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Topics - Barrett

#1
AGS Games in Production / Legend of Torg
Fri 02/10/2009 03:53:36
Okay,
   this is the first game I've taken a crack at since I wrote a tic-tac-toe game using VB6 in high school. (Mind you, brilliant AI!) Hopefully I won't get cast into oblivion, but I THINK I might be able to wrench a giggle or two out of this little gig. I honestly could have spent many more hours cleaning up the graphics, but I think it adds to the comedic value of the game. (Although I could have spent many more hours, and it would only be less sad.) I'm just trying to get a feel for AGS, but if I may, I'd suggest taking a look once I'm done at the least, as you'll get a good laugh or two I think...even if not the same cackle I was going for.

Graphics : 50%
Sounds : 50%
Story : 30%
Scripting: 40%

The game is moving right along I'd say. You are Torg, a caveman. During your journey you will stumble into, and unknowingly assist in the creation of the wheel. You will meet Bob, creator of fire. You will learn that grass is actually a better fuel than sticks. You will find that trips down the mountains to the north are much longer with stubs for legs. You will discover that Fred has a great taste in shirts, and much, much more.

I'm using Fruity Loops for some up beat, cavemanish music. I've decided to stick with one track for a most of the game.

A few screens are below. I plan to finish the game by March of 2010...but I'm building the game as I'm building a 1966 Mustang GT Coupe, so every time parts show up the game grinds to a halt. :)













As I said, I'm not really focusing on graphics appeal. (Obviously.) I will spend more time later polishing my hand at such things. I WOULD like to know how to get the white fuzz off of my sprites, but I'm sure I can figure that out myself with some time.

Thanks for looking!
#2
I know I've been posting a good bit, but I jumped into a blank template, and got too far in to go back and play with the demo. (Though I do keep it open in another window for ref.)

- I pickup my "grass." I open up my inventory. Hey look! Grass! I close my inventory. I open it again...no grass. Who took my grass?

#3
// main global script file

// called when the game starts, before the first room is loaded
function game_start() {}


// put anything you want to happen every game cycle in here
function repeatedly_execute()
{
}

function show_inventory_window ()
{
  gtorginvwindow.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);
}

function hide_inventory_window() {
  gtorginvwindow.Visible = false;
}



function invbtn_OnClick(GUIControl *control, MouseButton button) {
 
  show_inventory_window();
}

function btnbacktogame_OnClick(GUIControl *control, MouseButton button) {
 
  hide_inventory_window();
}

   Once again I'm sure it's simple, but I've been toying with it most of the morning...oh, and the button is set to run script.
#4
Okay, so I've created my background image for my toolbar, I've setup my inventory button, and the toolbar works like a champ when set to "Always shown" in the Visibility option. However, when I change it to "When mouse moves to top of screen" it hides, even with the mouse at the top of the screen. What am I doing wrong?
#5
Hi,
   I've just started using AGS for the first time, and I must say I feel like I've done a great deal in a short time frame. My issue currently is that once I have walked to the bottom of the "home" room, and entered my second room, my character appears but will not respond to walk commands. I added a "look" hot spot and tested it, and it works fine. I'm sure it's something simple, but the tutorial doesn't seem to give any pointers in the right direction. I may not be looking in the right place though. Did anyone else have this issue when you first started? Any ideas?

Thanks.
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