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Messages - Pixelton

#1
Post filled
#2
Hello all.

I'm currently working on a little game called Dustbowl (a post apocalyptic game) in an old school palette and look (using a c64 colour palette). I'm looking for a coder that I can work with to help me build a simple combat system like the original Final Fantasy system, basic: Attack, Use(health/grenades/etc) and Escape.

The emphasise for the whole game design is simplicity so I'm not looking for anything too indepth - just fun and quick. My scripting knowledge with AGS isn't too bad when I'm using AGS for AGS (in the box) things, but the moment I have to dip my toe out of that box I'm lost.

Some art?

(main point'n'click adventure view)



(Some room art)


(combat example)

Game Story
As mentioned, you're are a member of an underground civilisation living in the aftermath of a shattering event which almost destroyed the world. The outside is a dangerous and mutated world were only the brave go looking for essential supplies to keep your vault society alive. Your father interrupts your sleep one night panicked and tells you that he has to leave the hub and may never return, and that it's impossible for you to join him on his last adventure. Lost without him you must become a stalker of the dead world and find answers.

Combat Ideas
Again, I want the combat system to be quick to develop (if a combat system can ever be quick to develop), so I'm not looking for anything in depth and complicated. When the player enters some rooms they may have an enemy that will automatically initiate combat or the player in some situations maybe able to initiate combat with a mouse mode (if you need to attack some NPC's in the story).

The player will have a Attack Skill (for hitting), every weapon will have a Weapon Strength for damage and armour will have a Toughness for negating some of that damage. That is about as complex as I'd like to go. Of course there will be usable items that can be selected during combat in the form of consumable healing and grenades that effect the enemy, i.e: Flashbang (Skip enemy turn), HE Grenade (large damage), Rare Ballistic Knife (Kills target outright) etc.

Alittle About Me
I've used AGS on and off for a number of years but never made anything substantial admittedly, I've worked in the games industry for about 8 years and I'm currently employed full time at a studio in Scotland. But what I'm looking to do is go indie and pave some kind of way to do that.

But all the mentioned things are up for change, I really am happy working with someone in creating a fun simple combat system. Actions speak louder than words, so if you've enjoyed what you've seen above and like the idea and where it can go then please feel free to PM me.

Cheers all.
Mac
#3
AGS Games in Production / Re: The First Time
Thu 28/07/2011 18:33:47
Bonjour

Theres a first time for everything and AGS is a really good place to start in regards to getting into game development. I actually really like your art style here, sometimes simple is a good thing. plus your lead character est un funky homme!

Looking forward to giving it a play, I can just about get by with my French but a translation would be great.

'The Distress of the white page'? I see this is going to be quite surreal too haha.

Keep it up man!
#4
AGS Games in Production / Re: Nameless Land
Wed 27/07/2011 13:05:34
No I mean no offence man, I really love the look of it, I just remember doing abit of artwork for you baco in the day thats all haha

Can't wait to give it a blast man.
#5
AGS Games in Production / Re: Nameless Land
Wed 27/07/2011 12:10:19
Was this the same project you were working on before (with a name change?), I was always curious what happened to that. Mechanics wise it looks like it's come on leaps and bounds.

Looks very interesting man.
#6
This is looking really great Wham.

I remember looking at the first iteration of artwork for your infection game and you've really come along way man, your pixel art is really looking fantastic and the mood you're creating here is amazing. While I think some of the screenshots earlier in the post are probably a little too dark I think your grasp on lighting and mood setting are great and we could probably all learn something here by looking at these screenshots.

Keep it up, I can't wait to play the demo!
#7
yeah, I know how to do pretty simple things in AGS but in regards to doing quite interesting things with the code it just goes over my head to be honest! I'm envious of people that have that kind of understanding with code and scripting.

Yeah I actually played around and fied it since. I'm getting there slowely haha.

Cheers.
#8
hmm, now I'm back home from work I can have a play!

I've made the changes but I'm still getting an error, I'm assuming what what I'm trying to do (whcih should be quite simple really) is actually more complicated than I thought.

Code: ags

  else if (button == eMouseLeft) {
 //   ProcessClick(mouse.x, mouse.y, mouse.Mode );
    if (GetLocationType(mouse.x, mouse.y) == eLocationNothing) ProcessClick(mouse.x, mouse.y, "eModeWalkto");
    else ProcessClick(mouse.x, mouse.y, eModeInteract);
  }


I'm now getting an error:
GlobalScript.asc(225): Error (line 225): Type mismatch: cannot convert 'const string' to 'int'

I'm stumped and may have to rethink how I want my controls to work...
#9
Hey Khris, thanks for the quick repsonses, I really appreciate it.

I had a look atthe script and made the changes you suggested but I get a compile error, 'undefined symbol 'eModeWalk'

am I missing somthing - I'm probably just being stupid here?
#10
thanks Khris

I'm abit simple in regards to scripting, how do I go about turning the interact cursor into the move? I'm not too sure where that single line of scipt goes...I'm guessing somewhere within the Globalscript file?
#11
I'm trying to use one cursor type to control everything (like the anyclick type kind of function)

I've looked over the global script and while I have spotted the different curser type states I couldn't spot anything involving the any click type. Essentially I want the main Move cursor to control everything, from object interaction and movement. As it stands, when I add an OnAnyclick function to an object in my scene this works for all the different cursor types except for the walk cursor type.

Is there a way to include the walk cursor to this?

I could have probably explained that alot better.

Any help is much appreciated.
#12
That really looks fantastic...sadly I never played the moonstone game but this looks great :) it reminds me of defender of the crown for some reason - lovely.
#13
nope it doesnt work Duelnames.

I just get a password invalid screen everytime :(
#14
Well I tried Firefox and I still get the same invalid password error....the internet gremlin doesnt like me it seems.
#15
Hello guys

I've been trying to link my last little AGS game "Johnny Rockett Adventure" to my forum ID but for the life of me I've never been able to do it. I always seem to get an Invalid password page which is bizarre. I'm using my real registered forum name and my password is correct...

I know this is probably a real lame thing to post here but I thought I would just to see if anyone else had similar problems, I use the latest IE wioth windows 7 so I'm not sure if its a browser based problem but any help would be appreciated...I know...I feel stupid for asking.

Cheers
#16
I agree, this really does look superb in design. Keep it up man.
#17
Hello people, I have been working on a game project with two other forum users Def and Gravity and I'm looking for another coder to assist Def in is programming tasks. The project we were originally working on was The Visitors (a 1950's style adventure puzzle game), sadly a was seconded away to work on an iphone title and the project went into hibernation. Well its kicked off again and the project is no longer The Visitors but a post apocalyptic action/adventure game. Think STALKER on the PC or Metro2033 with factions but underground. We also have SVN set up for this project too for people who know what SVN repositories are :)

Some artwork!

The action elements are a series of Doom style shooting games - abit like Resident Evil Gaiden on the Gameboy (check that out). The bare bolts of the combat is in and working...and alot of fun :D but far from finished, Def is working on this.


This is the exploration, chatting to NPCs and the general adventuring side of the game, NPC and enemies wonder about and when you target them it goes to the Combat game (displayed in the link above).


These are various armour types you can equip yourself with - the animation sequences for these have all been completed!


Dialogue will not be to different to whats already in AGS although portraits will be used (here is an unfinished portrait test)

Alot of art has gone into this so far but Code wise we could do with someone to support Def and work on other mechanics of the game (especially areas in AI but theres lots of other things that need implementing. i.e stores, Factions and other fun stuff).

Well thats it, I have had alot of interest and offers of help from sound guys but we're really not at that stage yet so if you could help at all in coding then give me a shout, I appreciate it! :)

Cheers guys
#18
I originally used 3D studio max and did so for a number of years but when I got a job I had to quickly learn Maya and I'd recomend Maya over 3DS Max to a beginner. When it comes to experienced 3D artists that use Maya or Max there will always be personal pref...for me it's Maya all the way.

For games...exporters can be alittle difficult to find for Maya but usually you can find most plugins and exporters for either program.

Both programs have pros and cons...personnally I hate the UV unwrap tools in 3D studio Max and the whole way you go about doing it...while in Maya you can figure it out in a matter of minutes (this goes for character rigging too) But Max has some amazing rendering options and when it comes to the more advanced stuff...like baking out Normal maps then 3D studio Max has much better tools (most people these days use external programs for that kind of thing anyway...like xNormals or even the Doom3 renderbumb tools).

I suggest to trying to get hold of a copy and have a play...see how you feel with them :)
#19
Jenn...thats pretty damn horrid...but I love it!
#20
Sorry for the late one here - I'm so busy its untrue! :(

So here we are at the plateau, time to find out who won this little one!

Looking more at concept and design rather than technique

The winner is (and its tough): Jim Reed! for his Merman and merman sperm baby! I loved the how you created muscle definition especialy around the abdomen with very few pixels (it just looks great on the eye!)

So I guess....take it away man

As for everyone else, some great entries! especially Victor's (I'm a huge lovecraft fan and almost chose it from a bias piont of view!)

Good stuff
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