rocchinator
2nd
Tabata
3rd
Creamy

2
I have a weird issue that is only affecting one room of my game. When the player enters the room, whatever the 1st file in Audio/Music is starts playing every three seconds. When I try to cue up another song in the room, it gets instantly replaced as well. I also attempted to enter the room from a different starting room and the same thing happens.

I know I'm missing something obvious but after two weeks of searching I feel like things are making less and less sense and my next step might be to start the room over.

Please excuse the messy script. I included my rep_execs and anything relevant from both the room and my global and I searched my entire game for any other MusicChannel, or the word "Play" that might be conflicting so I imagine the culprit is somewhere here.

Room script:
Code: Adventure Game Studio
  1. // room script file
  2. bool firstEnters, bookOnTable;
  3.  
  4. function room_FirstLoad()       {
  5.  
  6. }
  7.  
  8. function room_Load()    {
  9.         Ambient1.Stop(); // REPLACE THESE WITH AMBIENT TRACKS
  10.         Ambient2.Stop();
  11.         oTVglow.SetView(73, 0, 0); // ANIMATE THE TELEVISION
  12.         oTVglow.Animate(0, 5, eRepeat, eNoBlock);
  13. }
  14.  
  15. function room_AfterFadeIn()     {
  16.         player.Walk(399, 102, eBlock);
  17.         player.Walk(399, 107, eBlock);
  18.         if (firstEnters==false) {
  19.                 firstEnters=true;
  20.                 player.FaceDirection(eDirectionLeft, eBlock);
  21.                 // SCROLL SCREEN LEFT
  22.                 int viewX = GetViewportX();
  23.                 int holdViewX = GetViewportX();
  24.                 int viewY = GetViewportY();
  25.                 while (viewX > 158) { // CAMERA IS TO THE RIGHT OF THE DESIRED POSITION
  26.                         SetViewport(viewX, viewY);
  27.                         Wait(1);
  28.                         viewX--;
  29.                 }
  30.                 cJoce.Say("*snork* - Oh, hey %s.", player.Name);
  31.                 cJoce.Say("Thanks for waking me up, I almost slept through Hoppy Pals!");
  32.                 // JOCE TURNS ON TV
  33.                 cAndre.Say("I thought you were only watching it with Cassie?");
  34.                 cJoce.Say("I wish but she ends up watching with her mom during the week so I need to keep up!");
  35.                
  36.                 MusicChannel = aHoppyPals.Play(eAudioPriorityNormal, eOnce); // Theme starts playing
  37.                 setMusicVolume = 30;
  38.                
  39.                 cJoce.Say("Shh! It's starting!");
  40.                 // SCROLL SCREEN LEFT
  41.                 while (viewX < holdViewX) {
  42.                         SetViewport(viewX, viewY);
  43.                         Wait(1);
  44.                         viewX+=2;
  45.                 }
  46.                 ReleaseViewport();
  47.         }
  48. }
  49.  
  50. function room_RepExec() {
  51.         if (player.Loop==0) oReflection.SetView(75, 3); // Mirror is Andre's back
  52.         if (player.Loop==1) oReflection.SetView(75, 1); // Mirror is Andre's left side
  53.         if (player.Loop==2) oReflection.SetView(75, 2); // Mirror is Andre's right side
  54.         if (player.Loop==3) oReflection.SetView(75, 0); // Mirror is Andre's front
  55. }
  56.  

GlobalScript:
Code: Adventure Game Studio
  1. function repeatedly_execute() {
  2.        
  3.         //if (player.ActiveInventory
  4.         if (tipLatch==true) {
  5.                 tipLatch=false;
  6.                 tips_touch();
  7.         }
  8.         if (inFight==true) {
  9.                 fightLatch=true;
  10.                 d1_1 = 0; // MILLIE RESETS HER CUBBY DIAL
  11.                 btnCub1d1.Text=String.Format("%d",d1_1);
  12.                 d1_2 = 0;
  13.                 btnCub1d2.Text=String.Format("%d",d1_2);
  14.                 d1_3 = 0;
  15.                 btnCub1d3.Text=String.Format("%d",d1_3);
  16.                 d1_4 = 0;
  17.                 btnCub1d4.Text=String.Format("%d",d1_4);
  18.         }
  19.         if ((fightLatch==true) && (inFight==false)) { // END OF ACT I, RESETS EVERYTHING FOR ACT II
  20.                 fightLatch=false;
  21.                 FadeOut(2);
  22.                 Wait(30);
  23.                 Ambient1.Volume=0;
  24.                 Ambient2.Volume=0;
  25.                 MusicChannel.Volume=0;
  26.                 Wait(240);
  27.                 timeline=11;
  28.                 // Sandra on the beach, Kai away, Chris closer to water
  29.                 cSandra.ChangeRoom(1, 1151, 134, eDirectionRight); // Make her sit down
  30.                 cSandra.ChangeView(60);
  31.                 cKai.ChangeRoom(4);
  32.                 cChris.ChangeRoom(1, 1144, 124, eDirectionRight);
  33.                 // Remove napper
  34.                 cNapper.ChangeRoom(4);
  35.                 // Place tanner
  36.                 cTanner.ChangeRoom(1);
  37.                 // Sit Ernie on the crate
  38.                 cErnie.LockViewAligned(33, 1, eAlignCentre);
  39.                 cErnie.SpeechView=63;
  40.                 cErnie.ChangeRoom(3, 76, 126, eDirectionRight);
  41.                 // SET UP MILLIE
  42.                 cMillie.ChangeRoom(1, 1105, 108, eDirectionRight);
  43.                 // Set up Andre
  44.                 player.SpeechView=3;
  45.                 player.ChangeView(3);
  46.                 player.ChangeRoom(1, 876, 102);
  47.         }
  48.   relativeX = player.x -160; // Update coordinates for UI placement
  49.        
  50.   //PLAYER OCEAN BOB EFFECT
  51.   if (player.Room==5) {
  52.                 if (IsTimerExpired(5)) {
  53.                         SetTimer(5, 15);
  54.                         if ((playerBob<2) || (playerBob>5)) player.y++;
  55.                         else player.y--;
  56.                         playerBob++;
  57.       if (playerBob==3) player.x++;
  58.                         if (playerBob==8) {
  59.         player.x++;
  60.         playerBob=0;
  61.       }
  62.                 }
  63.         }
  64.  
  65.         // BRING UP SET NAME
  66.   if (setName==true) {
  67.     gSetname.Visible=true;
  68.     setName=false;
  69.   }
  70. }
  71.  
  72. // Clear inspector and active inventory
  73. function scrub_ui() {
  74.         // clear the inspector and active inventory
  75. }
  76.  
  77. function repeatedly_execute_always() {
  78.         if (player.Room==1) { // CALCULATE CLOUD PLACEMENT
  79.                 float playerAdjust = IntToFloat(player.x);
  80.                 float cloudCalc = playerAdjust / 6.0;
  81.                 cloudPos = FloatToInt(cloudCalc, eRoundUp);
  82.         }
  83.        
  84.         if (player.Room==5) wet=true; // Player is in the ocean
  85.        
  86.         // CHANGE CURSOR GRAPHIC
  87.   LocationType loc_type = GetLocationType(mouse.x, mouse.y);
  88.   if ((loc_type != eLocationNothing) && (player.ActiveInventory==null)) {
  89.     if (loc_type == eLocationCharacter) Mouse.UseModeGraphic(eModeTalkto);
  90.                 else if ((loc_type == eLocationObject) && (lblInspector.Text == "Hotrod")) Mouse.UseModeGraphic(eModeTalkto);  //HOVER OVER GILDA'S CAR
  91.   }
  92.        
  93.   // FIND A WAY TO MAKE THE GAME SHOW A DIALOG WHEN LOOKING AT THE HOTROD WHILE IT'S RUNNING
  94.   else if (player.ActiveInventory==null) Mouse.UseModeGraphic(eModeInteract);
  95.         // UI hiding
  96.         if ((gPause.Visible==false) && (IsInterfaceEnabled())) hideUI=false;
  97.         else hideUI=true;
  98.         // UI HIDING & STATES
  99.         // FANNYPACK
  100.   if ((hideUI==false) && (gCubbies.Visible==false) && (gStartmenu.Visible==false) && (hideInv==false)) {
  101.     if ((mouse.x>103) && (mouse.x<225) && (mouse.y>135)) {
  102.                         if (zipLatch==false) {
  103.                                 aZipDown.Play();
  104.                                 zipLatch=true;
  105.                         }
  106.       gFanny.Visible=false;
  107.       gInventory.Visible=true;
  108.     }
  109.     else if (game.in_cutscene==false) {
  110.                         if (zipLatch==true) {
  111.                                 aZipUp.Play();
  112.                                 zipLatch=false;
  113.                         }
  114.       gInventory.Visible=false;
  115.       gFanny.Visible=true;
  116.     }
  117.         }
  118.         else {
  119.                 gFanny.Visible=false;
  120.                 gInventory.Visible=false;
  121.   }
  122.         // MENU BUTTON VISIBILITY
  123.         if (hideUI==false) gMenubutton.Visible=true;
  124.         else gMenubutton.Visible=false;
  125.        
  126.         // ANDRE FOOTSTEPS
  127.         if (player.Moving==false) footLatch=false;
  128.         if ((player.Moving==true) && (player.Room==5)) { // ANDRE IS IN THE OCEAN
  129.                 int foot = Random(2);
  130.                 if ((player.Frame==2) && (frameCheck==false)) {
  131.                         frameCheck=true;
  132.                         if (stroke==false) {
  133.                                 if (foot==0) Swim1 = aSplash1.Play(eAudioPriorityNormal);
  134.                                 if (foot==1) Swim1 = aSplash2.Play(eAudioPriorityNormal);
  135.                                 if (foot==2) Swim1 = aSplash3.Play(eAudioPriorityNormal);
  136.                                 stroke=true;
  137.                         }
  138.                         else {
  139.                                 if (foot==0) Swim2 = aSplash1.Play(eAudioPriorityNormal);
  140.                                 if (foot==1) Swim2 = aSplash2.Play(eAudioPriorityNormal);
  141.                                 if (foot==2) Swim2 = aSplash3.Play(eAudioPriorityNormal);
  142.                                 stroke=false;
  143.                         }
  144.                 }
  145.                 else if (player.Frame!=2) frameCheck=false;
  146.                 return;
  147.         }
  148.         if ((player.Moving==true) && (player.Frame==2) && (footLatch==false)) { // Left foot
  149.                 int foot = Random(2);
  150.                 footLatch=true;
  151.                 if (player.Room!=2) {
  152.                         if (foot==0) aLfoot1.Play(eAudioPriorityNormal);
  153.                         if (foot==1) aLfoot2.Play(eAudioPriorityNormal);
  154.                         if (foot==2) aLfoot3.Play(eAudioPriorityNormal);
  155.                 }
  156.                 else {
  157.                         if (foot==0) aLfoot1hut.Play(eAudioPriorityNormal);
  158.                         if (foot==1) aLfoot2hut.Play(eAudioPriorityNormal);
  159.                         if (foot==2) aLfoot3hut.Play(eAudioPriorityNormal);
  160.                 }
  161.         }
  162.         if ((player.Moving==true) && (player.Frame==7) && (footLatch==true)) { // Right foot
  163.                 int foot = Random(2);
  164.                 footLatch=false;
  165.                 if (player.Room!=2) {
  166.                         if (foot==0) aRfoot1.Play(eAudioPriorityNormal);
  167.                         if (foot==1) aRfoot2.Play(eAudioPriorityNormal);
  168.                         if (foot==2) aRfoot3.Play(eAudioPriorityNormal);
  169.                 }
  170.                 else { // Andre is inside the hut
  171.                         if (foot==0) aRfoot1hut.Play(eAudioPriorityNormal);
  172.                         if (foot==1) aRfoot2hut.Play(eAudioPriorityNormal);
  173.                         if (foot==2) aRfoot3hut.Play(eAudioPriorityNormal);
  174.                 }
  175.         }
  176.  
  177.         // SOUND MIX
  178.        
  179.         // Volume adjusters *THESE SEEM TO BE WORKING FINE*
  180.         if (setMusicVolume!=MusicChannel.Volume) {
  181.                 if (setMusicVolume>MusicChannel.Volume) MusicChannel.Volume ++;
  182.                 else if (setMusicVolume<MusicChannel.Volume) MusicChannel.Volume --;
  183.                 else if (setMusicVolume<=1) {
  184.                         MusicChannel.Stop();
  185.                         setMusicVolume=saveUserMusicVol;
  186.                 }
  187.         }
  188.         if ((nGameLatch==true) && (player.Room==1) && (MusicChannel.IsPlaying==true)) { // THIS IS USEFUL!
  189.                 MusicChannel.Volume--;
  190.                 if (MusicChannel.Volume==1) {
  191.                         MusicChannel.Stop();
  192.                         nGameLatch=false;
  193.                 }
  194.         }
  195.         // AMBIENT CHANNEL 1
  196.         if (player.Room!=4) {
  197.                 if (player.Room==1) { // Is playing ocean ambient, mix based on distance
  198.                         // RC plane mixer
  199.                         RCx=oRCplane.x;
  200.                         if (RCx!=0) {
  201.                                 int RCcalc;
  202.                                 int RCpancalc;
  203.                                 if (RCx<player.x) {
  204.                                         RCcalc=player.x-RCx;
  205.                                         RCpancalc=RCx-player.x;
  206.                                         if (RCpancalc<-100) RCpancalc=-100;
  207.                                         if (RCpancalc>100) RCpancalc=100;
  208.                                         RCchannel.Panning=RCpancalc; // PAN LEFT
  209.                                 }
  210.                                 if (RCx>player.x) {
  211.                                         RCcalc=RCx-player.x;
  212.                                         RCchannel.Panning=RCpancalc; // PAN RIGHT
  213.                                 }
  214.                                 if (RCcalc>98) RCcalc=98;
  215.                                 if (RCcalc<1) RCcalc=1;
  216.                                 if (RCchannel.IsPlaying==true) RCchannel.Volume=100-RCcalc;
  217.                         }
  218.                         // Ocean ambient
  219.                         // PAN THE OCEAN LOOP
  220.                         int Amb1PanCalc = 1297 - player.x;
  221.                         float Amb1PanHold = IntToFloat(Amb1PanCalc / 2);
  222.                         Amb1PanCalc = FloatToInt(Amb1PanHold, eRoundUp);
  223.                         if (player.x<1097) Ambient1.Panning=98;
  224.                         else if (player.x>1297) Ambient1.Panning=0;
  225.                         else Ambient1.Panning=Amb1PanCalc;
  226.                        
  227.                         // Mix the ocean loop
  228.                         if (player.x<333) Amb1Mixer=1570-333;
  229.                         else if (player.x<1570) Amb1Mixer=1570-player.x;
  230.                         else Amb1Mixer=1570;
  231.                         AmbCalc=IntToFloat(Amb1Mixer)*0.1034;
  232.                         Amb1Mixer=FloatToInt(AmbCalc, eRoundDown);
  233.                         if (Amb1Mixer>99) Amb1Mixer=99;
  234.                         Ambient1.Volume=100-Amb1Mixer;
  235.                 }
  236.                 else if (Ambient1.Volume!=2) {
  237.                         Ambient1.Volume=6; // Player is not on beach
  238.                         if (player.Room==2) Ambient1.Panning=-98;
  239.                         else if (player.Room==3) Ambient1.Panning=60;
  240.                 }
  241.                 // AMBIENT CHANNEL 2
  242.                 if (timeline<6) Amb2Adjust = 390; // Hot rod ambient
  243.                 if (timeline>6) Amb2Adjust = 330; // Food truck ambient
  244.                 if (player.Room==1) { // Is playing truck area ambient
  245.                         if (player.x>Amb2Adjust) { // East of the food truc
  246.                                 Amb2Mixer=player.x-Amb2Adjust;
  247.                                 float Amb2IntFlo = IntToFloat(Amb2Mixer / 3);
  248.                                 Amb2Mixer = FloatToInt(Amb2IntFlo, eRoundUp);
  249.                                 if (Amb2Mixer>90) Amb2Mixer=90; // 0 = Loud, 100 = Quiet
  250.                                 if (Amb2Mixer<1) Amb2Mixer= 1; // Stand in front of sound
  251.                                 Ambient2.Volume=100-Amb2Mixer;
  252.                         }
  253.                         else { // West of the food truck
  254.                                 Amb2Mixer=Amb2Adjust-player.x;
  255.                                 float Amb2IntFlo = IntToFloat(Amb2Mixer / 13);
  256.                                 Amb2Mixer = FloatToInt(Amb2IntFlo, eRoundUp);
  257.                                 if (Amb2Mixer>65) Amb2Mixer=65; // 0 = Loud, 100 = Quiet
  258.                                 if (Amb2Mixer<1) Amb2Mixer=1;
  259.                                 Ambient2.Volume=100-Amb2Mixer;
  260.                         }
  261.                        
  262.                         // Pan the hot-rod             
  263.                         int Amb2PanCalc = Amb2Adjust - player.x;
  264.                         float Amb2PanHold = IntToFloat(Amb2PanCalc / 2);
  265.                         Amb2PanCalc = FloatToInt(Amb2PanHold, eRoundUp);
  266.                         if (player.x< Amb2Adjust - 194) Ambient2.Panning=98;
  267.                         else if (player.x> Amb2Adjust + 194) Ambient2.Panning=-98;
  268.                         else Ambient2.Panning=Amb2PanCalc;
  269.                 }
  270.                 else Ambient2.Volume=100;  // Player is not on beach
  271.         }
  272.         //
  273.   if (player.Room!=2) player.Baseline=player.y;
  274.   /* DEBUG SHITS */
  275.   lblPlayerX.Text=String.Format("x: %d",player.x);
  276.   lblPlayerY.Text=String.Format("y: %d",player.y);
  277.   lblTime.Text=String.Format("%d",timeline);
  278.   if (blowing==true) lblDblow.Text=String.Format("blowing = 1");
  279.   else lblDblow.Text=String.Format("blowing = 0");
  280.   if (nearCar==true) lblDcar.Text=String.Format("nearCar = 1");
  281.   else lblDcar.Text=String.Format("nearCar = 0");
  282.   if (gildaTalking==true) lblDgil.Text=String.Format("gildaTalking = 1");
  283.   else lblDgil.Text=String.Format("gildaTalking = 0");
  284. }
  285.  

:(

3
AGS Games in Production / Bury Me in the Sand
« on: 03 Jul 2017, 00:17 »

It’s the last day of summer and there’s only one thing on your mind. Growlton local Ernie has caught your attention and with a do like that, who could blame you? You’ve spent the whole summer edging closer and closer to sealing the deal and with only one more day of summer the pressure is on! Will you be able to cultivate your budding romance, all while keeping a cool head, and serving your duties as Growlton beach’s most helpful lifeguard?
 


Bury Me is a prequel to my main game project, Fish Life. I thought it would be a fun exercise to flesh out some of the background characters with a story like this for MAGS and I’m pretty happy with how things turned out! Props to selmiak for helping finish the walking animations and testing all month!
 
I’ll be posting an update to fix the endless myriad of bugs and the last few scenes once voting for MAGS is over.

Progress:
Story 100%
Scripting 70%
Sound 90%
Music 100%

Add spoiler tag for Hidden:
v1.9.5a - July 3rd 2017, 9pm EST
- Fixed a game breaking bug that stopped the player from starting the George questline
- Pierrette dialogues fixed (again)
- Buying items doesn't break the inventory anymore!
- Removed potential duplicate items
- Fixed missing Ernie dialogue in 2nd act

4
AGS Games in Production / Space Residents
« on: 31 Aug 2016, 19:00 »
*UPDATED November 15th 2018*

Space Residents puts you in the role of three characters travelling the known galaxy collecting data and artefacts from abandoned settlements and facilities, attempting to piece together the events that fractured human civilization as you complete missions for unseen AI employers.


As of now the character select system, item swapping, and shop systems are complete. I've also got near completed backgrounds for the shuttle and most of the main space station. Gameplay will be focused on exploration, simple puzzle mini-games, and keeping your crew alive. You'll have a main goal in each location but will (hopefully) be encouraged to take your time and explore.


This game is still very early in production. The story and primary questlines have been written but there is still a lot of art, coding, and music for me to do so please be patient. :)

  • Story: 99% (roll)
  • Scripting: 10% (UI, main hub and shopkeepers working!)
  • Graphics: 10%
  • Sound: 5% (UI and inventory sounds are complete)
  • Music: 0%

If you're interested in the original OP and concept:
Add spoiler tag for Hidden:

Research resident Garth Bolon and his team are sent to planet Barokk and tasked with retrieving a mysterious alien sample from a remote research facility. Upon arrival it's clear that something has gone awry and it's up to Garth and his team to save the day! Will these intrepid heroes make it out alive, and when they inevitably do, will they make a safe return to Orilum space station? When they make it back to the station will some item from their initial quest wreak havoc on their lives and all those they hold and cherish? At that point will they, through ingeniously combining seemingly unrelated items that they have acquired through their travels, find some way to save the day but through a cruel twist of fate reveal an underlying evil that threatens to destroy the cosmos!?


  • State of the art 160x100 EGA graphics!
  • Gripping adventure spanning 3 floppies!
  • 3 new and exciting locales!
  • CD quality music and SFX!

I still haven’t decided if I will be releasing Chapter I in three mini episodes or as one mid-sized story but at this point the first act is completed, FMV's and all!

  • Story: 90%
  • Scripting: 33%
  • Graphics: 50%
  • Sound: 10%
  • Music: 15%

5
Critics' Lounge / Sprite style comparison
« on: 15 Aug 2016, 00:03 »
Hey all! I've been spending a lot of time thinking about the way I've been approaching the sprites in one of my games and wanted your thoughts on these two versions, and to share some of my process!

Here's how things looked when I last worked on the game:



The big head Lucasarts style wasn't working with the tone of the game, especially when trying to deal with death or tension in the story. Here is the revised concept art for Bailey, the lead character:



Here's part of the cast in both styles:




A lot of facial detail is lost but if I go with this style I'll be able to use portraits if need be. I also find these proportions allow for more natural animations, especially in scenes that involve climbing or running.

Let me know what you think, still lots of time for tweaking before I start the next build! :P

6
AGS Games in Production / The Farm
« on: 04 Feb 2016, 19:33 »


A gothic comedy tragedy set in 14th century France.

When Nicole’s father takes ill she begins working for the De Fosse family on a neighbouring farm. There she is reacquainted with her childhood friend, Cecille de Fosse, and the rest of Cecille’s family. Over the next few days Nicole’s presence begins to have an effect on the De Fosse family, for better or for worse.


This started as a MAGS entry and quickly turned into a short passion project. While the story hasn’t changed, the final release allows a lot more of Nicole’s experience to develop, and gives the player more control over how they interact with the world.

One important element that has been expanded on is Nicole’s morality. Depending on how you react to events, the members of the De Fosse family will begin to treat you differently. I don’t want to get too much into how this plays out, but even though it’s subtle, I think it adds a lot to the story. Nicole and Cecille's relationship was also meant to be at the forefront of the game and is now less vague. That is probably my biggest regret in releasing an unfinished version of the game. :~(


Features
  • Approx. 40 minutes to complete the main storyline
  • Branching storyline
  • 30 minutes of original music
  • Full voice acting

For those who know how the story goes or who don’t mind being spoiled, here is a bit more on the game design.
Add spoiler tag for Hidden:
The Farm operates under the philosophy that no matter what, we cannot change our fate, and the decisions we make along the way are merely affectations. No matter what Nicole does to earn the respect of Alaiz, or save her father, events play out in the exact same way. I have been thinking a lot about games in terms of how they represent time, especially in regards to death and permanence. You can play this game and simply let things happen, chose at random etc. or you can react directly to the environment.

These decisions are especially apparent in dialogue. Here is a mock-up of the first set of branches you will encounter speaking with Cecille over the first two days.


These branches will also be affected by how you decide to handle certain situations, and what order you inspect certain items. The fact that things always play out the same is definitely a limitation imposed by me and my ability to make games, but it’s also the framework most of the games we play operate under. With this short excerpt, I hope to address this limitation, even if in some small way.

I know this is a simple adventure game, and the concept of morality in games is nothing new, but I hope it’s a start for me to explore some broader concepts in my future projects. I also hope this shit is fun to play!
June 16th, 2016
- Completed music for the 1st act
- Nicole's base animations completed
- Main storyline completed

February 4th, 2016
- Moved game from AGS 3.3.4 to 3.3.5
- Improved UI
- Added dynamic cursor to make navigation and hotspots more obvious
- Expanded background art to fill screen width.
- Added three additional rooms, missing from MAGS version.
- Added walk speed setting to options menu.


You are obviously free to try the MAGS release of the game but as it is barely complete, I would recommend waiting for at least a beta. :)

7
<<    Cocktails!     >>

It's Monday night and closing time is just around the corner when three nefarious looking reprobates walk in and sit right at the bar.



The smallest one drops a pile of rare gems, unrefined metals, one Canadian dollar, a bus ticket of unknown origin, and the most adorable hunk of lint you've ever seen and points to your largest, most decadent drinking vessel.



You and any of your coworkers who haven't fled get to work, taking care to keep the sweat beading on your brow from falling into your creations...

RULES
1. Mix a mean cocktail using the provided silhouette.
2. Drinks can be served rotated or flipped.
3. You may color in the outlines.
4. Animation is fine!
5. Name your concoction!

TROPHIES




Winner!

1st - Tabata - The-Coctail-That-Must-Not-Be-Named:

8
Presenting Outta’ Juice!



You play as Sport and it’s your job to make sure the spin students in Coach’s class don’t run Outta’ Juice!

Collect items from the three rooms in Coach’s gym then go see him to start the round. Be sure to follow Coach’s instructions! Keep all the spinners from collapsing until the timer runs out and watch those delicious, failure prone point algorithms do their thing!

Download: OuttaJuice.b1.zip



This is my first game ever and I'm really happy with how it turned out, despite the issues and it not being finished. There are a lot of things that don’t work but I’m planning on putting some time aside at some point to finish up and add the final level. :) Hope this is fun for some of you!

Thanks to Snarky for help with the game timer.

Know issues
  • Empty inventory slots are still selectable
  • Sound and music missing almost everywhere
  • Being outside of the main room when the time runs out will prevent the level from ending
  • Level 4 doesn’t work at all (but the coffee machine does!)

9
I've looked around the manual and forum posts and couldn't find anything on this.

I'm trying to have a clock that shows minutes and seconds (0:00) but am stumped as to how to get the seconds to only display up to 59 at a time.

Currently the clock looks like this:



Here is my code:
Code: Adventure Game Studio
  1. function repeatedly_execute() {
  2.   if (countdown == 1) { //this is where the end of round code will go
  3.     }
  4.   else if (countdown >1) {
  5.     countdown--;
  6.     if (countdown > 400) { //countdown is more than 10sec
  7.     lblCTD.Text=String.Format
  8.     ("%d:%d", FloatToInt(IntToFloat(countdown/2400)), FloatToInt(IntToFloat(countdown/40)));
  9.     }
  10.     else if (countdown < 400) { //countdown falls below 10sec, adds a '0' before the last digit
  11.       lblCTD.Text=String.Format
  12.       ("%d:0%d", FloatToInt(IntToFloat(countdown/2400)), FloatToInt(IntToFloat(countdown/40)));
  13.     }
  14.   }
  15. }

10
AGS Games in Production / Dagstadt
« on: 14 Sep 2015, 07:45 »
Dagstadt

You play as Bailey, a naive but capable engineer. Following a narrowly averted disaster, you are suspended from your job at the Isomex energy facility. Starting you on a path to what feels like an unending wave of misfortune, it becomes clear that there are larger forces at work and someone wants you dead. You are thrown into a world of murder, secrecy, and absurdity as you uncover the history and future of the city you thought you knew.



‘Dagstadt’ is inspired by the games I played as a kid; particularly Zak McKracken, Beneath a Steel Sky, and Dreamweb. The story is from a game I wrote but never got around to creating in 2005 that I have spent this summer revising and developing.



Planned features:
  • 50+ unique backgrounds!
  • 30+ minutes of original music!
  • Voice acting!
  • Morality system that effects how NPC's treat the player!

Canned features:
  • Day/Night cycle - had no real effect on the story and would have doubled the work load
  • Dynamic soundtrack - realized no one would notice :~(
Story - 100%
Scripting - 15%
Graphics - 25%
Music - 5%
Sound - 10%

I don’t have a planned completion date but I’d like to have the entire game world navigable with day and night cycles, and the entire first act to be playable by Christmas.

Sept 14th 2015 - After my first week using AGS I’ve gotten a basic grasp on the scripting system, basic walking animations, finished 8 background sketches, and the first two puzzles are working! :-D
Oct 10th 2015 - New player model, large chunk of scripting, and finished 1/3rd of background wireframes.
Nov 15th 2015 - Started over from scratch to avoid needing to clean up my bad scripting!
Dec 5th 2015 - New GUI, speech + item fonts, and a ton of artwork and sound.
Jan 26th 2015 - Taking a hiatus from the project to redevelop the entire game to better suit it's story and game world.

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