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Messages - stepsoversnails

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So when i first found out about AGS, 3 years ago, i was very excited to make a game. I've since tried to design over 10 games, some big ideas and some small. I have this one great idea that i've become very protective of and feel, as an artist, it could be one of my greatest accomplishments. that being said, i've decided not to make it until i actually am better artistically and as a game designer. I'd hate to squander my great idea due to lack of experience. This thought led to the idea of making a "test game". But even when i try to make a game to simply test my skills, i get carried away. It's not like i'm over ambitious, which has been a problem before. it's more that i just want it to be a great game. even if it's just a test. I can't bring myself to let go of that and just freaking make something. I see people on these forums releasing great little games and i so badly want to contribute to that but i can't bring myself to lower expectations of myself and make something that i might not like in a few years time.
I suppose i just need some advice or something. Maybe somebody who understands can share their experience.

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I love these. you guys should set up an itunes store thingy.

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My search is working fine but I do know I've had problems with it before.
The flowchart and the puzzle explanations saved me from a world of hurt. Before I had been writing out puzzles a little bit like this: Get key> Use Key with door> Go to next room> Talk to frank. The only thing I've really changed about the doc is that I added coloured boxes to the flowchart that show when your objective changes.

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Adventure Related Talk & Chat / Grim Fandango Design Doc
« on: 24 Mar 2012, 10:13 »
I've been designing an adventure game for at least two years now. Until recently it was spread over various notes, drawings and little tests done in the AGS editor. After reading the Design Document for Grim Fandango i decided it was the perfect format for my own design doc. So i was wondering if anybody else has used a similar system to Tim's Grim Fandango design document or if they follow a different method that maybe you got from another game or you completely designed yourself.

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having to replace an object with another object of equal weight, in a classic reference to raiders of the lost ark. Though i only remember that happening in Monkey Island 2 and Sam and Max hit the road.

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AGS Games in Production / Re: The Journey of Iesir
« on: 16 Sep 2011, 08:45 »
We're currently playing around with the animation system I've coded. It uses two layers for the head and body. Used whenever characters talk or want to express a certain gesture/pose. It looks fantastic even though some of the quick gestures and expressions are programming graphics and we're still missing a few other expressions. It really adds a lot of life to this project. I can't wait to see the whole array of gestures completely done and in use.

Now I want to add some random blinking or itching/boredom animations whenever the character is standing around.

"That's amazing! I always wondered if it were possible to do that with AGS." stepsoversnails says, praying for a module or plugin.

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i don't really understand what you're asking. verbcoins were indeed short lived but they remain to be my favourite way of navigating through an adventure game. If you're looking for more games that use the interface you should check out full throttle. Also the special edition of monkey island 2 has a pretty interesting take on the coin. Left clicking brings up all the actions (from the original 9 verbs) you can actually perform on an object (some one should make an ags mod for that). and there a few ags games that use it too, though the only one that comes to mind right now is Nelly Cootalot.

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it king of sounds like Super Putty or Super Putty Squad on the SNES. Just without the shooting and turning into a robot.

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Advanced Technical Forum / Re: Isometric Platforming
« on: 17 Jun 2011, 14:25 »
ah perfect. Except the animation speed. It seems if i set it to anything below 3 it doesn't animate and anything above 3 makes it move so fast it looks like a blur.

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Advanced Technical Forum / Re: Isometric Platforming
« on: 17 Jun 2011, 13:00 »
thanks, that did the trick. This works great.
There are few things such as the character doesnt view his diagonal pose, he walks too slow and animates too fast and he cant jump onto higher platforms BUT i think i will have a tinker and try to figure out some of that stuff myself. Though don't hold your breath.
if i make this game someday you will be getting a big mention, Khris.

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Advanced Technical Forum / Re: Isometric Platforming
« on: 17 Jun 2011, 11:59 »
Hmmm. AGS comes up with an error saying "undefined Symbol 'updown'".
Am i meant to have initiated this at some point?

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Advanced Technical Forum / Re: Isometric Platforming
« on: 17 Jun 2011, 10:00 »
Thanks Khris. I think i even learnt a little.
The reason i used Getviewport was because it was the only thing i had any experience with.
I have the programming skills of a Bran Muffin.

Your code is great and i think i understand it well enough.
There are two main problems with it though. The Character doesn't animate while walking and it also doesn't obey walkable areas. I couldn't figure this out for myself without getting a bombardment of errors.
And another thing that isn't a problem but i feel i should mention, i still want the character to be able to move vertically and horizontally while only moving diagonally if the player presses up/left or down/right etc...

thank you for your time  ;D

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Advanced Technical Forum / Re: Isometric Platforming
« on: 17 Jun 2011, 05:30 »
I just meant a platformer on an isometric view. The best example i can provide is a game called Whizz, which was on the super nintendo.

The only code i've been able to figure out so far is
[code]   if (keycode == eKeySpace) {
      cEgo.Move (cEgo.x-GetViewportX(), cEgo.y-GetViewportY()-70, eBlock, eAnywhere);
      cEgo.Move (cEgo.x-GetViewportX(), cEgo.y-GetViewportY()+70, eBlock, eAnywhere);
   }
   
   if ((keycode == eKeySpace) && (keycode== eKeyLeftArrow)) {
      cEgo.Move (cEgo.x-GetViewportX()-30, cEgo.y-GetViewportY()-70, eBlock, eAnywhere);
      cEgo.Move (cEgo.x-GetViewportX()-30, cEgo.y-GetViewportY()+70, eBlock, eAnywhere);
   }
[/code]

It mimics jumping when pressing space. Though when pressing Space and Left Ego still just goes straight up and then down. But really the script obviously has more serious problems than that. I don't know how i could do this without blocking the entire game while he jumps or how i could stop ego from landing on non walkable areas or how ego could land on higher platforms.



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Advanced Technical Forum / Isometric Platforming
« on: 17 Jun 2011, 04:11 »
I'm currently toying around with the Keyboard Movement Module, trying to create an Isometric Platformer.
I am, however, horrible at programming.
I'm not looking to do anything too fancy, in fact all i need to achieve right now is Jumping.
I tried every theory i had and none of them worked.
I'm really hoping someone might be able to nip this problem in the butt for me as it would help me achieve making a game i've dreamt of making since i was a kid.

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I'm having trouble scripting a button to animate while the mouse is over it. I'm sure it's not difficult and i'm just stupid.

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I HOPE YOU'RE FEELING NOSTALGIC BECAUSE...
My first AGS game, In Another Castle, will be released in time for the showcase(hopefully).



Featuring: These shmucks and many more.

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Advanced Technical Forum / Re: AGS 3.2.1 now released!
« on: 05 Apr 2011, 13:24 »
so many great new features.
I love how clean my GUIs look now.
And the new sound group just pulls at my little OCD heart.
I did however run into a problem. I went to check out the new Show Characters feature on the room editor.
When i clicked on a character in the room i got and error.
I sent an error report.
I was running a game made in the previous editor, if that helps.

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having arrows over exits is always a good idea.
sometimes in natural environments it can be unclear what is and isn't a path, especially in low res games.
The game will also flow better if the player doesn't constantly have to select the use icon then click on a door.
but if you're putting them in your game be sure not to use the cliche big red arrow, try to make it relevant to your games universe or theme.
if your game is about big red arrows then i suppose its okay.  ;D
Combing multiple inventory items is a neat idea. If the items are clearly meant to be put together then putting all those things together is like a small achievement for the player to feel good over. Sometimes combining multiple items together can be a puzzle in it's own. Like in the latest Monkey Island games you have to combine different coloured fluids you have gathered in little shot glasses over the island area.
Though try not to take a page from Monkey Island 4 with the useless prosthetic body parts. i lost count of the amount of things i used that abomination on. All because i was able to put it together, i figured i had to use it.

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Critics' Lounge / Re: A Tasty Verbcoin
« on: 30 Mar 2011, 18:52 »
this is the final design.

I like it. It's not over complicated but it still stands out amongst the environment.
I even put the ags mug in there!

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Critics' Lounge / Re: A Tasty Verbcoin
« on: 30 Mar 2011, 04:17 »
yes. that looks fantastic!
But i really want to show the medieval side more than the food part. It is a great idea and i'll try it with some more designs.
thanks!

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