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21
1. What is the most structured way to set up a game. Wanna avoid to get messy.

Uh... this is the kind of question that requires writing an essay.
Everyone will have their own answer to this, but I don't think any answer will help you much anyway, such things come only with personal experience.

From the top of my head: best organization comes from splitting big things into small.
Split game assets by subfolders (in project tree and sprites window). Split game script into script modules; if you can logically separate a part of gameplay, code it in a separate module.
If you are making uncommon scenes, or minigames, create separate test games to work on them first, then copy them to your main game when they are ready - that will simplify testing, and also give you an idea of how to organize script better.

On general workflow: when creating some scene, try to write it down in plain human language first. Explain what is happening in detail, what kind of objects are there, how they interact with each other. Having clear descriptiong will help to begin coding.


2. I wanna make a starting screen.
Wanna have a screen for the "labelname", then one for starting. Wanna add there some text before game.

Make a room with either text drawn right on background, or GUI with a text label. Each room has a "Show player character" property. Set it to 'false' for this room (and every similar room where you don't want your character to appear on screen).

3. I want to integrate a overview map with a single point moving, like in monkey island.

I think easiest way is to make a room for map, switch your character's view for this particular room to a smallish sprite, and draw thin walkable areas representing roads.
22
The Rumpus Room / Re: *Guess the Movie Title*
« Last Post by Jack on Yesterday at 21:28 »
No no.



EDIT: It's very dark, but this is a first person shot looking upwards while reaching for something on one of those hanging kitchen utensil racks. A part of that is a big clue.
23
Beginners' Technical Questions / Setting up my first game: questions
« Last Post by Nr. 2698 on Yesterday at 20:43 »
Hello,

im doing my first steps with AGS.
Using 9 verb style.

Wanna make my own shortgame and have some questions.

1. What is the most structured way to set up a game. Wanna avoid to get messy.

2. I wanna make a starting screen.
Wanna have a screen for the "labelname", then one for starting. Wanna add there some text before game.

3. I want to integrate a overview map with a single point moving, like in monkey island.

Hope somebody can help me with my first steps.

24
AGS Games in Production / Re: Strangeland
« Last Post by selmiak on Yesterday at 18:20 »
what's so creepy about that, I feel like that every monday morning ;)
25
Competitions & Activities / Game pitch competition
« Last Post by Andail on Yesterday at 18:11 »
Are you an ideas kind of person?

Have so many great game ideas that you likely won't ever use all of them?

You now have the opportunity to prepare the perfect elevator pitch, and see if it's as good as you've always thought!

The Rules
  • Write a great game pitch in roughly 80 words.
  • The pitch should fit a very loose description of "adventure game" (this genre is rather broad these days).
  • Send it to me via PM.
  • The entries will then be published here anonymously, and we'll vote for the winner.
  • The deadline is two weeks from now, meaning I'll close the activity on Sunday 6th.

As a fun side activity, after the competition is over, people may guess who wrote each entry :)

You can post here for questions or comments, but the actual pitch should only be sent to me via PM.

Good luck!
26
AGS Games in Production / Re: Strangeland
« Last Post by Blondbraid on Yesterday at 18:03 »
That last screenshot truly looks creepy, most intriguing!
27
Beginners' Technical Questions / Re: List scrolling problem
« Last Post by Crimson Wizard on Yesterday at 16:51 »
As an alternative, I think it may be possible to utilize KeyListener module here, that lets you know how long a key was held down, etc:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=53226.0

It basically does same thing as Snarky's code is doing, but hides a part of implementation, so your script may look like:
Code: Adventure Game Studio
  1. #define KEY_REPEAT_THRESHOLD 120 // how long to wait before next scroll, in milliseconds
  2.  
  3. function repeatedly_execute()
  4. {
  5.   if (gPanel.Visible)
  6.   {
  7.      if (KeyListener.IsKeyDown[eKeyUpArrow] && KeyListener.KeyDownTime[eKeyUpArrow] > KEY_REPEAT_THRESHOLD)
  8.      {
  9.         if (lstSaveGamesList.SelectedIndex < lstSaveGamesList.ItemCount - 1)
  10.            lstSaveGamesList.SelectedIndex--;
  11.      }
  12.      if (KeyListener.IsKeyDown[eKeyDownArrow] && KeyListener.KeyDownTime[eKeyDownArrow] > KEY_REPEAT_THRESHOLD)
  13.      {
  14.         if (lstSaveGamesList.SelectedIndex < 0)
  15.            lstSaveGamesList.SelectedIndex++;
  16.      }
  17.    }
  18. }
  19.  
28
Beginners' Technical Questions / Re: List scrolling problem
« Last Post by Snarky on Yesterday at 16:48 »
The keyrepeat might vary from computer to computer, I think? But yeah, that's the trade-off.

To get the best of both worlds you'd probably need something more complex, along these lines:

Code: Adventure Game Studio
  1. #define KEY_REPEAT_THRESHOLD 10 // Change this to adjust the delay from "move one space" to "scroll continuously"
  2.  
  3. int keyUpRepeat;
  4. int keyDownRepeat;
  5.  
  6. function on_key_press(eKeyCode keycode)
  7. {
  8.   switch(keycode)
  9.   {
  10.     case eKeyUpArrow:
  11.       if(gPanel.Visible && keyUpRepeat == 0)
  12.       {
  13.         keyUpRepeat++;
  14.         if(lstSaveGamesList.SelectedIndex > 0)
  15.           lstSaveGamesList.SelectedIndex--;
  16.       }
  17.       break;
  18.     case eKeyDownArrow:
  19.       if(gPanel.Visible && keyDownRepeat == 0)
  20.       {
  21.         keyDownRepeat++;
  22.         if(lstSaveGamesList.SelectedIndex < lstSaveGamesList.ItemCount - 1)
  23.           lstSaveGamesList.SelectedIndex++;
  24.       }
  25.       break;
  26.   }
  27. }
  28.  
  29. function repeatedly_execute()
  30. {
  31.   if(IsKeyPressed(eKeyUpArrow))
  32.   {
  33.     if(keyUpRepeat > KEY_REPEAT_THRESHOLD && gPanel.Visible && lstSaveGamesList.SelectedIndex < lstSaveGamesList.ItemCount - 1)
  34.       lstSaveGamesList.SelectedIndex--;
  35.     keyUpRepeat++;
  36.   }
  37.   else
  38.     keyUpRepeat = 0;
  39.   if(IsKeyPressed(eKeyDownArrow))
  40.   {
  41.     if(keyDownRepeat > KEY_REPEAT_THRESHOLD && gPanel.Visible && lstSaveGamesList.SelectedIndex < 0)
  42.       lstSaveGamesList.SelectedIndex++;
  43.     keyDownRepeat++;
  44.   }
  45.   else
  46.     keyDownRepeat = 0;
  47. }
29
BTW, speaking of the artistic style and its connection to gameplay.
Check these couple of minutes in the video:

Add spoiler tag for Hidden:
https://youtu.be/39WkeNLfQX4?t=654

First player sees something "purple" in the window of a house.
Then he enters the house, and sees a picture of a family, where the daughter is drawn in purple color.
Player immediately makes a connection.
I think that is as simplistic as genius.
30
I don't mind it that much, because it also sounds weird. Though the human sounds like that too, which does make it less ominous (laugh)

Yes, I mean protagonist's voice mainly, it makes my ears hurt :/.
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