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Messages - Squinky

#1
Dude, this looks really cool. I love it.
#2
Huh, well on one hand it's cool that it is attainable...But super weird that they require you to earn so much before you can earn than back.
#3
Hey Puddin!

Thanks for the help there, that is awesome! It looks like a lot to digest, but doable. And I am kinda surprised you even remember Pirate Fry to be honest :)

Also MJL, I had no idea that all it took was some cash to get on steam. That changes a lot. Thanks. I thought you had to have it voted on or something?
#4
Hey guys,
Just an old timer popping in to ask about the state of AGS. I looked around and couldn't find any info on this, so forgive me if I am asking obvious questions.

Back when I made AGS games, it was pretty normal for people to go to a website and download my stuff. I think that era is gone, and it leaves me wondering if producing a game with AGS is worthwhile. The only real route to an audience I see is to somehow get on Steam, which is beyond me I think.

I'd love to make an ags game that could be played on a phone or tablet. Is this possible without being a hardcore programmer at this stage?

Thanks for any help.
#5
When I was making games, most of my best jokes came from me just writing down weird things I think or see. Over time. So by the time I was making a game, I had a sketchbook with tons of stuff I found funny written in the margins. Most of them were garbage, but some worked. I also would try and use tropes from comedies, and just use them in new ways.

One of my favorite easy things to do is the running gag. It doesn't even have to be all that funny, but it is easy, and can help tie the story together. If everyone points out how odd your character is dressed, its just another opportunity to show their personality and add some humor to the reply.

Also, you kinda have to write the game in a way that puts the character into moments where silly things can happen. It all still has to fit into the world and make sense after all.

Good luck working on your writing.
#6
I haven't been around in a while, so I can't remember your artistic capabilities, so forgive me if I say something obvious.

I'm bad at this too. My earlier art, especially AGS stuff was super saturated. I've worked a lot on my art lately, but I am still just bad at colors. So, how I deal with this is too just start in greyscale and focus on values at first. Then I throw multiply layers over it and color it up from there. This is obviously not pixel stuff, but if I was to do that I would make some quick studys and grab my colors from them.

Apologies if this isn't helpful. 
#7
Oh okay. Sorry for wasting your time on this guys. I just haven't really dug into Ags in like ten years....things have changed.
#8
Sorry guys, bad communication on my part. It just says none. Meaning I haven't selected a filter.

I have discovered though, that I can get it to display full screen if I chose 32bit graphics.
#9
Thanks for all the help.

So general info, the game itslef is set up for 640x480. In the setup screen it is using the directdraw 5 deal....

1. There is nothing in the graphic filter area.
2. It still displays in a window
3. The same again, it plays in a lil window.

Weird right?
#10
Yup, it is still doing the same thing with the newer version. I'm sure I am just doing something goofy....But damn if I know what it is.
#11
It's 3.3.4, which is not the newest one now I guess. It's good to hear this isn't a "thing", I'll go download the new one.

Thanks!
#12
Hi guys,

Trying to come back at this, with knowledge of older versions.

But no matter what I try, my test games display in tiny windows. No matter the resolution, or options I choose in the setup.

This has to be something stupid and simple I am missing right?

Thanks for any help.
#13
Hi folks,

So I haven't made a game in forever, but man have I written a lot of them. One thing I have always been bad at is writing an ending....

Now this may be because I am a poor planner, and I like to keep the game options open as I go, sometimes when you actually make a room it presents more opportunities that when you first wrote about it after all...

But I think a lot of it comes down to my inability to make solving puzzles climatic. In a lot of stories, the ending is when you confront the bad guy and fight it out. Every game I make involves getting past barriers to the final scene, and then say, using an axe to cut down a tree on the bad guy.....

Any advice on this? How have you guys dealt with the "final fight" scenes?

Thanks for any help.
#14
Hi Bruised!
#15
General Discussion / Re: Shadowrun Returns
Tue 27/08/2013 02:49:53
Well, I think that the horrible shooter shadowrun game that came out back in the day has me afraid to check it out. I will put it on my list though.
#16
Thanks Andail and Doorknob.

Andail's advice looks like the easiest road for me, but I going to set some time aside to try and learn what you posted Doorknob. It looks promising but a little confusing at first :)

Thanks again!
#17
I've been working on a shooting game, one where the bad guys come from one side of the screen and you are positioned on the other, firing a weapon at them.
Currently, the weapon firing is just if you click on the enemy character, you hit. Otherwise you miss. This is simple and works decent, but I was considering another option.
This option would be that when you clicked on the enemy, the missile would be a character or object that would move rapidly across the screen to the target. I think it would add another level of depth to the game, and I could possibly achieve cool things like:
1.    Allowing high powered bullets to continue through enemies into others.
2.   Bow type weapons would look much better.
3.   Automatic fire would be better
4.   Lasers, I have ideas for lasers.
My problem is that all of the enemies are already characters, and characters and objects are limited per screen as I have been told. I could see maybe twenty enemy characters on screen at once as things stand.
I used AGS for a good bit back in the day, and understand a good bit but I am still learning. So, any ideas on how to pull this off without characters would be wonderful. I've read over the manual and nothing is popping out to me.

Any help is appreciated, thank you.
#18
General Discussion / Re: Shadowrun Returns
Mon 26/08/2013 01:28:19
Any of you guys play the Pen and paper Shadowrun? It's pretty good, if you like the video game you should try it out. Shadowrun has always been my favorite rpg, so much so that I have been involved in artwork for the companies monthly missions for at least the last five years.

I haven't made playing this game a priority yet though, but it sounds like it's good eh?
#19
Hey Andail :)
I tried the old "Spoiler" tags and met up with failure....so thanks for the info. I'm living in the past on most of this stuff. Like all the scripting, it was different when I was digging into it back in the day. But it is so much better I can tell already.
Also, cEgo.FollowCharacter (null) did the trick. Thank you sir!
#20
I decided on Characters. Today has me doing some testing and getting re-acquainted with AGS. Here is where I am script wise, cEgo being the Zombie.
// room script file
function room_RepExec()
{
    if (IsTimerExpired(1)) {
   cEgo.ChangeRoom (1, 620, 420);   
  Display("Timer 1 expired");
  Display ("Reset Zombie 1");
}
if (cEgo.Room==1){
   cEgo.FollowCharacter (cChar1);
}

}//Zombie scripts
function cEgo_AnyClick()
{
Display ("Zombie destroyed");
cEgo.StopMoving ();
cEgo.ChangeRoom (2);
SetTimer(1,200);
}

So, I'm sending the character to another room until a timer ends. But I am getting a weird bug:
The character appears for a split second on top of the character it is following before it is reset. Weird huh?

Now, this all may be moot, because on re-evaluation of this issue, I am wondering if instead of resetting the Zombies after they are killed, I would be better suited to have a grunch of zombie characters stabled up, and just call them at the start of each event, and set hit points at that stage. As long as I keep the number under 75 ( no problem) it seems like it may be fine.

So is there a limit of created characters in the editor? Will this route just bog everything down?

Thanks as always for the advice guys. It has helped a ton.
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