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Topics - Akril15

#1
Hello!

After many years of development, Unicorn Tales Games' remake of King's Quest IV is nearly done, but we still need help with the game's scripting. Nearly all of the animation and much of the game's scripting is complete, but we still need some extra help to get the remaining pieces put together. If anyone familiar with the original game is willing to dedicate their time to helping this game reach completion, I and the rest of the Unicorn Tales team would truly appreciate your assistance!

Naturally, you will be credited, but since this is a fangame, it isn't a paid position.

Please DM me if you are interested!

EDIT: This isn't the Magic Mirror remake - I made a mistake when I originally mentioned it. Sorry!

EDIT 2:
This remake will include updated graphics, music and sound, along with additional text and cutscenes and various other improvements.

Here are several of the game's backgrounds:






#2
Hello,

I seem to have encountered what I can only assume is some kind of bug. It seems that I accidentally uploaded a thumbnail of a screenshot as Image 2 for my game It Takes Two to Tangle rather than the full-size screenshot. When I tried replacing this image, I thought I accidentally uploaded the thumbnail again, but when I tried a third time, I realized that no matter what image I tried uploading, it still ended up as that same tiny thumbnail. Deleting the image didn't work, and renaming the image before uploading it didn't work either. What's going on here?

#3
Someone reported a bug in my game that neither they nor I could replicate, and I have no idea how to fix it. It's a first-person puzzle where the player has to assemble 11 inventory items into a circle (a 12th is placed on the screen), and one of them wound up disappearing, rendering the puzzle unsolvable.

The room uses two objects for each part of the circle (one that's loose [oT2, oT3, etc.] and one that's been placed [oP2, oP3, etc.]), and makes an inventory item associated with each part (oTrinket2, iTrinket3, etc.) become active when a loose piece is interacted with. Placing an object in the right hotspot (hH2, hH3, etc.) makes the item's oP (placed) object appear -- otherwise the item's loose (oT) object reappears. However, the third object (represented by oT3, oP3 and iTrinket3) apparently disappeared for this player and never reappeared.

What's wrong with my code? (I tried to remove redundant and unrelated sections to make it shorter.)

Code: ags
function room_Load()
{
  aA_Puzzle.Play();
  
hH2.Enabled=true;
hH3.Enabled=false;
hH4.Enabled=false;
hH5.Enabled=false;
hH6.Enabled=false;
hH7.Enabled=false;
hH8.Enabled=false;
hH9.Enabled=false;
hH10.Enabled=false;
hH11.Enabled=false;
disable_interface();
mouse.EnableMode(eModeInteract);

player.AddInventory(iTrinket2);
player.AddInventory(iTrinket3);
player.AddInventory(iTrinket4);
player.AddInventory(iTrinket5);
player.AddInventory(iTrinket6);
player.AddInventory(iTrinket7);
player.AddInventory(iTrinket8);
player.AddInventory(iTrinket9);
player.AddInventory(iTrinket10);
player.AddInventory(iTrinket11);
player.AddInventory(iTrinket12);

aTrinketsSpill.Play();
}


function replace() {

if (player.ActiveInventory==iTrinket2 && Hotspot.GetAtScreenXY(mouse.x, mouse.y)!=hotspot[2]) {
player.ActiveInventory=null;
mouse.DisableMode(eModeUseinv);
oT2.Visible=true;
}
  
if (player.ActiveInventory==iTrinket3 && Hotspot.GetAtScreenXY(mouse.x, mouse.y)!=hotspot[3]) {
player.ActiveInventory=null;
mouse.DisableMode(eModeUseinv);
oT3.Visible=true;
}

//repeat for rest of items  
  
}


function doesnt_go_there(){
cEThink.Speak("That piece doesn't feel like it belongs there.");
replace();
mouse.Mode=eModeInteract;
}

function puzzle_done() {
//removed irrelevant lines
}


function start_puzzle() {
cEThink.Speak("Hmm...Something makes me think I should start with...");
oT1.Visible=false;
oP1.Visible=true;
aPlacetrinket.Play();
Wait(40);
cEThink.Speak("       This one.        ");
}

function room_AfterFadeIn()
{
dark_fadein_blocking();
mouse.Mode=eModeInteract;
btn_walk.Enabled=false;
mouse.DisableMode(eModeWalkto);
btnIconInv.Enabled=false;
start_puzzle();
oT1.Visible=false;
oP1.Visible=true;
}


function on_mouse_click(MouseButton button) {
    
if (button==eMouseRight && player.ActiveInventory==iTrinket2) {
oT2.Visible=true;
player.ActiveInventory=null;
mouse.DisableMode(eModeUseinv);
}

if (button==eMouseRight && player.ActiveInventory==iTrinket3) {
oT3.Visible=true;
player.ActiveInventory=null;
mouse.DisableMode(eModeUseinv);
}

//repeat for rest of items

}

function room_Leave()
{
player.ActiveInventory=null;
enable_interface();
aA_Puzzle.Stop();
}

//////////


function hH2_UseInv()
{
if (player.ActiveInventory==iTrinket2) {
aPlacetrinket.Play();
oP2.Visible=true;  
player.ActiveInventory=null;
mouse.DisableMode(eModeUseinv);
oT2.Visible=false;
hH2.Enabled=false;
hH3.Enabled=true;
}
else doesnt_go_there();
}


function hH3_UseInv()
{
if (player.ActiveInventory==iTrinket3) {
aPlacetrinket.Play();
oP3.Visible=true;  
player.ActiveInventory=null;
mouse.DisableMode(eModeUseinv);
oT3.Visible=false;
hH3.Enabled=false;
hH4.Enabled=true;
if (oP2.Visible==false) hH2.Enabled=true;
}
else doesnt_go_there();
}

///repeat for rest of items

else doesnt_go_there();
}

////////////

function oT2_Interact()
{
mouse.EnableMode(eModeUseinv);
player.ActiveInventory=iTrinket2;
mouse.Mode=eModeUseinv;
oT2.Visible=false;
}


function oT3_Interact()
{
mouse.EnableMode(eModeUseinv);
player.ActiveInventory=iTrinket3;
mouse.Mode=eModeUseinv;
oT3.Visible=false;
}

///repeat for the rest of the items


function room_RepExec()
{
  
if (mouse.Mode==eModeUseinv) mouse.ChangeModeHotspot(eModeUseinv, 5, 11);
  
if (oP2.Visible==true && oP3.Visible==true && oP4.Visible==true && oP5.Visible==true && oP6.Visible==true && oP7.Visible==true && oP8.Visible==true && oP9.Visible==true && oP10.Visible==true && oP11.Visible==true && oP12.Visible==true) {
puzzle_done();
}

if (oP2.Visible==true) hH2.Enabled=false;
if (oP3.Visible==true) hH3.Enabled=false;
if (oP4.Visible==true) hH4.Enabled=false;
if (oP5.Visible==true) hH5.Enabled=false;
if (oP6.Visible==true) hH6.Enabled=false;
if (oP7.Visible==true) hH7.Enabled=false;
if (oP8.Visible==true) hH8.Enabled=false;
if (oP9.Visible==true) hH9.Enabled=false;
if (oP10.Visible==true) hH10.Enabled=false;
if (oP11.Visible==true) hH11.Enabled=false;
if (oP12.Visible==true) hH12.Enabled=false;
}



function oSkip_AnyClick(Object *theObject, CursorMode mode)
{
e_solved_trinkets=true;
player.ChangeRoom(144);
}


function hBG_UseInv(Hotspot *theHotspot, CursorMode mode)
{
if (player.ActiveInventory==iTrinket2 && oP2.Visible==false) {
  oT2.Visible=true;
}
else if (player.ActiveInventory==iTrinket3 && oP3.Visible==false) {
  oT3.Visible=true;
}

///repeat for rest of items

  player.ActiveInventory=null;
}
#4
After over 4 years of nonstop work (and much longer spent building up to the start of that time), I have finally completed a project that I've wanted to do for a very long time. Initially, I wanted the title for this game to be King's Quest IX, but to avoid any legal problems, it's just going by its subtitle: It Takes Two to Tangle.

Though most of this game was a solo effort, I was incredibly fortunate to find several other talented people who were able to help me make this game a reality.

Featuring:
-A fully voiced intro and outro
-4+ hours of original music
-A classic Sierra-style interface
-High resolution 2D animation





Website
Download (Windows)
Download (Linux)

AGS Database Entry

9/10: One player encountered a progress-halting bug in the second half of Chapter 2. If you've encountered it, you may need to re-download the game. Your saved games should still work.
9/15: Trying to solve issue with the Linux version having no EXE file.
9/22: Uploaded version 1.0.0.2, which makes various minor corrections and changes. Unfortunately, any saves made in previous versions won't work with this one - sorry!
9/24: Uploaded version 1.0.0.4, which attempts to correct an issue where the game locks up at a pivotal moment in Chapter 3.
10/14: Uploaded version 1.0.0.5, which fixes the game's non-functioning idle views.
#5
The project formerly known as Project Luchtkasteel will be revealed soon!

#6
Hello,

My personalized picture image has remained unchanged for years, but for some reason, it is no longer displaying on my profile. The image itself is still there, but it won't display -- all that shows up is the gray default image. I tried reuploading the image to ImGur, but when I tried entering the Imgur URL, I got an error message saying "The avatar you have selected is either too large or not an avatar". What's going on?
#7
I have a single music piece that needs to be slightly altered. However, I don't have the original project files (just an .ogg of the finished product, as well as a few related files), so I hope it can be easily recreated along with the changes I need. Please PM me if you're available.

EDIT: I had another look at my files, and it turns out that I have a MIDI of the instrumental, however it seems to be missing some parts from the digital version. This means that it would be less of a matter of reproducing the song from scratch, and more of a matter of creating a digital version of this MIDI with some minor modifications.

EDIT 2: Help found!
#8
I need beta testers for my fan game (the official name is under wraps for the time being and going by the code name "Project Luchtkasteel" for now). Familiarity with the King's Quest series is highly recommended (but not essential). The game is also Windows-only (for now, at least),

A couple of caveats: This game is pretty big (over 5 GB in size with over 200 playable rooms, and I have no idea what the average playthrough time might be like). I also haven't done a complete proper playthrough, opting to instead do a step-by-step quasi-playthrough where I was constantly restarting the game and making additions/alterations and changing/adding various variables in/to the game_start section as I went.

For now, I'd like to have just a couple of people test this version just to see if it's actually completeable before handing the game off to a larger crowd to be fully beta-tested and have the more minor/obscure bugs ironed out. PM me if you're interested! Thank you in advance.

EDIT: Got two testers on board for now, so I don't need any more help at the moment. Once they've finished playing the game, I'll open it up for more thorough testing.

EDIT 2: Ready for additional testing!
#9
I need some voice acting for my game's intro and outro. None of the required roles exceed 20 lines, and right now, I'm looking for two parts in particular:

Female, early 20's, medium-high voice range, neutral American accent
Female, 30s-40s, medium voice range, neutral American accent

I should also specify that I'm looking for soundalikes for particular characters, but due to wanting to still keep this project confidential, please PM me if you want to hear recordings of what I'm looking for.

Thank you!
#10
I've got a room where the player has to avoid a roaming enemy (which is usually offscreen) by staying in a "safe" region. If the player steps into an unsafe region, a timer starts, and if that timer reaches a certain value, the enemy makes a beeline for the player, and the player dies if the enemy reaches them, while the enemy keeps moving in a straight line until it's completely offscreen if the player dodges it.

CrimsonWizard provided me with a script that mostly works, however, it still has a couple of issues:

1) The enemy doesn't always attack when player is in the unsafe region; it just remains offscreen (I can sometimes "wake it up" by moving the player character into the safe region (region 5), then out again.
2) When the enemy is moving towards the player, sometimes it disappears before reaching the edge of the screen.

This is what my room's RepExec looks like:
Code: ags
function room_RepExec()
{
  
if (Region.GetAtRoomXY(player.x, player.y)==region[5] && AreCharactersColliding(KITE, EGO)==1) caught_by_kite(); //death script

if (Region.GetAtRoomXY(player.x, player.y)==region[5]) {
oDanger.Visible=true; //obj currently being used for testing
exposed_timer++;
}
else {
oDanger.Visible=false;
exposed_timer=0;
}

if (exposed_timer>100 && (cKite.x>1180 || cKite.y>750 || cKite.x<-220 || cKite.y<0)) { //kite swoops for player, continuing straight if player moves

int kite_dx = player.x - cKite.x; // x distance from enemy to player
int kite_dy = player.y - cKite.y; // y distance from enemy to player
float factor = IntToFloat(kite_dy) / IntToFloat(kite_dx); // the relation between dy and dx

   if (kite_dx > 0)
    kite_dx += Room.Width; // increase dx to some far away point to be certain
else
    kite_dx -= Room.Width;
kite_dy = FloatToInt(IntToFloat(kite_dx) * factor); // calc new dy, based on the new dx
int targetx = cKite.x + kite_dx;
int targety = cKite.y + kite_dy;
cKite.Walk(targetx, targety, eNoBlock, eAnywhere);
exposed_timer=0;
}

if (exposed_timer>100) exposed_timer=0;

if (circling==true && Region.GetAtRoomXY(player.x, player.y)!=region[5]) { //"patrolling" script - happens while char is in safe zone
  
  kite_circling++;
  
  if (kite_circling==200) {

  if (bird_r==false) bottom_to_right(); //moves enemy from (810, 900) to (1187, 207)
  else if (bird_l==false) top_to_left(); //(161, 100) to (-130, 381) 
  kite_circling=0;
  
  }
  
} //circling=true

}

FYI: My game's resolution is 1067x600.
#11
So, I've gotten to the stage where I've added most of the major elements to a very large solo game project (300+ rooms, 100+ characters, 270+ views), and I've just about gotten to the point where I'm attempting a proper playthrough from start to finish.

The problem is that the tedium and slowness is really starting to drain me. Even with the debugging elements I've implemented (shift+left click teleports the character anywhere onscreen, I've got a custom GUI the takes the player to any room), after around a month of work, I'm barely played through about 1/8th of the game.

I'd just like to know if anyone has some tips or advice for dealing with this sort of thing. I've been working on this project for some time, and I don't want the alpha testing stage to squeeze out all my enthusiasm before I'm done.
#12
I'm trying to come up with a script that's quickly becoming more and more complicated as I try to work out the details.

Long story short, I'd like one button in center of the Sierra-style icon bar that makes a menu appear under the icon bar with a row of buttons on the bar which represent rooms the player can "teleport" to. (I also want this button to double as a custom cursor mode.)

The complexity arises from:
1) The number of locations changing during the course of the game depending on whether the player has unlocked an available location or not
2) Whether the player is in one of the available locations or not
3) Wanting the row of buttons to be centered under the button that makes the row visible (the issue that's giving the biggest problem)

I created something like this in a previous game, but the code for that was pretty messy, and I'm sure there's a much more streamlined way of doing it that would also implement the features mentioned above. I got as far as several lines of "if player is in one of the rooms associated with Destination A, make Button 1 be visible and have the graphic for Destination B and be at X=200, make Button 2 visible and have the graphic for Destination C, etc." before realizing that this just wasn't going to work.

Any advice on how I could approach this issue would be much appreciated. Thanks in advance!

NB: At the moment, the buttons are part of the icon bar GUI. I was considering relocating them to a GUI of their own (which might make the centering problem more manageable), but I thought I'd ask for tips here before I spent any more time banging my head against the wall.
#13
I've got a couple of rooms set up to make several NPCs wander through them along one of several paths on a single large walkable area (I hesitate to post it at the moment, since it's pretty messy). My script works good, except for what happens if the player character (who is using the same walkable area) walks into one of them, or vice versa.

If the NPCs are solid, they will stop moving when the player character collides with them, but if they're not solid, I encounter a number of issues with the characters overlapping incorrectly (often making it look like one character is walking on top of the other), and unsurprisingly, the NPCs will often walk through the player character like they're ghosts. I've tried making the player character stop when overlapping with another character, but the "walking over characters" issue still comes up. I've tried changing the player's baseline when colliding with an NPC, but that doesn't seem to work either.

Is there another technique I might consider?
#14
I'm trying to use the DistortChar module in AGS 3.4.0, and whenever I try to distort a character, I get an error message saying "Error: Array index out of bounds (index: 136, bounds: 0..135)."

I thought this might be connected to the module's #define DISTORTABLE_SPRITES line, but changing that number doesn't make any difference.

EDIT: I discovered that if I distort a character in a room's room_load section, I don't get the error message. Looks like I've solved this problem (at least for now).
#15
I'm trying to use the plugin from this thread, but whenever I try to run my game (which I'm making in AGS 3.4.0), I get an error message saying "Error: Game needs to be run in Direct3D mode". The problem is, I am running the game in Direct3D mode. If I uncheck the plugin, the game starts just fine, but if the plugin is checked, I get this error every time I try running the game.

Can anyone possibly shed some light on what's going on here?
#16
I'm working on a hi-res game in AGS 3.4.0 that's going to have rooms with large animations in it (at times with sprites up to 400x900 with around 45 frames in a loop). Not surprisingly, this occasionally causes a lot of animations to stutter when I test the game, and the music is definitely going to stutter as well whenever I get around to adding it. I've seen a few different methods to get around these issues discussed on the forums, but I'm just wondering which way works the best.

(I was able to solve a stuttering issue with a large animation in a much smaller game by making a non-blocking version of the animation play very quickly just offscreen when its room was loaded, but I'm not sure the same trick will work here, given how many more graphics I'm working with.)
#17
I'm working on a game that's going to have a day/night cycle, and since most of the rooms have at least one object in them, I want a a code that tints every object in every room when it's night. I thought this would work:

Code: ags
if (day==false) {
        object[0].Tint(10, 10, 200, 70, 40);
        object[1].Tint(10, 10, 200, 70, 40);
        object[2].Tint(10, 10, 200, 70, 40);
        object[3].Tint(10, 10, 200, 70, 40);
                }
    else {
        object[0].RemoveTint();
        object[1].RemoveTint();
        object[2].RemoveTint();
        object[3].RemoveTint();
          }


But every time I open the game, I get an error at line 9 with the comment "SetObjectTint: invalid object". How can I fix this?
#18
Thalia James' job in the Computer Game Maintenance Squad is seldom an easy one. After one of her assignments nearly ends in disaster, she is asked to track down five characters believed to be responsible for a series of criminal activities throughout the 2D adventure genre. With that to grapple with as well the mysterious condition from her past that has inexplicably resurfaced, the first annual Adventure Game Awards and the grand opening of something called the Mega-Game, this adventure is bound to be anything but mundane.

------------------

Unlike its predecessors, the majority of art, sound and music in AWTTG is original (that is, free online resources as opposed to assets mtaken from other games). You will still be seeing a number of familiar locales and characters, but there will be a lot of new places and faces as well (plus a few characters that will be familiar to you if you have played Adventure: The Inside Job and Adventure: All in the Game).





There will be puzzles, there will be inventory items, there will be dialog trees...



...and there will also be wardrobe changes.



Download the game here!

Adventure: Welcome to the Genre's AGS entry

Adventure: Welcome to the Genre's website (includes a walkthrough, behind-the-scenes info and other extra goodies)
#19
I recently upgraded my game to AGS 3.3.5, primarily to fix problems with the mouse moving too fast while in windowed mode. Unfortunately, this seems to be causing problems with the Easy3D plugin I'm using. There are four files which have to be in the game's Compiled folder in order for the plugin to work properly (AGSBlend.dll, AGSD3DVSync.dll, E3d080.dat and E3d0100.dat), but the game is behaving as if those files aren't there.

I suspect that this might have to do with this latest version not writing to the game's installation directory anymore, and I'm not sure if this is a bug, or if there's some trick to getting the game to read files from its installation directory that I'm missing.

Any guidance to solving this problem would be much appreciated! Thanks in advance.

EDIT: I managed to figure it out on my own - turns out it was a bug, and downloading a patch seems to have fixed it.
#20
Hi,

I just noticed that two of the four games I've uploaded are listed under "Akril15" instead of "Akril".

Since my first two games were uploaded under "Akril", I'd like the other two newer games to appear under that name as well, if that's not too much trouble (even though my forum name is Akril15 -- confusing, I know).
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