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Messages - OgreVorbis

#1
I know there is no exact number, but what do you believe it to be?
I suspect that in all of the game dev communities, the adventure genre would have the most women in it. I think that primarily because it is much more art involved than other genres and the art doesn't consist of 3D modeling, but rather more "classic" types of artwork.

And when I say developer, I don't just mean programmer, I mean all aspects of the game development including artwork. It would also be interesting how many are actual programmers though.

I also have a feeling that more women play these types of games than other genres. This is not a post trying to say "we need more female devs" or something like that, I'm just curious if this is a genre that is more female dominated.
#2
AGS Games in Production / Re: Oasis
Sun 07/04/2019 16:08:46
Quote from: sofiaaq on Sun 31/03/2019 18:49:47
Hi, I tested it a little but I haven't been able to finish it, yet.
I'm not sure what kind of feedback exactly are you looking for but I'll tell you the things I thought as a player would make it a better experience:
- defining unhandled events would help me know if what I tried didn't work, instead of making me think the game didn't process it because I clicked elsewhere
- the walking around being impossible to skip is a little cumbersome after I've been back and forth the same screens more than once (and I have, because I'm not really sure what I'm looking for, so I keep going around trying to find stuff I can interact with to advance), because it becomes a waiting game
- the non-interactive cactus seem to be because they have a differente palette and they pop in the screen

Still, it's a nice little game for a learning project and I can see you put attention to keep it interesting. I'd like to get to the end of it, so I'll probably try a little more tonight. Good luck!

- unhandled events - yeah, that does need to be worked on to make it more obvious certain things are not to be interacted with
- some of the sprites are just for decoration, so they should be worked on a bit to make them blend in better
- in terms of the walking - I know it can get annoying after a while. Go into the menu and you can adjust the speed to be plenty fast. The player will enter a running mode when it's set above a certain threshold. I don't want to make it so that you can just click to a new scene because that's unrealistic (if that's what you meant). It might be funny to have the character after he's been in the same scene a few times, say something like, "I've been here so many times. I'm just going to start running for a bit." - and he changes into run mode in that scene. Maybe it would just be weird?

Quote from: Danvzare on Sun 31/03/2019 19:44:58
I'm loving those backgrounds.
I know they're just photos with the colour count lowered, but I love how you've mixed pixel art into them.

Thanks. I'm not an artist, so glad you like it.
#3
AGS Games in Production / Re: Oasis
Wed 13/03/2019 03:07:04
Anyone played it yet?
#4
I'd really like to know how you did that dithering like the classic EGA games. What tool did you use?
#5
AGS Games in Production / Oasis
Mon 11/02/2019 04:08:22
Alright. Here is my first real game done with AGS. I made a couple other dead end projects using AGS when I was a teenager, so most of the skills came back to me pretty well.

The game appears to be a survival type game, but there is more hidden under the surface. I think this could probably be taken farther to make it more interesting.

This game was made mostly as a test for my skills rather than to be an actual adventure. The story was more of an after thought. I will be adding an intro cut-scene to make the story fit better. As it is, the ending is a little confusing because of the lack of the intro. Once that is added, I think it will be a pretty good game.

I'd like some feedback. Don't play it if you really think you'll like it though :) At this point I am not up for major changes, but small suggestions would be appreciated. Keep in mind that I am not an artist and the story is not the main focal point. In my next game, I'll plan that out much better. Think of this more as a test rather than a full featured game.

If you do like the game and would like to help me out, I'd appreciate that. What I am most interested in at this moment however, is someone who could help with my dithering tool. I plan to use that in my next game, but it's not working exactly right. I posted it in the Advanced Tech forum.

Enjoy!

====================

I've got two ideas for my next game.
The first would be continuing work on a game I made a long time ago where you play a cat. It has most of the graphics and characters, but no story, so. . .

The second idea is a game about a hikikomori. A hikikomori is a neohermit or someone who never leaves their house. It starts out normal, but over time, you see the psychological state of the guy deteriorate and you have to help him escape before he goes mad.

====================

Download: https://drive.google.com/open?id=13s3pkEGFC7SdMcN5wGZh_j_KdEEcMNoc

Here are some pics:





#6
Hello,

I really like the look of EGA graphics (specifically the dithered type). The only good free tool I have found that can take an image and convert it into that format is part of SCI companion (the tool for sierra's SCI engine). It outputs a fixed resolution and is very limited for what I wanted to do.

So I programmed my own tool in C#. It will take an input image and convert it to EGA, VGA (256 color), CGA, or a custom defined palette. It will apply dithering to the image with several selectable algorithms.

I am releasing it here. The archive includes the source and the binary. You are free to modify it; just do not claim it as yours or try to sell it.

Part of the reason I am posting this here is because it is still not 100% complete. It works well, but the first EGA dithering algorithm is a little off. The colors that it produces are wrong. I was hoping someone would be interested in helping me improve this project. I think this is something that a lot of people here could find useful.

Download:
https://drive.google.com/open?id=1zCwABhsg-ZSl0ghtuZEzHq-t4Wtxh1i7

Here is it working:
[imgzoom]https://i.imgur.com/lRnovbT.png[/imgzoom]
#7
I got it working with this:
Code: ags
function WriteLine(String name)
{
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  surface.DrawingColor = Game.GetColorFromRGB(255, 255, 255);
  surface.DrawString(0, pos, eFontNormal, name);
  surface.Release();
  pos += 8;
  if (pos > 210)
    pos = 14;
}
function ExecCommand(String command)
{
  String param[10];
  int comapos[10];
  
  if (command == "help")
  {
    Display("The command format is 'command(parameter1,parameter2,etc.)'[Parameters must have no space after the coma.");
    Display("All output will display on top of the game background and will clear when the player leaves room.");
    //Display("Here is a list of the commands.");
  }
  
  if (command == "exit" || command == "e")
    command = "exit()";
  
  int loc = command.IndexOf("(");
  if (loc == -1)
  {
    WriteLine("Invalid Command");
    return;
  }
  String cpy = command.Copy();
  String cmd = command.Truncate(loc);
  String para = cpy.Substring(loc + 1, cpy.Length - loc - 2);
  
  int i = 0;
  int j = 0;
  while (i < para.Length - 1)
  {
    if (para.Chars[i] == ',')
    {
      comapos[j] = i;
      j++;
      if (j >= 10)
      {
        Display("ERROR: Too many parameters.");
        return;
      }
    }
    i++;
  }
  
  if (j == 0)
  {
    param[0] = para;
  }
  else
  {
    param[0] = para.Substring(0, comapos[0]);
    
    i = 0;
    while (i <= j)
    {
      if (comapos[i + 1] == 0)
        param[i + 1] = para.Substring(comapos[i] + 1, para.Length - comapos[i]);
      else
        param[i + 1] = para.Substring(comapos[i] + 1, comapos[i + 1] - comapos[i] - 1);
      WriteLine(param[i]);
      i++;
    }
  }
  
  switch(cmd)
  {  }
}
#8
I was thinking about implementing a "console" type thing for my game so that I can enter debugging commands and cheats. As far as I can tell, AGS doesn't have something like this built in, right? There is a little list when I press the tilde key, but it doesn't seem interactive. I also see there is a parser object, but I think this is only meant for text adventures(?)

Anyway, I already got something simple going where the command is entered in "command(param)" format. This is working well, but I want to have "command(param1,param2,param3,etc)" I know it is probably possible, but my skill is limited. In C#, I could just split them into string array, but I don't see that in AGS.
Would anyone be willing to either suggest me something if this already exists, or help me to split the param by comas and put into a string array. It is OK to be a fixed length array with about [10] because I think that will be plenty. Some need to be numbers, but I think I can just convert to int after the fact.
Also, if anyone has any good tricks to "translating" object,etc. names to strings so that they can be entered real time in the debug window, that would be appreciated. I already figured out the inventory by looping through all the items and extracting their names and using the string with that.
#9
QuoteThe global on_mouse_click is called when you click anywhere inside a room, so you'd use the existing eMouseLeft block, check eMouseMode == eModeUseinv and Game.GetLocation(mouse.x, mouse.y) ==  eLocationNothing and handle the click accordingly.
Thanks for all the replies. I didn't have that many characters, so the easy method worked fine.
#10
Quote from: shaun9991 on Tue 21/02/2017 13:01:05
Hi guys,

Our next game Sumatra: Fate of Yandi is coming soon and now has a Steam page! You can check out the Steam page here!

When it is released it will also be available on itch.io and Game Jolt.

What's the story?
You are Yandi, a villager who works for the Pandang Logging Company deep in the Sumatran jungle. Your journey begins when a dramatic accident leaves you stranded and alone in the jungle. You must survive, you must find help - you must escape! But who knows what you might come across in the process?

Inspiration?
Old school point and click adventures from the 80s (eg Kings Quest, Space Quest), Pitfall, Jungle King. Myths and legends of Indonesia.

Wait, this looks a little familiar?
Sumatra: Fate of Yandi is an expanded version of our free game from 2015, Pendek. While Pendek had around 20-30 minutes of gameplay, Sumatra will feature around 2-3 hours of adventuring, with many added situations, plot-lines and characters.

Thanks for your support. Would be interested to hear what you all think :)
Shaun
Just wanted to say that I'm really looking forward to this and have been waiting for a while. What's the timeline look like?
(I played Mudlarks and really loved it and that's why I'm here!)
#11
I'm not sure what event I should put the code in then.
I need something like an event for mouse click in every room. Is there a way to do this?
In it I would put something like:
Code: ags

if (cEgo.ActiveInventory == iFirePit)
cFirePit.ChangeRoom(cEgo.Room, mouse.x, mouse.y);

If there is a better way, let me know.Thanks!
#12
...add it as a character. I should of thought of that sooner. I'll give that a try.
#13
I am making my first "real" game in AGS. I need to have the ability to place an inventory item anywhere in the game (in any room) and have it spawn a certain object. Is it possible to do this with out creating a dummy object in each room and then setting it to visible? It would be best if I could also designate within the walkable area. I really need a solution for this because there are a number of objects in my game that can be placed anywhere by the character and so I'll end up with a lot of dummy objects and it will take a lot of time. I could always make a designated area, but it would make the game less fun for other reasons.
If you know how, I'd appreciate a little example code. Don't just assume I know because I'm new to this.
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