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Messages - Matti

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Normally I'm not so much into detective games, but I must say, this sounds quite exciting! Quite ambitious too. I really like the idea of following wrong clues and making (bad) choices that alter story and character reactions while still being able to progress through the game.

Good luck with the development :)

I agree with the points Darth made. And to combine the first and second point: If there were dream sequences (or something similar), those could use the mentioned "noise-speckles".

Nice work, looking forward to an update.. and hopefully a game :)

AGS Games in Production / Re: Whispers of a Machine
« on: 22 Mar 2018, 14:51 »
Lovely! I really like the colors.

Thanks, and congrats to all :)

Normally you would just move the viewport to accomplish this. Did you try if that results in flickering?

AGS Games in Production / Re: Feria d'Arles
« on: 09 Mar 2018, 13:13 »
I hate bullfighting, but I LOVE the look of this!


1. Rocchinator
2. Tabata
3. Blondbraid

Competitions & Activities / Re: BACKGROUND BLITZ: Eerie
« on: 28 Feb 2018, 12:11 »
Some eerie forest:

I wanted to do pure pixel art, but then I thought the fog would be a nice touch ;)

Maybe you're looking for All the magical things by Gepard.

Maybe we should just start voting? I've send a message to funkpanzer a few days ago but he hasn't answered yet.

That is some crazy bridge!

At least the strings seem a little off.

I haven't checked your test game but can't you just check the mouse click on the hotspot manually like this:

Code: Adventure Game Studio
  1. if (mouse.IsButtonDown(eMouseLeft)) // or right
  2. {
  3.   if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hSomething)
  4.   {
  5.     // Do stuff
  6.   }
  7. }

This should ignore the object in front of the hotspot.

I tested this for about 10 minutes and it seems to be working fine. This would indeed be a very convenient improvement to the editor!

This looks quite epic! :shocked:

Keep up the good work!

Those flying beasts sure look creepy! Nicely animated too.

You're setting font 2 as an outline font, so maybe that causes the two lines of speech? I've never used that before, but maybe the font sizes are too different?

If you set OutlineFont to 0 and OutlineStyle to automatic, is there still no outline? Works for me all the time.

The detailed drawings in the report of an expedition that went to the mysterious island of partial gigantism inspired one of the sculptors to dedicate his statue to the sceptic bighead eagle. It's made from gypsum and colored only with natural dyes native to that very island. It shall be a perfect addition to the Queen's royal garden.

Create a global variable (int hotspotclick = 0) and do something like this:

Code: Adventure Game Studio
  1. // any click on hotspot:
  2. hotspotclick = hotspotname.ID
  3. player.Walk(mouse.x, mouse.y);
  5. // stands on hotspot:
  6. if (hotspotclick == hotspotname.ID)
  7. {
  8.   hotspotclick = 0;
  9.   player.Changeroom();
  10. }

One possibility would be to put the monster spawning code(or anything else you want to happen) in the repeatedly_execute_always.

Another way would be to make the walking non-blocking and setting a variable that keeps track of what hotspot has been clicked on. Then, you not only check whether the player is standing on a certain hotspot, but also if the variable is equal to the hotspot's ID.

Isn't that wedge just the cloud as seen in the first image?

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