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Messages - lizzlebizzle

Pages: [1] 2
1
Critics' Lounge / Re: Underwater background help.
« on: 29 Jun 2011, 20:41 »
Okay. I like the light  rays in this version, but I don't like how the top of the water sort of looks like clouds. Or am I just staring at it too much?

I decided to animate the background with bubbles so it'll give an underwater feel, and then there's always the underwater module.



2
Critics' Lounge / Re: Underwater background help.
« on: 29 Jun 2011, 07:31 »
This is all great advice. Thank you. I agree with what you all are saying. Now to get my hands to channel some actual ART....that'd be great. Maybe after some coffee in the morning. I'll fix up the light rays (darker, smaller, more of them), try to improve the foreground/background transition, and ditch the bubbles.

3
Completed Game Announcements / Re: Britney's Escape
« on: 29 Jun 2011, 07:22 »
Just posted the latest and greatest version. Font changed and other schtuff. Please let me know if there are other bugs (I ran through it, but it's 1:30 AM here, and Liz = sleepy). Thank you all!

4
Completed Game Announcements / Re: Britney's Escape
« on: 28 Jun 2011, 18:39 »
Thank you, sir! I am going to change the font in the next version. As well as that typo. (How ghastly! Typos bother me SO much!)

I might make it so
Britney says, "I have to open the window first!" or something before tying the sheet to the bed.

Also, if I can, I'll
change the label to "sheet" after you look at the bed, or something. Or make a mini-hotspot.

And I'll fix the drawer issue.

Thanks for playing the game! I appreciate it!

5
Critics' Lounge / Re: Underwater background help.
« on: 28 Jun 2011, 15:03 »
...Uh...

Anyway, thanks for the advice. That module looks awesome. Here's my latest edit (it's still not GREAT).




I'll probably use that underwater module with this bg and see how it looks.


6
Completed Game Announcements / Re: Britney's Escape
« on: 27 Jun 2011, 22:56 »
Khris, please download the most recent version. The fatal error is one I unintentionally created in an updated version. I fixed the inventory cursor skews, and the lack of unhandled events two versions ago. :) Thanks for the heads up.

7
Completed Game Announcements / Re: Britney's Escape
« on: 27 Jun 2011, 22:27 »
Clown, thanks for the heads up! I changed a couple of things and didn't notice that one. Fixed the bug. Let me know if there are any other issues.


Edit: Fixed a couple other issues with the mirror and using inventory items on Britney.

Plans: Fix keyboard shortcuts, default action for door. I've heard the font is hard to read, so I'll probably change it.

8
Critics' Lounge / Underwater background help.
« on: 27 Jun 2011, 22:02 »
Hey, there, I'm attempting *sigh* to make an underwater background for my second game. I do. Not. Draw. Nor do I pretend to. I created this, uh, thing below using a photograph. I kind of like the brushed style, but I don't want any objects to stick out like a sore thumb. I would rather the style stay consistent -- one way or another -- than have some epic background at this point.  My last game was completely pixel art, and I want this one to have antialiasing and shtuff.

These aren't resized, but the game will be 320x200.

What's a good way to make it look like there is light coming through the water? Or bubbles/particles in the water? I'm a novice at photoshop, but learn quickly. Any constructive help is appreciated. Thanks for your time.


Here's the original photo:


And here's, uh, my thing:

9
Completed Game Announcements / Re: Britney's Escape
« on: 26 Jun 2011, 18:23 »
Thank you!!

10
Completed Game Announcements / Britney's Escape
« on: 25 Jun 2011, 22:14 »
Here's my first game creation: It's a Maniac Mansion Mania-type game, with Britney as the protagonist! An exciting adventure into the badly-drawn life of a blonde. Short, one-room escape game. Thanks to the supportive people on the forums, and MMM for the starter pack.





Download here!


-Liz

11
Aaaaand I just saw this thread: http://www.bigbluecup.com/yabb/index.php?topic=37901.0

So I'll do away with #sectionstart and #sectionend all around.

12
Thanks, guys. monkE3y, you've hit the nail on the head. I'm trying to get my code to be consistent and updated with the 3.2.1 version. A couple weeks ago, this was a mish-mash of object-oriented and non-object-oriented code (painful, I know). Uh, and I dunno why I didn't indent this. Probably tired. The rest has been indented. Done and done now.

Khris, thanks for the reminder. On the MMM website, they have mostly 2.72 starter packs. They have one for Wendy that's a 3.0.2....anyway, I decided to finish this (first) game with the current starter pack and then find another, or, better yet, do my own. :) Is there a resource for more updated MMM-style starter packs?

And also, I obviously have no idea what the #blahblahstart does. I inserted that for consistency, but if it's pointless, I'll take 'em out.


13
Wait!! I figured it out! Oh, I'm so proud!

It was a stupid mistake. I confused my before fade-in and after fade-in scripts.

*rubs eyes* And with that, dear sirs, I'm off to bed. Thank you both!



Liz

14
Yay, here's some code. Here's the code for my "Start Screen". This is the ENTIRE room script.

[code]
// room script file

#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
  // script for room: Player enters screen (before fadein)
aMusic1.Play();
GUIOff(0);
GUIOff(1);  


}
#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE
function hotspot2_a() {
  // script for hotspot2: Any click on hotspot
StopMusic();
HideMouseCursor();
NewRoom(1);
  
}
#sectionend hotspot2_a  // DO NOT EDIT OR REMOVE THIS LINE
[/code]


Here's "Room 1" code, before the fade-in.

[code]

// room script file


#sectionstart room_a  // DO NOT EDIT OR REMOVE THIS LINE
function room_a (){
  // script for room: Player enters screen (before fadein)
AudioChannel* chan = aMusic9.Play();
ShowMouseCursor();
GUIOn(0);
GUIOn(1);
player.UnlockView();
cBernhard.UnlockView();

//Cutscene
#sectionstart cutscene
FaceDirection(cBernhard.ID, DIR_LEFT);
cBernhard.Say ("...");
cBernhard.Say ("HA! Let's see you get out of this, sweet sister.");
cBritney.Say ("Bernard! Get out of my room, you weirdo!");
cBernhard.Say ("Oh, I'll get out, all right.");
cBernhard.Say ("...But good luck finding a way out.");
cBernhard.Walk (275, 135);
cBritney.Say ("What does THAT mean??");
FaceDirection(cBernhard.ID, DIR_LEFT);
cBernhard.Say ("Heh, heh.");

chan.Volume = 90;
chan.Volume = 80;

player.Say( "...");

cBritney.Say ("Seriously, you need a girlfriend.");
cBernhard.Say ("Who needs a girlfriend when I have an automatic chess board?");

chan.Volume = 70;
chan.Volume = 60;

cBernhard.Walk (307, 135);
cBernhard.ChangeRoom(3);
PlaySound(3);
oOpenDoor.Visible = false;

chan.Volume = 50;
StopMusic();
chan = aZEPPELIN.Play();


#sectionend cutscene
}

#sectionend room_a  // DO NOT EDIT OR REMOVE THIS LINE
[/code]

Please keep in mind this is my very first game... :)

15
So, here's a weird question. I've scoured the forums on this one, but it's buried under a number of threads, or it's not out there yet.

I'm designing my game using one of the Maniac Mansion Mania starter packs, and I'm almost finished. I'm working on my intro/outro cutscenes, and I've noticed that after I introduced an NPC character to the start of the game (who disappears soon after), the start screen pops up briefly, and then it goes back to the room my player is in.

When I say "start screen", I'm talking about that classic Maniac Mansion screen in the beginning of the game where you press "Start" and it takes you to the game.

Anywho, is there any idea what might cause this? It happens at the end of the cutscene in room 1. It's only started happening since I introduced an NPC. The NPC's start room is Room 1. Player character's start room is Start Screen. Need more details?

Thanks for the help; sorry for the noobishness. :D


Liz

16
Ah! Thanks! Didn't know there was a built-in function. I will use that in my code. I also already changed my "else if" to "else" on my own.

You've all been a great help!


Addendum: Also, regarding old tutorials, thanks for the heads-up. I'm playing around with a starter pack I got from the Maniac Mansion Mania website, and not only are some things German, but obviously they've used an older version of AGS. I've been mostly reading the Dynamic Help in AGS itself. Trying to keep the versions straight is something I'm still getting used to. :-\ I'll translate to newer code.

17
Uh...Wow.

I think I need more coffee. Can we say logic error...?? Thanks, Snarky. Done and done. I did a little more research so I knew I didn't need a global variable, but even when I set a breakpoint and debugged it, I didn't see the darned error I had made. Went ahead and put it at the top of my room script, as you suggested.

Sometimes it takes a second pair of eyes! Thanks! :)


lizzle

18
Why, hello.

So, I'm working on a Maniac Mansion Mania-type game, just a simple room escape game for my first attempt at figuring out AGS. I know the basics of C++.

Still trying to understand how the global script and room scripts interact with one another. Are room scripts "nested" in the global script? Or do they kind of run parallel and the room calls things from the global script? Vague question, I know.

Right now, I'm trying to have my character try to open a door, and then say, "Ugh, it's locked." But the second time she tries to open the door, and thereafter, she says something different. I tried declaring a local bool variable and initializing to false (then changing to true after she tries to open the door), but it's not workin'.

Does this bool variable need to be a global variable (like in the global script)? And if so, why? I really appreciate the help, and pardon the newbieness for a couple years. :)



lizzle


Snippet o' code:

[code]

  else if (UsedAction (A_OPEN))
  {
    bool hasTried = false;
    if (!hasTried)
    {
      Display ("Ugh. It's locked.");
      FaceDirection (GetPlayerCharacter (),  DIR_DOWN);
      Display ("And there's no doormat to hide a key under.");
      hasTried = true;
    }
    else if (hasTried)
    {
      Display ("BERNARD!!! You little twit! Let me out of here!");
      Display ("...");
      Display ("Guess he's long gone by now.");
    }
  }

[/code]

19
Hints & Tips / Re: Maniac Mansion Mania: Episode 53 Help
« on: 09 Oct 2008, 21:24 »
Never mind, got it.

20
Hints & Tips / Maniac Mansion Mania: Episode 53 Help
« on: 09 Oct 2008, 20:46 »
So, I'm playing MMM: Ep. 53 where Klaus strikes back. I'm stuck.

How do I get the rat in the classroom?

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