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Messages - viktor

#1
I've uploaded the art assets to the games website, so anyone can use them for their own M*A*S*H projects. Some ideas are already cooking up for a sequel to the game.
#2
Quote from: Mandle on Tue 09/02/2021 15:07:22
The whole thing may have been invented in my childhood head, but it is still a very good plot yeah.

That's understandable. I had the entire series on when I was making the game art  (laugh).
#3
Just so people know. If you are stuck, try also talking to Hawkeye. He gives tips for certain situations. Not all of them but sometimes he can help out. Of course, you have to find him first :).
#4
Quote from: Mandle on Tue 09/02/2021 07:08:01
There is a long-running background sub-plot in the seasons leading up to Radar's return back home to Iowa in which he is mailing an army jeep back home piece by piece.

It is quite subtle, and often you only see him in the background walking by with a steering wheel, or sometimes packing another part etc.

After he returns home he sends back a photo of him sitting behind the wheel of his completed jeep on his family farm there and the rest of the characters find out what he was doing all that time.

This just feels so naturally like the plot of an adventure game so if anyone wants to use it then go ahead.

Is it? I thought that was only a joke in the first season when Hawkeye writes a letter to his dad in one episode. I can remember the episode when Radar goes home and when he writes in a later season but I can't really remember him sending any photos of him in a jeep. Nevertheless it can still be an interesting plot device.
#5
   

So, the game is finally finished. It turned out better than any other project I've ever done.

In 1950 on June 25th, the Korean conflict started. In the midst of the conflict, there is also a troop of surgeons and nurses that patch up the wounded in what they call meatball surgery. Our story takes place at the 4077th. The best M*A*S*H unit far and wide. It has an astonishingly low casualty record. One of the 4077th members is also the company clerk Walter "Radar" O'Reilly. After an 8-hour stint in OR Radar finds something is missing.

Download here:


Or from the AGS repository:
https://www.adventuregamestudio.co.uk/site/games/game/2515-m-a-s-h-point-n-click-adventure-game/

Have fun!

EDIT: I don't know if this is OK to write so an admin can remove it if not, but if you like this game and have ideas for a more complete story, I am willing to put in the work for more art and coding to make more episodes for this series. Hit me up if you have ideas :).
#6
A quick update.

The game has 3 testers and it's progressing amazingly.

It's really polished, more so than I was ever planning it to be. I'm getting even more excited about the game myself now :).
#7
I've read up on sound channels and all my music is played using channels.

Now my game takes place in a small area (a lot of rooms but a small area all things considered). So changing music in different rooms wouldn't really make sense. Is there a way to cycle 3 or 4 different background tunes as background music? For now, I solved this using a single track with spliced together music. But then I have to make a new file every time I want to change one track. It would be easier to just replace a track in AGS and let AGS do the rest.
#8
I'm still looking for a Beta tester or two. Heltenjon is helping me out but another set of eyes can't hurt :).
#9
Hi,

I'm very close to finishing my M*A*S*H fangame project and I'm foremost looking for Beta testers. For now heltenjon is helping me out but another set of eyes can't hurt ;).

The plan is also to make some more games in the series set in the same location (maybe add a room or two ;)), so if anyone fancies themselves to contribute I'd be very happy.
#10
Wow... It worked. That was simple. I overthunk this way too much. Now all I have to do is figure out Khirs' solution make things easier on me :). But for now at least I know how to make this work. Thank you both :).

But now I hit another snag... For some reason after executing this code my player does not loose the item he is suppose to. player.AddInventor works fine but for some reason player.LoseInventory doesn't.

Nevermind, I figured it out. The game kept adding the inventory item in on every 3rd frame of animation because I put the code in the wrong spot. Fixed now.

Code: ags
function iLighter_OtherClick(){
  if (Verbs.UsedAction(eGA_Open)) {
    player.LockView(VRADAR_COMBINE);
    player.Animate(player.Loop, 5, eOnce, eBlock);
    player.UnlockView();
    player.Say("There, it's open.");
    player.LoseInventory(iLighter);
    player.AddInventory(iOLighter);
  }
}
#11
I have two questions about animating my character sprite.

1. When my character picks up an object is it possible to make an object dissapear on a certain frame of animation? The way things are now I have to animate the character stretching out his arm, then make the object not visible and then animate the character again tucking his arm back. Is there an easier way? Can I just animate one loop and make the object disappear midway?

2. When my character combines or fidles with objects I made a simple animation of him doing that. But I animated him doing that in all 4 directions depending what direction he is facing when you order him to do it. Is there an easy way of animating him without an if statement to check where he is facing every time? That seems to tedious to be honest.
#12
I redesigned Radar's sprite a bit. I think it looks better :). The new sprite is on the right.


pic uploader
#13
I searched for "Cutscene" in the manual and I didn't find this page. Thank you. Implemented and working :).
#14
Hy,

I created an intro cutscene for my game. It runs when the character first enters a room. He changes the room a couple of times and there is some dialog and messages. Is there a way for me to make it possible to skip these scenes? I tried placing an object that says "skip" in to the room but I can't click on it because of all the dialog and messages. I already put a cutscene_var variable in place that activates certain events. The only thing I need now is a way to move the player to the last room of the cutscene and change the cutscene_var variable to 1.

Is there a way to ignore the dialog and messages and still be able to click an object or hotspot? Or is there a way to make the "esc" key skip the entire intro?
#15
Quote from: Creamy on Thu 14/01/2021 22:30:39
These characters look cool. Why do they all have blue eyes?

Because the actors that play them actually have blue eyes  ;)

Quote from: Mandle on Thu 14/01/2021 22:14:40
Maybe ask around if there is anyone who would volunteer to make you an animated or comic-book style version of the opening credits scenes in the art style of the game?
That would put the fans in the proper mood for the game!

Drawing a comic book style intro shouldn't be a problem for me. I'm an illustrator by profession (side work to my regular job) but I'm just lacking the time. I just got a big order in for some work and even the main aspects of the game are getting a bit postponed. I want to make a new Radar sprite, since this one looks too "manly" for instance. Little things like that.
#16
Yeah, there were a couple of versions of the title screen to be honest. I went with the photo of the cast that appears in the game. The one from the actual opening shot was terrible so I scraped it quickly. As for the intro song... It's a midi rendition of the movie opening. I couldn't find anything better. But if there is someone that is willing to program or record an alternate version of suicide is painless then I'm all for it ;). I also looked far and wide for the "my blue heaven" version from the show and movie but couldn't find it anywhere. Just clips from the show and I can't use those.



BTW: I was stupid enough to make a proofreading/translation file and I set it to default without backing up the files. Now the dialogs are all screwed up. I managed to correct most of them before I sent the alpha to heltenjon but I noticed some later on that are already fixed now. So, heltenjon if you need the updated version of the alpha just give me a holler. Some of the dialogs will make more sense now  (laugh)
#17
It's kind of inline with the show. War you know... ;).

Anyone else up for testing the game for me? I'm planning on changing up radars sprite a bit still but I got a bit side-tracked with my business and it's gonna take a while. So in the meantime would be the perfect time to fix any bugs in the code.
#18
I could confidently say that this is in very early alpha phase. All the puzzles are connected and work. There's still some world building left (hotspot interactions), proofreading and adding music. I'm still debating if I should make the game intro more substantial. Since the plan is to make this a series of freeware games I really don't think it's all that important to add a lot of flare to the intro. Or is it? The intro to the story for now is just a blank screen with narration and a short dialogue between some characters. It feels a bit empty. What do you guys think?

Anyone up for playtesting the alpha? It's a short game so...

Here's the sprite for Hotlips ;)

#19
Just tried out your code. It doesn't compile. The error is:

Credits.asc(558): Error (line 558): undefined symbol 'Credits_get'
#20
Sorry for digging up this corpse but does this still work? It's the only credits plugin I could find. I imported the script but when I try to compile the game I get this error:

Credits.asc(100): Error (line 100): undefined symbol 'system'
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