Recent posts

#2
This looks really good (nod)! Very much looking forward to playing! Also, let's popularize short prequel releases to cut down on devs bloating/overwhelming their game projects, please.
#3
Quote from: TheFrighter on Today at 09:06:13
Quote from: Creamy on Sun 29/06/2025 21:14:58Done:


My idea was to create what appears to be a safe space for the children.
Probably a good refuge from the summer heat too. We're in the middle of a heatwave here in southern Europe.

Is the Sardinia flag on the wall?

_
No, it's the local flag of Liguria - a region in the North of Italy. I can see the similarity between the Sardinia flag and the sail of the ship though. The Liguria flag uses 4 stars instead of 4 heads. Of course you can't really tell at this distance.
#4
Critics' Lounge / Re: Backgrounds
Last post by WeeklyJournaling - Today at 10:59:50
Quote from: ThreeOhFour on Today at 03:27:03It looks like you're doing your light with a soft light/overlay/similar layer - and that's a great way to work. But it's also worth cleaning up a bit, because at the moment the glow flows too much into the parts that should be in shadow. But also I think it's good to start with a clearer understanding of "value"*.

In your house scene, you have the sun defined as a light source, which is yellow, and clouds surrounding it which are white. This means that the clouds are lighter in value than the sun, which is not realistic for most scenery. The light source should almost always be the brightest thing, with everything else in the scene the same brightness (if directly lit by the source) or darker. Clouds should take shadow from a light source by the sun.

The other issue is that the sun appears to be in front of the clouds. This will never occur, and so the sun should be considered something we see where the clouds aren't!

If you post a version without the glowy light layers I'd be happy to show you how I might light a scene like this for comparison.

*lightness/darkness




Thanks ThreeOhFour, I appreciate you taking your time to explain these things :D
I'll also make a version based on your explanations in the meantime.
#5


Story:

What begins as a late night meal at a diner soon becomes something far more sinister for Detectives Stanhope and Drummle, as they come face to face with an emaciated, otherwordly figure whose teeth appear to be made of glass...

Snarl is a short horror prequel to both Abscission and Teeth of Glass.

Current status of the developement is:

Graphics: 40%
Scripting: 30%
Dialog: 30%
Music and Sound: 30%









#6
Quote from: Creamy on Sun 29/06/2025 21:14:58Done:


My idea was to create what appears to be a safe space for the children.
Probably a good refuge from the summer heat too. We're in the middle of a heatwave here in southern Europe.

Is the Sardinia flag on the wall?

_
#7
How to prevent GUI from going offscreen:

Code: ags
   if (x < 0)
      x = 0;
   if (x + gGui9.Width > Screen.Width)
      x = Screen.Width - gGui9.Width;

Other recommendations: don't use literal numbers for things like screen size, use available script properties (Screen.Width, Screen.Height, Room.Width, Room.Height etc). You may be reusing same code elsewhere, and if you use properties, then it will keep working without modifications. Also less chance to make a typo.

Name your guis according to their purpose. For example, instead of gGui9 you could name it gOverhotspot. Then you will never wonder what is "gui9" if you ever return back to your game after a while.
#8
It's in the repeatedly execute area.  I did have the X and Y set to -20 but I changed it to 10.  I did a search on the script and did not find any other references to that gui.
Yes it does run through that code.
#9
Quote from: Ghostlady on Today at 04:52:02This is what I have in the global script:

The values are probably wrong (keep in mind that you're positioning the top left corner of the GUI, so mouse.x-10 will have the label run through the cursor), but from the image, it doesn't look like this code runs at all (or if it does, it is overridden by some other code). Where in the global script is it, and have you confirmed that it runs?
#10
I have text getting cut off on the far right hand side of the screen when it is close to the edge when it displays the label on a hotspot.

I've messed with it and can't make it stop.  Screen resolution is 640 x 480.
gGui9 is the overhotspot gui. It's dimensions are 90 (w) x 80 (h) and its label 88 (w) by 78 (h). 

This is what I have in the global script:
Code: ags
  if (mouse.y > 240/2) y = mouse.y - 10;
      else y = mouse.y+10;
  if (mouse.x > 320/2) x = mouse.x -10;
      else x = mouse.x+10;
  gGui9.SetPosition(mouse.x, mouse.y);

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