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Messages - YVY

#1
Hello AGS! After many months of lurking, I am proud to finally present...






A game about megalomania and morally-questionable people driven to morally-questionable actions.

ââ,,¢Â¦   Ã¢â,,¢Â¦   Ã¢â,,¢Â¦   Ã¢â,,¢Â¦   Ã¢â,,¢Â¦

A professor returns to the beloved city of his past after a self-imposed exile,
hoping to reunite with those he loved - only to find himself lost within the altered fabric of the city's reality.
Amidst the chaos of shifting memories, a new religious military force has established its firm presence
as our protagonist works to uncover the events of what had happened, and where the beloved of his past lay entwined within the confusion.



ââ,,¢Â¦   Ã¢â,,¢Â¦   Ã¢â,,¢Â¦   Ã¢â,,¢Â¦   Ã¢â,,¢Â¦

Apocrypha is a wholly story-driven work, with all aspects of the game - both visual and mechanical - designed to support and add to the plot.
While there are puzzles, they are relatively simple, never reaching the complexity of the adventure genre, and can be solved based on intuition.
In that sense, the game is much like a walking simulator, however, half of the player's challenge is piecing together the story itself.


FEATURES

- an intriguing character-driven story as told through meticulous writing and environment
- glorious, full-color graphics in 1024 x 768 resolution (the screenshots aren't fullsize!)
- 7 differently-themed areas composed of over 100 unique, hand-drawn backgrounds
- a hidden, scandalous backstory scattered throughout the world :0!
- story integrated exploration-based puzzles
- beautiful, illustrated cutscenes
- doves! and murderous angels!


PROGRESS

In the following weeks I will set up a development blog to post WIPs and lamentations about font choices.
The game is currently set for early-mid 2016 commercial release, with a speedy Kickstarter in March.

Story - 95%
Artwork - 60%
Puzzles - 95%
Scripting - 25%
Sound - 0%


DEVELOPMENT TEAM

APOCRYPHA is a creative effort between myself, YVY (design, art, programming, story) & a good friend (writing, story).
I may be interested in additional programming help - if interested, feel free to contact me via PM


#2
Hi AGS, hope it's alright to reply to an older thread! I've been following all the instructions listed in this thread yet I still can't seem to fix this problem. I'm currently very new to visual programming, so more likely than not it's probably a beginner installation error on my part.

I've installed and tried Phemar's v1.2 update and Dualnames' version on separate trials, however I've encountered the same problem with both versions of the code:
The text box first appears about ~300 px below what I set int y, then quickly pans to the actual coordinate of int y. Additionally, I cannot set int x as any value other than "0" because the text box bumps along the screen - I suspect this is because it is automatically set to the same width as the game window (1024 px)? The actual typewriter effect itself works like a charm.

I'm currently testing this out as a "function cEgo_Interact()/Talk()/Look()" command with a simple black-box custom text GUI window.

The line of text I am specifically using is:
Code: ags
Typewriter.Type (0, 525, 3, 65535, eFontNormal, "Write your text here[[AND WATCH IT TYPE ITSELF", eTypewriter_Constant, eTypewriterDisplay_Overlay, null, eTypewriter_DontFlash);


I plan on using this effect for Display and Speech functions - for both I'd like to be able to set specific coordinates for where the Overlay box appears, though I am making custom GUIs for both these functions - which I suspect will use the "Typerwriter.Type" command instead. I'd appreciate any kind of feedback or explanation for what I'm doing wrong. Thanks for your time!
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