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Messages - markbilly

#1
The Rumpus Room / Re: Rogue One Trailer
Sun 17/04/2016 18:52:07
I was never into the expanded universe so not sure what was what before the Disney era but are they seriously calling the planet Despayre? It's a bit naff, frankly.

I thought the trailer was ace, really looking forward to the film!

Sent from my Nexus 6 using Tapatalk

#2
Some items have no use if you choose a certain path.

The hangar puzzle is just badly sign posted. No item is needed to solve it.
#3
Ah I'll take a look when I get a spare few minutes.

Spoiler
P.S. That is the end, though!
[close]
#4
All choices are complete. You might have hit a bug that dead-ended you...
#5
It has a definite ending. Although not much of the story is wrapped up at that point...
#6
Thanks for the heads-up, I'll get right on it!

All sorted and re-uploaded to itch.io!
#7
https://mark_billy.itch.io

So what did you all think? Are you stuck on any puzzles? Are there any nasty bugs? Does the story make sense?

I've not thought about the game properly for a few years now so I'd be really interested to know what you all think. I learned an awful lot making it but it got to the point were I stopped believing I could ever really do my ideas justice.

Any feedback will also be really cool for if I ever go back and explore these ideas again on another game project.

Thanks.
#8
Thanks for the kind words, all! If it's not possible to keep this thread open to discuss the unfinished version, what's my best option? I didn't want to start a Completed Game thread, as that's not strictly true.
#9
Greetings.

I thought it only polite to let people know what's going on with the project. I have not worked on The Longevity Gene now since very early 2012. However, the project is only PAUSED it is certainly NOT DEAD.

I am currently working on a new version of PMQs: The Game for mobile platforms and after that TLG is back on.

The game is going to require some brutal cutting, de-cluttering and a complete dialogue rewrite so it won't be a short or trivial task.

Feel free to post any questions and I will try and answer them.

Thanks,
Mark
#10
For Your Consideration - Prime Minister's Questions: The Game

DOWNLOAD PAGE



Do your Wednesdays feel joyless and empty now Parliament’s in its summer recess? Does 12 o’clock pass without event, leaving you deflated and depressed?

Prime Minister’s Questions is every political nut’s favourite time of the week and we all deserve to enjoy it whenever we want.


I would be honoured if you could all consider PMQs: The Game for a few awards this year. The game was a resounding success, and got more coverage than any games developer could ever hope for. PMQs was featured in publications from Rock Paper Shotgun to the Guardian and the New Statesman and reached over 8,000 unique downloads, many of those in its first two weeks.

These are the nominations I think it deserves:

*Best Short Game
*Best Gameplay
*Best Non-Adventure Game Created with AGS
*Best Character Art

Many thanks,
Mark :)

PMQs: The Game features sound effects by Matthew Brown.



Go to the Games Page.

DOWNLOAD PAGE
#11
Quote from: Ponch on Tue 25/10/2011 19:07:57
The thinking is that the game you offer up will be part of the bake sale bundle and squirreled away for a year to give people an incentive to buy the games during the sale and not just wait patiently for a month for the sale to end and then get them for free instead of helping us to raise money.

After the year has passed, we hold a new bake sale for another worthy cause and once the second bake sale is over,  you'll get your old game from the first bake sale back to do what you want with it.

I hope that sounds fair to everyone.  :)

I may have to do a U-turn on my intention to join the Bakerhood because of this - or, at least back out of developing PMQs 2 for it. You see, well over 50% of the people who played PMQs weren't from the gaming community. If I released PMQs 2 in the bundle, I'd need to somehow get the game to all the non-gamers out there without them having to download a heap of adventure games along with it.

So I'd need to be able to offer them a direct download link, as well as the link to the Bake Sale Bundle. Which wouldn't work under the (perfectly understandable) rules.

I'll have a think and see if there's some other way I can contribute.
#12
The porting idea is a good one. If he weren't such a busy man, Clarvalon would be the perfect choice.
#13
Thanks for all the help, you'll definitely need a credit at this rate!

Still giving a null pointer reference error.

On this line:
Code: ags

        else if (y > 36 && y < 108) sentence[i].Y = y;
#14
Sentence 4

Sentence 3

Sentence 2

Sentence 1

...


That, scrolling down the screen between y = 36 and 108. So obviously when Sentence 1, for example, goes off the bottom, Sentence 5 will appear at the top and so on. The sentences are stored as elements in as Strings in speech[].

Sorry, I have been very poor in my explanations - this whole exercise is really frustrating me.  :-[
#15
I feel I should draw attention to Ben's character sprites, which are getting more and more detailed and impressive as time goes on. Looks fab!
#16
I have animated all the player deaths in The Longevity Gene and, besides anything else, it's great fun doing them! But they are only a few seconds long - and not a cut-away cutscene - to save boring people.
#17
OK, so I have tried to change this so the game creates a text overlay every time interval at y = 36, scrolls it down to y = 108 and removes it.

It should cycle through this process, using up a String array speech[] as the text for the Overlay array speech_overlay[]. Obviously I used the Overlay array because several Overlays will be visible at once.

Problem is it gives me a "Invalid overlay ID specified" error.

Code: ags

String speech[18];
Overlay*speech_overlay[18];
int overlay_speed, overlay_timer, overlay_Y_speed, overlay_Y_timer;
int speech_start = 0;

void ScrollSentence(int speed) {

  speech_start = 1;
  overlay_Y_speed = speed;
  overlay_Y_timer = 0;
  overlay_speed = speed;
  overlay_timer = 0;  
}

//in repeatedly_execute

function repeatedly_execute() 
{
  
if (speech_start == 1) {
  overlay_timer++;
  if (overlay_timer >= overlay_speed) {
    int i = 0;
    overlay_timer = 0;
    speech_overlay[0] = Overlay.CreateTextual(134, 36, 80, Game.SpeechFont, 15, speech[0]);
    while (speech_overlay[0].Y < 108) {
      overlay_Y_timer++;
      if (overlay_Y_timer >= overlay_Y_speed) {
        speech_overlay[0].Y++;
        overlay_Y_timer = 0;
        if (speech_overlay[0].Y == 108) speech_overlay[0].Remove();
      }
    i++;
    }
  }
}


This is turning out to be a massive nightmare. :(
#18
Several years using AGS and I am still a terrible scripter. I learn something new everyday!

I'll try that, Khris. Thanks again. :)

EDIT: You genius! Works a charm!
#19
OK, well basically what I want to do is have three Overlays scrolling down a "page". When each of them reaches the bottom, they need to be created back at the top again. Repeat.

The way I'm looking at it now, I think this is impossible in AGS.

?
#20
OK, that makes sense!

Yep, it works. For now at least ;) Thanks, Khris.

EDIT: Scrub that! Now if I try and use the function in a loop itself, the game hangs.
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