Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sughly

#1
Thanks for the help Snarky! I'm not even pretending that I know half of what's going on in this, but I'm getting an error on line 4 there  - Type mismatch, cannot convert 'float' to 'int'...

I appreciate the help!
#2
Hi - I'm working on a game with walkable areas that are quite thin and isometric, and am finding the continuous scaling option a little clunky for this as it applies quite significant shifts in scaling as the player walks left to right (difference between top pixel and bottom pixel of the area isn't very high, but there needs to be a fair difference in scaling from far left of screen to far right). I found a super old module that can shift the angle of scaling, making it scale from left to right rather than top to bottom (link here), but it doesn't seem to run right now (could just be me being dull) and was just curious if there was already something like this in the updated engine?

Posted in Beginner's since I suppose this could very well be a simple reply! Bit old and rusty on this engine :~(
#3
Quote from: CaptainD on Wed 07/11/2012 08:40:18
I did email Andrew at Brawsome Games about this just in case we could do some sort of tie-in (I presume he'll be there), but with the one booth, one developer rule that probably wouldn't work either.  :-\

Ah thanks for that! I had thought of him as someone to talk to about it. But yeah, I think it is a bit lame and overly strict really, the whole one identity allowed thing.
#4
Quote from: m0ds on Mon 05/11/2012 04:41:42
Looking forward to it bici! Sughly, try the Anna Quest page again, hopefully you should be able to see 'Edit this game' button now?

Yeppers! Thanks mOds! (And sorry for spamming with my own drivel in here)
#5
Thanks for putting in some feedback guys! It looks to be a bit of a troublesome endeavour though - I managed to get through to one of the reps in charge of the booths, and he pretty much said that if we went as a group under the AGS name, we'd only be able to promote games and such purely as AGS, and would kind of need to strip all the games of their logos and brand identities. Which... seems a little redundant. I mean, the games would still be getting recognition, sure, but not really towards the developers. Also it seems the indie table idea is not on for this idea, it's a single dev thing that goes through a selection process to even be allowed.

So, poop. Might not be that great of an idea after all :/
#6
Bah, I'm retarded and screwed up a lot of my db entry for Anna's Quest. I can't seem to edit it, probably caus I put my name in wrong or something :( Who does one talk to about fixing my mess?
#7
Hey peoples of AGS! After a brief spark of twitter genius, a few of us considered the idea off getting a booth at PAX Australia in 2013 for the purpose of showing of any and all AGS games. The idea came up since, as booths are hella expensive - I was quoted $1800 just for an 'indie desk', which is the bare minimum, or $3,118.50 for the smallest of the regular showroom booths - we figured it could be a wise option to pool our resources and join forces to host a single booth for all AGSers interested.

Now, the first obvious thing is price. I'm not really sure what to suggest, I know that a lot of people have already pooled in money recently for AdventureX, and furthermore there would be some more inclined to pay up since they have commercial titles (like myself) and would be gaining more out of it through sales. Here's a copy of the sales doc that was sent out to me, which outlines all the different booths and sizes, the smallest that I mentioned earlier being 6 total meters for $3,118.50. This would most likely be more than enough for what we need I would think. I highly doubt an 'indie desk' would be ideal, I was told it would be basically a one by three meter table. Or maybe that could be enough? I don't know!

Anyway, this idea is still in it's infancy, so I was more or less putting it up here to start a discussion for it, start getting an idea for who might be interested in participating, and start throwing ideas around for funding it and so forth if enough people are keen! I for one am pretty excited about it, not only to be able to show off my own work at PAX, but to meet other Aus AGSers, and share some of the great stuff in these forums with the PAX folk. Soooo peoples, brainstorm away!
#8
Anna's Quest is now on Steam Greenlight! If you can spare a second to give the game an upvote, it would be tremendously appreciated! Thanks in advance everyone! http://steamcommunity.com/sharedfiles/filedetails/?id=100743534
#9
Thanks for playing and for the kind words jkohen! Yeah, while I do need some kind of loading element still to avoid stuttering on the animations, there are definitely ways I'm going to hide that next time around :)
#10
Hahaha! Thanks Eric! He's actually played by my son, who will be over the moon to hear that. Mind you, I'll tell any of you now if you consider doing the same - not easy keeping kids in front of a microphone for longer than 15 minutes at a time :/
#11
Thanks for the kind words everyone! Really hope you all enjoy it :D
#12
Krams Design presents...


 

Anna's Quest is a black comedy adventure game set in a dark fairy-tale like setting inspired by The Brothers Grimm and Hans Christian Andersen... with a sci-fi twist!

The story follows Anna, a young girl who, in the search of a cure for her ailing Grandpa, has been captured and kept under lock and key in a tower deep in the dark wood by an evil old witch. The witch has plans – plans that involve large, mysterious machines and cruel experiments with Anna. What the witch doesn't count on, however, are the powerful telekinetic forces brought up within Anna, and Anna's own plans of escape...

Trailer:
http://www.youtube.com/watch?v=DBDQ06C4t5U&feature=player_embedded

Screenshots:
(please click image for full resolution)


Features include:

    * DRM free download
    * 'Telekinesis' icon giving new depths to puzzle design and player interaction
    * A range of hand drawn, frame-by-frame 2D animations, including short intro and ending cutscenes
    * An Original Soundtrack by James Flamestar
    * Full voice acting! Featuring the talent of:
An example of some of the animation work can be seen here in a 'behind the scenes' promo video.
#13
Oh wow, thanks so much! Yeah, I do have music playing during the loading screens. I can see what you're doing there though, very clever! Seriously, thanks so much. I'm not the most adept coder, so this is hugely helpful :-D
#14
I have a loading screen that runs through all the animations of the game before the game starts (just to have them in memory), but I need to mute out the sound using Game.SetAudioTypeVolume(eAudioTypeSound, 0, eVolExistingAndFuture) since a lot of them have sounds triggered on certain frames, which I then bring back to 100 volume once the loading is complete. I was just wondering though, since this line will override any future volumes set for sound, is there any way of restoring the game to recognising the default volumes set for individual sounds again? Or is there maybe another way to temporarily mute all the sounds during the loading that won't permanently affect the volume of sounds later?
#15
Thanks for all the kind words peoples! @J.H. - haha, I know, I kind of prefer Anna's Room too, but since it's only where one part of the whole story takes place now it feels sadly redundant :(

If you're one of the people who PM'ed or emailed me about beta testing, thank you SO SO much! The next time you hear from me I'll have a copy of the game for you to test :D
#16
Hey guys! Just a post to let you all know the game is just about ready - just need some beta testers now! I've updated the original post with the details. We need as many testers as we can get, so don't be shy! Final push now :D
#17
Hey thanks for playing guys! Really glad you liked it, means a lot  :-D
#18
Whoa, the art style in this looks amazing! Keeping an eye on this one for sure :D
#19
Alrighty, here it is (line 1 is really line 773, 5 is 777)...

Code: ags
cAnna.Say("No! I can't think like that!");
cAnna.Say("Grandpa needs me. I HAVE to find a way to help him!");");
Wait(20);
cAnna.Walk(cAnna.x, cAnna.y + 50, eBlock, eAnywhere);
cAnna.Say("And I can't just keep waiting around here!");
Wait(10);


So it seems to be bringing up line 777 (5) at the first apostrophe following the error...
#20
Well I had the game backed up at that stage, so I went back and reran Speech Center to get the detailed info for you...



The line in question that has the error is 774, so while it's not picking up on that line exactly its obviously having problems with lines that are following it. I noticed too that all the hotspots and objects for room one had disappeared from the general definitions tab at the top of the room1 script, and as soon as I corrected that line they all came back again. It's a mystery to me as to how the game compiled and, even more so, ran fine from beginning to end! I only had problems when I was dealing with the voice numbering and whatnot.

Anyway, thought I'd add that in there since you guys seemed interested in what was going on  :-D
SMF spam blocked by CleanTalk