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Topics - arj0n

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1
Completed Game Announcements / Cedric Shooter (Win/Linux)
« on: 22 May 2018, 12:08 »

The owl is the wisest of all birds because the more it sees, the less it talks.  So let's show Cedric some bullets! :-D


Story:
In this funfair-style arcade mini-game adaption of Sierra's KQ5 owl named Cedric, you have to kill Cedric as many times as possible!

Instructions:
* Cedric will randomly and infinitely jump out and back in one of the 8 vases.
* When you kill Cedric, he'll explode and resurrect.
* Left-click is shoot, right-click is switch between pistol and shotgun.
* You get 20 seconds to kill Cedric as many times as you can.
* Hit F12 to dump a screenshot in the save-game folder

Update:
22-05-2018: Linux version released.

DOWNLOAD(freeware)

Screenies:


2
General Discussion / Vertex Art e-books [free]
« on: 20 Jan 2018, 21:57 »
Vertex Art e-book, issue 1, 2 & 3 (free): http://artbypapercut.com/

How-to, tips, tricks and what have you, about all things art.  Ryan Hawkins is an industry veteran with experience working with Blizzard, Pixologic, Vigil Games and more.  Plus, he brought along friends, Tor Frick, John Park as well as people from Blizzard and Naughtyimage Dog.  That’s some pretty heavy caliber talent sharing their art talents.  Topics include sculpting, texturing, concept art, color theory and more.



3
AGS version: v3.4.0.16
Action: I (try to) edit room 39, or compile the project
Problem: an Unhandled Error/ System.AccessViolationException message is shown.
(after restarting the editor and trying to edit the room or compile the project gives the same problem)
Note: the project was made in an older (probably 3.3.x) version of AGS.

When trying to edit room 39:
Error MSG 1:
Code: Adventure Game Studio
  1. Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
  2. Version: AGS 3.4.0.16
  3.  
  4. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
  5.    at load_room_file(SByte* )
  6.    at load_crm_file(UnloadedRoom roomToLoad)
  7.    at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
  8.    at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
  9.    at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
  10.    at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
  11.    at AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
  12.    at AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
  13.    at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
  14.    at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
  15.    at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
  16.    at System.Windows.Forms.TreeView.WndProc(Message& m)
  17.    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  18.    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  19.    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
  20.  

Error MSG 2:
Code: Adventure Game Studio
  1. ---------------------------
  2. Adventure Game Studio
  3. ---------------------------
  4. A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.
  5.  
  6. Error: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
  7.  
  8.    at load_room_file(SByte* )
  9.    at load_crm_file(UnloadedRoom roomToLoad)
  10.    at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
  11.    at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
  12.    at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
  13.    at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
  14.    at AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
  15.    at AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
  16.    at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
  17.    at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
  18.    at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
  19.    at System.Windows.Forms.TreeView.WndProc(Message& m)
  20.    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  21.    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  22.    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
  23. ---------------------------
  24. OK  
  25. ---------------------------
  26.  

When trying to compile the project:
Error MSG 1:
Code: Adventure Game Studio
  1. Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
  2. Version: AGS 3.4.0.16
  3.  
  4. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
  5.    at load_room_file(SByte* )
  6.    at load_crm_file(UnloadedRoom roomToLoad)
  7.    at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
  8.    at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
  9.    at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
  10.    at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
  11.    at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
  12.    at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
  13.    at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
  14.    at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
  15.    at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
  16.    at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
  17.    at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
  18.    at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
  19.    at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  20.    at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
  21.    at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  22.    at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  23.    at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
  24.    at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
  25.    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  26.    at System.Windows.Forms.Control.WndProc(Message& m)
  27.    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
  28.    at System.Windows.Forms.ToolStrip.WndProc(Message& m)
  29.    at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
  30.    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  31.    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  32.    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
  33.  

Error MSG 2:
Code: Adventure Game Studio
  1. ---------------------------
  2. Adventure Game Studio
  3. ---------------------------
  4. A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.
  5.  
  6. Error: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
  7.  
  8.    at load_room_file(SByte* )
  9.    at load_crm_file(UnloadedRoom roomToLoad)
  10.    at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
  11.    at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
  12.    at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
  13.    at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
  14.    at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
  15.    at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
  16.    at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
  17.    at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
  18.    at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
  19.    at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
  20.    at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
  21.    at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
  22.    at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
  23.    at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
  24.    at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
  25.    at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
  26.    at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
  27.    at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
  28.    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
  29.    at System.Windows.Forms.Control.WndProc(Message& m)
  30.    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
  31.    at System.Windows.Forms.ToolStrip.WndProc(Message& m)
  32.    at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
  33.    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  34.    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  35.    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
  36. ---------------------------
  37. OK  
  38. ---------------------------
  39.  

4
I just released a short but playable demo to give you an impression about what this text-parser game is going to be :)

SRAM 2 - Cinomeh's Revenge (playable demo)

An  anachronistic text adventure with graphics for Windows & Linux



Story:
You play as an assassin, on a mission to kill the tyrant king.
Explorer the fantasy land, solve puzzles and uncover mysteries...



Features:
To make sure everybody can play this game the way he/she did back in the 80's, the game supports the following 31 graphic modes.
You can switch between these modes anytime in-game:

* Amiga (2 versions)
* Amstrad CPC
* Amstrad Green Mono
* Apple II (2 versions)
* Atari 8-bit (2 versions)
* BBC Micro
* C64 (2 versions)
* Commodore Vic-20
* DOS CGA (6 versions)
* Game Boy
* Game Boy Color Hybrid Gold
* Game Boy Color Hybrid Brown
* Game Boy Color Hybrid Pastel (2 versions)
* MSX (2 versions)
* MSX2
* NES (2 versions)
* SMS (2 versions)
* ZX Spectrum



Download
Go to the download page, and:
  • click the big 'download-this-game' button for the Windows demo.
  • click the mirror for the Linux demo.

Type h or help or hit the F1 button to show all the commands and special keys.

here's a complete list of commands and special keys:
Add spoiler tag for Hidden:
Move the character: type n, e, s, w, u or d
help/instruction screen: type h or help or hit F1
Change graphic mode: type m or mode or hit F2
Repeat last typed line: hit F3
Take in-game screenshot: hit F4 (placed in savegame directory)
List inventory items: type list or hit TAB
Save game: type save or hit F5
Load game: type load or restore or hit F7
Restart game: type restart or hit F9
Quit game: type q, quit or stop or hit CTRL-Q

Known issues:
In some *rare* ocasions, when trying to run the demo in full-screen using the Direct3D9 driver, you'll get a black unresponsive screen.
in that case, run the game full-sreen using the DirectDraw5 driver.

Thnx:
A big thnx to Bicilotti for helping out making a correct Linux version  :-*

5
Issue: When starting the game in D3D9 in full-screen mode using the settings as shown below, it gives a black screen.

AGS Editor: Build 3.4.0.16, March 2017
General settings:
Color depth: 16-bit (hi-colour)
Resolution: 320 x 200

acsetup.cfg:
Code: Adventure Game Studio
  1. [sound]
  2. digiid=-1
  3. midiid=-1
  4. digiwin=-1
  5. midiwin=-1
  6. digiindx=0
  7. midiindx=0
  8. digiwinindx=0
  9. midiwinindx=0
  10. [misc]
  11. log=1
  12. game_width=320
  13. game_height=200
  14. gamecolordepth=16
  15. titletext=SRAM 2 - CINOMEH'S REVENGE (beta) Setup
  16. [graphics]
  17. defaultdriver=D3D9
  18. driver=D3D9
  19.  

Full AGS log: HERE

AGS.log errors:
Code: Adventure Game Studio
  1. Starting game
  2. D3DGraphicsDriver: D3D Device Lost
  3. D3DGraphicsDriver: D3D Device Lost
  4. D3DGraphicsDriver: D3D Device Not Reset
  5. D3DGraphicsDriver: InitializeD3DState()
  6. D3DGraphicsDriver: D3D Device Lost
  7. ...
  8. D3DGraphicsDriver: D3D Device Lost
  9. D3DGraphicsDriver: D3D Device Not Reset
  10. D3DGraphicsDriver: InitializeD3DState()
  11. WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
  12. ***** ENGINE HAS SHUTDOWN
  13.  

I'm not sure if I posted this in the correct part of the forums. If posted in the wrong spot: sorry.

6
<< Coloring Ball: Weird Alien Life Form>>
 


Hi all, a new coloring ball comp has started:


Weird Alien Life Form



STORY:
Dear contestants,
After you and your crew have landed on another unknown planet, you open the door of your spaceship.
Before you start descending the stairs, you take a look down.
To your utmost astonishment you find an unknown alien life form waiting for you below the stairs!
This is absolutely the most weird kind of alien you've ever encountered so far in all those years of space travel...

But:
Is it a malevolent, malicious, vicious, terrifying alien?
or...
Does it, on the contrary, looks more like a benevolent, harmless, kindhearted, hugsible alien?

YOUR TASK:
Fill the shape and deliver us your most weird malevolent/benevolent alien!




RULES:
You can:
color the dark outline
rotate and/or mirror the shape
use all the color you like
You can't:
resize the shape

TIMELINE:
This CB Competition runs from May 7th. to May 21th.

THROPHIES:
alien baby trophies, almost about to hatch out from it's egg:



ENJOY!!




SUBMITTED ALIEN-ENTRIES SO FAR:
(chronological order)


entry 1entry 2entry 3entry 4entry 5entry 6entry 7entry 8entry 9
CassiebsgTycho M. AnomalyDBoyWheelerTabataMorphynRocchinatorVampireWombatblurNixxon




7
Completed Game Announcements / ASTRON (windows & linux)
« on: 22 Feb 2017, 16:48 »
ASTRON

This program calculates your zodiac signs for the following 7 astrology systems:

current system, still in use:
  • Western (Roman)
  • Chinese

ancient systems, not in use anymore:
  • Native American
  • Celtic
  • Australian
  • African
  • Egyptian zodiac

Note:
2017-02-23: new version uploaded; calculation bug found and fixed for Chinese zodiac.
2017-02-22: initial version uploaded.

Specs:
Colour depth:32-bit (true-colour)
Resolution:1280 x 720
Available for:Windows & Linux

Download (freeware, 10Mb):
> Windows version <
> Linux version <

Thanks goes out to Tabata for testing and her always valuable advise, monkey0506 for providing some info for creating a proper Linux version, and bicilotti for testing the linux version :-*

Start-up screen:

The 8 result pages after a 'date of birth' input (of a 'test person'):




8
AGS Games in Production / SRAM 2 - Cinomeh's Revenge
« on: 07 Dec 2016, 17:49 »
SRAM 2 - Cinomeh's Revenge

A full length, anachronistic text adventure with graphics for Windows & Linux



story:
You play as an assassin, on a mission to kill the tyrant king.
Explorer the fantasy land, solve puzzles and uncover mysteries...



features:
To make sure everybody can play this game the way he/she did back in the 80's, the game supports the following 31 graphic modes.
You can switch between these modes anytime in-game:

* Amiga (2 versions)
* Amstrad CPC
* Amstrad Green Mono
* Apple II (2 versions)
* Atari 8-bit (2 versions)
* BBC Micro
* C64 (2 versions)
* Commodore Vic-20
* DOS CGA (6 versions)
* Game Boy
* Game Boy Color Hybrid Gold
* Game Boy Color Hybrid Brown
* Game Boy Color Hybrid Pastel (2 versions)
* MSX (2 versions)
* MSX2
* NES (2 versions)
* SMS (2 versions)
* ZX Spectrum

estimated release:
begin 2017

short gameplay footage:

short gameplay footage(in case video above refuses to show up...)

9
Recruitment / [AGS HELP WANTED] Testers wanted for: SRAM 2 - Cinomeh's Revenge (parser game)
« on: 05 Dec 2016, 19:56 »
Hi,

As my latest project is close to be finished up, I'd like to get some testers aboard.
Preferably (but not required) people who do have a bit of experience with adventure games that uses a text parser.

Info:
AGS Games in Production thread
facebook.com/SRAM2Remake

Regards,
-arj0n

10
Is it possible to change the Text Color attribute of a Text Window GUI from within a script?
(Found this post from 2008, but no definitive answer was provided.)

Thanx,
-arj0n

11
Completed Game Announcements / BANANA RACER [MAGS]
« on: 25 Aug 2016, 20:54 »
BANANA RACER v1.5
A MAGS entry by arj0n







About This Game:
In this little retro arcade game you play as 3 monkeys, racing a banana boat against no one.
Try to avoid passing boats and rafts and catch bananas to increase health.
Try not to let the life-counter decrease to zero, or the monkeys will die a gruesome death!

Controls:
Arrow-keys for movement, ESC for in-game menu (this is a keyboard-only game)

CREDITS:
arj0n: Author
Adeel: Tester
Tabata: Tester

Version History:
v1.5: fixed a crash and added a basic score system.
v1.4: fixed collision detection was broken.
v1.3: fixed collision that was detecting by the visible sprites in stead of by the non-visible specific marker sprites.
v1.2: fixed some GUI-labels that where trying to use a non-existing font and correct some object id's used for collision detection.
v1.1: cleaned up some stuff like unused views, unused fonts, etc.



12
General Discussion / Space Quest platformer
« on: 21 Jul 2016, 13:06 »
A few WIP vids of a little side-project of me:

[embed=800,480]http://www.youtube.com/watch?v=l5d-14Er6Os[/embed]

[embed=800,480]http://www.youtube.com/watch?v=ITtBEeyI41s[/embed]

[embed=800,480]http://www.youtube.com/watch?v=mCuC-jZpq9o[/embed]

13
General Discussion / Load vs. Restore
« on: 01 Feb 2016, 14:23 »
load vs. restore...

I was wondering:

For many games, the main menu or in-game menu often shows a 'Load' button, but the actual 'Restore' GUI often shows a 'Restore' button.
The related functions (like 'show_restore_game_dialog') have also 'restore' in their naming, instead of 'load'.

So, is there some sort of rule what naming (load or restore) to use in what situation?
And what is the exact difference between these two terms (if there are any)?

Any thoughts?

14
Recruitment / [AGS HELP WANTED] Translators wanted for 'Treasure Island'
« on: 31 Jan 2016, 18:50 »
Hi there,

I'm looking for 'English into any language' translators for my project "Treasure Island", which is close to completion.
More detailed project info can be >found here<.

NOTES:
  • The game will be freeware, so only unpaid positions
  • There's no deadline or time restriction for the translations
  • You will be listed in the in-game credits screen

LANGUAGES ALREADY IN PROCESS OF TRANSLATION:
  • Dutch  (by Amayirot Akago)
  • French  (by Narushima)
  • German  (by Selmiak)
  • Icelandic  (by Fribbi)
  • Portuguese-Brazilian (by Caio Varalta)
  • Spanish  (by Nergal)

If interested >PM me<, or send an >E-mail<.


ABOUT THE GAME:
  • Interactive Fiction Adventure with Graphics (aka text adventure with graphics)
  • Remake (slightly enhanced) of the original version by Windham Classics corp. (1985)
  • Second-person perspective
  • 320 x 200 resolution
  • 4-colour CGA palette (Cyan, Dark Magenta, Black and Gray)
  • Point 'n Click system instead of the text parser
  • 84 playable rooms
  • Full-length game
  • Freeware

SCREENSHOTS:

15
I use the following mouse modes:

mode 1 = look
mode 2 = interact
mode 3 = talk
custom mode 8 = inventory


For mouse mode 8: when selecting an inv item, this mode get a certain Graphic set en gets enabled:
Code: Adventure Game Studio
  1.   mouse.EnableMode (eModeInventory);
  2.   mouse.ChangeModeGraphic(eModeInventory, 39);
  3.   mouse.Mode = eModeInventory;
  4.  

After using this item on an object or char, this mouse mode gets disabled.
Code: Adventure Game Studio
  1. mouse.DisableMode(eModeInventory);
  2.  

In the global script, for the MouseWheelNorth, I'd like to check if mouse mode 8 is enabled/disabled, and set the mouse to mode 8 if 8=enabled or to mode 3 if 8=disabled.
But I can't figure out how to do that.

Here's the global script part:
Code: Adventure Game Studio
  1. else if (button == eMouseWheelNorth) {
  2.     // Mouse-wheel up, cycle cursors
  3.     // If mode isn't LOOK, set the previous mode
  4.     if (mouse.Mode>1) mouse.Mode=mouse.Mode-1;
  5.     else  
  6.     {
  7.       // ...but if it is LOOK mode...
  8.       if (mouse.Mode 8 == enabled) // <<THIS (PSEUDO) LINE IS MY PROBLEM, I HAVE NO IDEA HOW TO CHECK IF A MOUSE MODE IS ENABLED/DISABLED
  9.       {
  10.         //...and mouse mode 8 is enabled, set mouse mode to 8.
  11.         mouse.Mode=8;
  12.       }
  13.       else
  14.       {
  15.         // If they don't, however, just set it to mode TALK
  16.         mouse.Mode=3;
  17.       }
  18.     }
  19.  

16
Recruitment / [HELP FOUND] Testers found for 'Treasure Island'
« on: 10 Jan 2016, 18:34 »
Looking for testers for 'Treasure Island'.

It's an 'interactive fiction adventure with graphics'.
Project information can be found >HERE<.

I've setup an online bugtracker for testing.

If interested contact me by PM or by email (arj0n@hotmail.com) and we take it from there.

EDIT:
Enough testers have volunteered, so no more positions are open.

17
AGS Games in Production / Treasure Island
« on: 10 Jan 2016, 18:28 »
TREASURE ISLAND


STORY:

"Greetings, mate, and welcome to treasure Island! You are Jim Hawkins, hero of this tale. You'll venture to recover the buried treasure of the infamous pirate Captain Flint.
You will need the treasure map; but beware--Captain Flint's crew is also searching for it. These bloodthirsty pirates are treacherous. They love only treasure and rum, and will stop at nothing to get them.
You will have help on your adventure. The wealthy Squire, the wise Doctor, and the courageous Captain are all honest men who will aid you as much as they can.
But beware the crafty Long John Silver and the strange maroon Ben Gunn. You will encounter them in your journey to the exotic West Indies, where Flint buried his treasure.
This is the adventure of a lifetime, filled with danger and excitement. Good luck, mate!"


ABOUT THE GAME:
  • Interactive Fiction Adventure with Graphics (aka text adventure with graphics)
  • Remake (slightly enhanced) of the original version by Windham Classics corp. (1985)
  • Second-person perspective
  • 320 x 200 resolution
  • 4-colour CGA palette (Cyan, Dark Magenta, Black and Gray)
  • Point 'n Click system instead of the text parser
  • 84 playable rooms
  • Full-length game
  • Freeware

STATUS:
  • Scripting: 98%
  • Graphics: 98%
  • Animations: 95%
  • Puzzles: 95%
  • Project status: Beta

SCREENSHOTS:

[/font]

18
I'm wondering why my project isn't able to run in fullscreen.

When running in fullscreen combined with any nearest-neighbour
filter or 'none', it always shows as small as possible.

The best I can get is 'windowed & nearest-neighbour filter'.

Code: Adventure Game Studio
  1. Monitor Resolution:
  2.  
  3. 1080p, 1920 x 1080 (native)
  4. ============================================================
  5. AGS EDITOR version:
  6.  
  7. AGS Editor .NET (Build 3.3.4.2)
  8. v3.3.4, July 2015
  9.  
  10. ============================================================
  11. Editor-General settings:
  12.  
  13. Colour depth: 16-bit (hi-colour)
  14. Default graphics driver: Direct3D 9 hardware acceleration
  15. Enable letterbox mode: false
  16. Resolution: 320 x 200
  17. ============================================================
  18. acsetup.cfg settings:
  19.  
  20. [sound]
  21. digiid=-1
  22. midiid=-1
  23. digiwin=1096302880
  24. midiwin=-1
  25. digiindx=0
  26. midiindx=0
  27. digiwinindx=0
  28. midiwinindx=0
  29. usespeech=1
  30. [misc]
  31. gamecolordepth=16
  32. defaultres=1
  33. screenres=0
  34. letterbox=1
  35. defaultgfxdriver=D3D9
  36. gfxdriver=D3D9
  37. titletext=Treasure Island Setup
  38. windowed=0
  39. prefer_sideborders=0
  40. refresh=0
  41. prefer_letterbox=0
  42. gfxfilter=max
  43. ============================================================

19
General Discussion / Breakup drama
« on: 12 Apr 2015, 15:10 »
Sadly I will not be joining mittens this year.

The reason for this is that, sadly enough, a few months ago [my  girlfriend] and I broke up.
As I'm still processing this very sad and not easy change of life, I feel I better skip this year.

For that same reason I am not active anymore on the forums. I've put my projects, as the 'LSL1 remake',
indefinitely on-hold. I do hope to pick up working on them in the future though, but now I'm still lacking the energy.

Sorry to bother you with this.

@All: Enjoy your Mittens 2015 trip.

Regards,
-arj0n

EDIT:
[Edit temporarily removed by mod. - Snarky]

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