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Topics - HyperAnimated

#1
Completed Game Announcements / Stop
Mon 19/08/2024 19:35:54
************

      Stop

************

This isn't really a game.  It's a chance to relax.

There are no puzzles or controls to worry about.  You can click through my words or just take your hand off the mouse.

I'm inviting you to hang out on the mountaintop as long as you want.  Breathe for a bit.  Think about nothing.

************

A ten minute relaxation session, made by HyperAnimated in Adventure Game Studio.  Sound on recommended.

Download on Itch.io!

AGS Games Page



(HyperAnimated = formerly the Great Underground Empire, formerly PlayPretend, having one of my trademark changes of online identity.  :-D  I'll be posting some of my other AGS games on Itch.io under this name, too.)
#2
Hi all!  Apologies, I imagine this topic has been asked more than once, but I can't tell if maybe I'm just not searching correctly to find it.

My main question, please - will Sierra sue you for using their work in a non-profit fan game?

Basically, I had a cool idea for a game that's a nostalgic love letter to Sierra, mixing a lot of their work into a multiverse plot.  I'd like to adapt art and sprites ripped from their games, edited for new animation styles similar to Dorkly.

I've seen bits and pieces online suggesting Sierra sued this kind of stuff pretty hard.  But I also know Space Quest fan games exist.  Any idea if they take legal action even if you're not making any money from it?

(And follow up question, please - I've already collected thousands of sprites and backgrounds from Sierra games.  I literally scraped Mystery House this morning for every possible screenshot of different screen conditions.  Is it bad form or illegal or anything to offer to share them here once I'm done collecting?)
#3
Hi everyone!  @heltenjon and I tied on the last one, so we collabed on this one!  :-D  (And apologies if this wasn't supposed to be a new thread, please delete or move if needed.  Just didn't want to keep everyone waiting.)

The Rules!

Participants write entries that must do the following:
1. Use at least 3 of the provided elements (inventory, NPCs, a piece of the room like a cabinet or faucet etc.)
2. Give a step-by-step walkthrough of your puzzle solution.
3. Don't add new elements. For example, if the room is a forest, breaking a thin branch off a tree makes sense unless the host said the trees were huge and tall. But adding a hollowed-out stump with a bear sleeping in it is too specific. Assume all important elements have been mentioned by the host.
4. Keep any dialog elements summarized rather than typing out the whole conversation (for example, "threaten the mailman", "ask the child for advice", and so on, instead of giving every spoken line).

Each contest runs for two weeks to allow for a good number of entries, and then it switches to voting for one week. The participant whose solution gets the most votes gets to come up with the next scenario! (Please also provide a link to these rules).  Current entries until Feb. 24th.

Voters use the criteria of:
a) how logical the puzzle seems
b) how creative or unexpected (but still sensible) is the use of elements
c) how satisfying is the solution (Is it too simple? Way too complicated? Or just right?)

Here we go!

The Golden Ball

Premise: You're a young princess whose golden ball has fallen down a well, and there's a damn talking frog who won't bring it back up unless you kiss him.  Gross!  You're getting that ball back without him!

Location: You're in a bright, happy forest with soft breezes gently tickling the treetops.  The castle isn't far away, but you can't leave sight of the well because you just know some damn peasant will get your ball before you come back, and then where would the economy be?  The well is made of old, crumbly stone, has a little wooden roof and winch, but when you crank up the rope, the bucket is long gone.  The water looks very deep, dark and cold.  The frog is squatting on the edge of the well, eyeing you inappropriately and making little kissy noises.

You are carrying:

  • Your floofy silk and lace princess gown upon your willowy frame.
  • Your thin silver tiara beset with three diamonds, upon your willowy head.
  • A surprising amount of whalebone corsetry, given how willowy you are.
  • A sewing needle that you stole from a servant for a laugh.
  • An apple some hag gave you.
  • A garter, in case of unexpected marriage.
  • A knife in your garter, in case of mustached men in leotards with funny ideas about the redistribution of wealth.

And you can see:

  • A bird nest occupied by a heavily sleeping owl.
  • A mossy stone with a sword sticking out of it. The sword can not be pulled out.
  • A hole in the ground, perhaps the home of a fox or a badger?
  • A sheep grazing.
  • An overgrown road leading to the well.
  • A broken wagon along the road, long abandoned. There are some broken musical instruments in the wagon.
  • A pig, seemingly gathering straw for building his house.
  • The youngest billygoat Gruff, lost and outdistanced by his older brothers.
  • Some strange-looking mushrooms, with a skeleton nearby.

Have fun, can't wait to see your entries!
#4
A short game made for MAGS November 2023!

WORLDS LITERALLY COLLIDE

You are a planet who found his own little patch of space and just wants some PEACE and QUIET!

Unfortunately, loud and annoying jerks are invading your quadrant.  Find them and get rid of them any way you can.

Content Warning: Some light comedic swearing, comedic violence, and suggestive sexual dialogue between astral bodies.

Note: There is no sound or music because you can't hear those things in space, guy.  You can't.  Planets can.  It makes sense.  (Also I ran out of time.)

Controls:

- Right click to change cursors.

- Left click to fly/look/interact/talk or COLLIDE!  (And space is vast - click WASD's to start moving, click again to stop.)

- (Collide looks like two tiny planets smashing together.)

- Right click or ESC to skip cutscenes.

- TAB for Inventory, F5 to save, F7 to load, F9 to restart, CTRL + Q to quit.

Enjoy!

AGS Game Page

Direct Download Here!



#5
Update, 1 minute later:  Lol, disregard, I'm stupid.  I read all of my global script earlier and missed that he starts off under set_default_options with scaling at 1% so he can zoom up to 100%.  So clicking default didn't make him invisible, just teeny tiny. :grin:

Figures I puzzled over that for half an hour earlier, then solved it immediately once I posted.  Sorry, ignore me! :)


Original: Hi all!  I'm working in the Sierra template, haven't changed anything in the GUI's for it.  But for some reason, when the gPanel is open, if I click Default, it makes the player invisible.  He's still there, the screen moves when he walks across it, just can't see him.  Any idea why?
#6
Hi everybody!  I'm coding a character named Distracted to annoyingly follow as Ego runs away, talking every 5 seconds in the background, saying 1 of 5 different phrases in order each time he talks.

The code below works.  Timer 1 is when to speak, timer 2 is just to fake a speech view animation over the SayBackground's.

But I'd really like Distracted to only talk when he's close to Ego, because otherwise he doesn't need to say "excuse me".  :grin:

I tried a couple if statements inside the (IsTimerExpired(1)) section, first using AreThingsOverlapping, then replacing that with checking if Distracted's x/y were close enough to Ego's.  The first way Distracted never spoke, the second he just kept talking every 5 seconds instead of only when he was close to Ego.

Can anyone think of a way to add "only talk when close to Ego" code to this, please?

Code: ags

function repeatedly_execute_always()
{

if (DistractedSeen == 1) {  //This activates in Room 1 code when Ego crosses a region near Distracted.  The region then disables.
  cDistracted.FollowCharacter(cEgo, 10, 0);  //Start chasing and wandering near Ego.
  }
  
if (IsTimerExpired(1)) {  //This timer also activates for 200 cycles when Ego first enters that room 1 region.
 DistractedTalk ++;       //Started at value 0.
  if (DistractedTalk == 1) {
    cDistracted.LockView(29, eKeepMoving); //Speech view
    SetTimer(2, 70); //Speech view timer
    cDistracted.SayBackground("Oops.  Shall we dance?");
    SetTimer(1, 200); //Distracted won't talk again for 5 seconds.
    }
  else if (DistractedTalk == 2) {
    cDistracted.LockView(29, eKeepMoving); //Speech view
    SetTimer(2, 80); //Speech view timer
    cDistracted.SayBackground("Ha, well THAT just happened.");
    SetTimer(1, 200); //Distracted won't talk again for 5 seconds.
    }
  else if (DistractedTalk == 3) {
    cDistracted.LockView(29, eKeepMoving); //Speech view
    SetTimer(2, 65); //Speech view timer
    cDistracted.SayBackground("Whoops, excuse me.");
    SetTimer(1, 200); //Distracted won't talk again for 5 seconds.
    }
  else if (DistractedTalk == 4) {
    cDistracted.LockView(29, eKeepMoving); //Speech view
    SetTimer(2, 120); //Speech view timer
    cDistracted.SayBackground("We just keep running into each other, ha ha.");
    SetTimer(1, 200); //Distracted won't talk again for 5 seconds.
    }
  else if (DistractedTalk == 5) {
    cDistracted.LockView(29, eKeepMoving); //Speech view
    SetTimer(2, 70); //Speech view timer
    cDistracted.SayBackground("Oh, ha.  Awkward.");
    SetTimer(1, 200); //Distracted won't talk again for 5 seconds.
    DistractedTalk = 0; //Loop back to the start of the different phrases.
    }
}

if (IsTimerExpired(2)) { // Speech view timing for Distracted
  cDistracted.UnlockView();
  }

} //End of repeatedly_execute_always
#7
Hi all!  It's been a while since I made a game, and this is probably blindingly obvious - if I saved a game while testing my game, how do I delete it from the saved games list before distributing the game?

Thanks for your help!
#8
Hi all!  I'm trying a new art style for a new game in planning, Not My First Apocalypse: Superspreader.

I've never tried shading my flat cartoon work before, so I welcome advice on shading and balancing the colors, etc.  Background is just a test shot to see if she works in a dark room with a pool.  General character style is an imitation of Shag, and the whole game will have a similar retro/lineless art style.

The lifeguard is green and spotted because a disease called "the Spread" is sweeping New Atrocity - victims turn into green, super-sexy versions of themselves, mate with the nearest available partner to infect them, then disappear.

Thanks for your help!



#9
All parts have been cast, thanks everyone!
#10
Welcome to Not My First Apocalypse: Stormpuncher.

Direct Download: http://www.mediafire.com/file/q9w92wxvgb97xoq/NMFA_Stormpuncher.rar/file

AGS Game Page: https://www.adventuregamestudio.co.uk/site/games/game/2495-not-my-first-apocalypse-stormpuncher/

You are Roger Daniels, podcast host and friendly post-apocalyptic survivor. Your best friend is Beth - a psychotic, bomb-slinging toy bear brought to life.

Together you adventure through New Atrocity, a ruined zone of mutants and robots all out to mug, screw and kill you and anybody else in their way, ruled over by a mad despot called the Tyrant.

This time, the Tyrant has gone too far - jealous that a little girl is having a birthday party, he's unleashed a Weather Machine to storm out anyone who rains on his parade.

It's up to you and Beth to destroy the Machine and let the sun shine again.

I've been tinkering with the NMFA universe all year, as a coping mechanism for the pandemic. I just finished a template, and I think I'll try to set all future MAGS in it. It's a fun place to play.

(And in the spirit of apocalyptic buccaneering, all art is stolen and heavily modified.)






CONTENT WARNING

This game is not for players under 18.  It contains violent humor, sexual humor, things exploding, tentacles, and robots with feelings.


GAMEPLAY

Right-click to scroll through Walk, Look, Interact, Talk, and Use Inventory.  Left-click to activate selected cursor.

Move mouse to top of screen for Iconbar - contains Cab icon for overmap travel.

Cell Phone in Inventory - Look at, or Use on Roger, to activate.


Enjoy, because I'm alive, and you're alive!
#11
Something I've never figured out, please...

Every time I try to replace the Display text GUI borders and corners with my own graphics, they go all out of alignment instead of lining up as a box with corners.

Can the border edges only be a tiny repeatable segment? Will fancier lines work? And why do my alpha channel transparency corner images always float out away from the box?

Thanks for your help!
#12
Lord of Darkness Light

MAGS October 2020

https://www.adventuregamestudio.co.uk/forums/index.php?topic=58533.0

You're an evil wizard, and those bastardy bastard heroes have chased you to the top of your tower.  And just before you locked yourself in your laboratory, their stupid spellhacking cheating bastard of a good wizard cast Continual Light on your EYEBALLS.

You are blind.

Before they bash the door in, you must touch, talk, taste, smell and listen your way around your lab to concoct a Continual Darkness spell to restore your sight.  Hurry!

Gameplay: Sense your way through magical ingredients, implements and creatures.  Hovering over an unseen item makes a ? ? ? appear until you identify it.  And fortunately, you had a couple spells still memorized after your battle that may help.

As you identify things, a "memory" of what they look like will appear.  Nothing should be too pixel-hunt-y, and the game tells you when you've found everything in the room.

Short, one room game, 15+ minutes playtime.  I'm going to voice act it over the next week or so, but didn't have time to submit voice for MAGS.

70 MB download, 208 MB unzipped.  Recommend windowed play, DEFINITELY RECOMMEND SOUND ON.  You can play without sound, but it's way more fun and atmospheric with it.

Mild Content Warning: Comedic violence, suggestions of violence, adult humor, one swear word.

Thanks for playing!

http://www.mediafire.com/file/ebrjx7b85126qip/Lord_of_Light.rar/file



#13
Searched the forums, and it doesn't look like anyone's posted this yet...

Have y'all seen this site with what appears to be every single background of every Sierra game?

http://www.sierrawallpaper.com/
#14
I'm editing the existing Iconbar GUI from the Sierra template, replacing the Walk/Look/etc. buttons with my own graphics.

With my new GUI image, my buttons are further down/to the right than the original buttons.

But I can't figure out how to move the red dots marking the edges of the old buttons.  I see the lower right dot will let you resize it, but can't find a way to re-center the dots over my new buttons.

Do I have to drag and drop new buttons from scratch to do this?  Am I missing something obvious?

Thanks for your help!

#15
Welcome to Whack-A-Soul!  A comedy carnival-style game made for MAGS March 2020, Death Defying theme.

Game Page: (Temporarily disabled - somehow combined with another MAGS creator's game page, need Admin assistance to fix.)

Direct Download: https://gofile.io/?c=t6YwI0

**************************************************

You must save Souls from Death by whacking them with your Hammer of Reincarnation!

Click the head of your Hammer on each Soul to give it another chance at life!

Miss three Souls on any level and it's game over!

**************************************************

Gameplay: 3 levels, 2 minutes total play time.  Levels 1 & 2, Souls fly up.  Level 3, Souls fly towards center.

Cutscenes: ESC to skip straight to play, any click/button to skip through speech.

Voice/Music: Highly recommended you turn on sound/use voice pack.  We had a lot of fun doing the voices.

Development: We plan to expand the game after MAGS with more levels, power-ups, different Soul types, enemies, and more.

Thanks for playing!

#16
I've set my cursor to Interact mode, and made it look like a hammer.

Every time I click on any character, I want the hammer to swing once, then go back to not animating.

I'm afraid I can't figure it out from the menu and a few experiments...can anyone please help?

Thanks!
#17
I just created a new game using Electroshokker's Verb Coin template.  Plugged in my own sprites for cEgo and a background for Room 1, then paint-bucket filled Walkable Area 1 for the entire room.

But when I left-click, cEgo won't move.  I tried a cEgo.Walk command in the script, set for WalkableAreas, and she moved just fine.

I've gone back and started completely fresh just to make sure I didn't turn on/off some setting...even booted up a game made for the previous AGS version with the exact same template, and that character walks around fine.  Any idea what's going on?
#18
Recruitment / [HELP FOUND] Thanks!
Thu 27/09/2012 20:47:11
Found!  Thanks everybody!
#19
I'm making a game that's a spoof on the Mr. Men cartoon, a funny murder mystery where the characters' personalities are more true to life.  (Instead of Mr. Happy, etc., there's Mr. Passive, Mr. Aggressive, Little Miss Anorexic, etc.)

The main character is a noir-ish detective, Mr. Hardboiled.  This is the first background I made and his front view.  I imitated their art style closely, but really did draw it by hand in Illustrator CS4.  :)

Update 10/03/09:

I changed the side walk cycle a little and did a down one too.  I'd like to know what you think of them...the up cycle is driving me nuts, I can't seem to place the feet right.  So I'd like to know if these look good before I go ahead. :)

I didn't put any bounce in the down cycle, either...do you think I should?

Sorry for the black bg, Animation Shop couldn't handle the transparency:







I'm curious what you all think of it!  Thanks!
#20
General Discussion / AGS Site Broken All Week?
Tue 22/09/2009 01:30:30
No one else seems to have mentioned it, so I thought I'd ask...was the site broken all week?  I couldn't access the forums or games until today, kept getting errors.
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