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Topics - Pixelton

#1
Hello all.

I'm currently working on a little game called Dustbowl (a post apocalyptic game) in an old school palette and look (using a c64 colour palette). I'm looking for a coder that I can work with to help me build a simple combat system like the original Final Fantasy system, basic: Attack, Use(health/grenades/etc) and Escape.

The emphasise for the whole game design is simplicity so I'm not looking for anything too indepth - just fun and quick. My scripting knowledge with AGS isn't too bad when I'm using AGS for AGS (in the box) things, but the moment I have to dip my toe out of that box I'm lost.

Some art?

(main point'n'click adventure view)



(Some room art)


(combat example)

Game Story
As mentioned, you're are a member of an underground civilisation living in the aftermath of a shattering event which almost destroyed the world. The outside is a dangerous and mutated world were only the brave go looking for essential supplies to keep your vault society alive. Your father interrupts your sleep one night panicked and tells you that he has to leave the hub and may never return, and that it's impossible for you to join him on his last adventure. Lost without him you must become a stalker of the dead world and find answers.

Combat Ideas
Again, I want the combat system to be quick to develop (if a combat system can ever be quick to develop), so I'm not looking for anything in depth and complicated. When the player enters some rooms they may have an enemy that will automatically initiate combat or the player in some situations maybe able to initiate combat with a mouse mode (if you need to attack some NPC's in the story).

The player will have a Attack Skill (for hitting), every weapon will have a Weapon Strength for damage and armour will have a Toughness for negating some of that damage. That is about as complex as I'd like to go. Of course there will be usable items that can be selected during combat in the form of consumable healing and grenades that effect the enemy, i.e: Flashbang (Skip enemy turn), HE Grenade (large damage), Rare Ballistic Knife (Kills target outright) etc.

Alittle About Me
I've used AGS on and off for a number of years but never made anything substantial admittedly, I've worked in the games industry for about 8 years and I'm currently employed full time at a studio in Scotland. But what I'm looking to do is go indie and pave some kind of way to do that.

But all the mentioned things are up for change, I really am happy working with someone in creating a fun simple combat system. Actions speak louder than words, so if you've enjoyed what you've seen above and like the idea and where it can go then please feel free to PM me.

Cheers all.
Mac
#2
I'm trying to use one cursor type to control everything (like the anyclick type kind of function)

I've looked over the global script and while I have spotted the different curser type states I couldn't spot anything involving the any click type. Essentially I want the main Move cursor to control everything, from object interaction and movement. As it stands, when I add an OnAnyclick function to an object in my scene this works for all the different cursor types except for the walk cursor type.

Is there a way to include the walk cursor to this?

I could have probably explained that alot better.

Any help is much appreciated.
#3
Hello guys

I've been trying to link my last little AGS game "Johnny Rockett Adventure" to my forum ID but for the life of me I've never been able to do it. I always seem to get an Invalid password page which is bizarre. I'm using my real registered forum name and my password is correct...

I know this is probably a real lame thing to post here but I thought I would just to see if anyone else had similar problems, I use the latest IE wioth windows 7 so I'm not sure if its a browser based problem but any help would be appreciated...I know...I feel stupid for asking.

Cheers
#4
Thank you Saberteeth

Bare with me...I've not done this before!

The theme for the Sprite Jam is deep sea diving! Classic, Sci-fi, Steam-punk, the craziest...the bigger! the better! 320x200 canves size, no colour restrictions, you will also get added to the collective if you make a background (but not required).

Deadline is 2nd of June!


(my lame example - do better!)

Go Go Go!
#5
Hey Guys

Here is the Johnny Rockett Space Adventure! my FIRST EVER AGS GAME!
This little game was really more of an exercise in learning AGS rather than creating an amazing narrative and I've really learnt alot...mostly how NOT to do do things, but it has been great. I hope atleast someone finds this enjoyable and as this was a learning tool I'd also be happy to share the actual source folder with all my code and art...although I'm not really doing anything amazing with the code.

www.blacktreeuk.net/download/JohnnyR.zip

I'd like to thank everyone on the forum that helped, especially Khris who put up with my constant questioning of things. There are two player deaths in the game too so save often.



#6
I've hit this problem a few times and I've done a forum search and looked at the Manual that comes with AGS - with little luck I thought I'd post it.

I have a character that changes view and animates before displaying a GUI window. The problem is I get an error saying that: 'The character could not be displayed because there were no frames in loop(no.) of view(no.).

Here is some script that the break is happening in:
Code: ags
{
    if (cJohnny.IsCollidingWithObject(oGasleak)) {
    cJohnny.LockView(34);
    PlaySound(6);
    cJohnny.Animate(0, 3, eOnce, eBlock, eForwards);
    Wait(50);
    Display("Message is displayed.");
    gGUIWindow.Visible = true;
    oGasleak.Visible = false;
    oGas_leak2.Visible = true;
  }


As I've had this problem a few times and never really understood why it happens and generally fix it by just playing around with the script until it plays ball.
#7
Whats the craziest things you put on a sandwhich.

I rememberf back in my university days....a long time ago now, when my student grant had just come in I remember:

1) frying mince with some onions
2) added a bolognese sauce to the mix (as if I was making spagbol)
3) oven cooked some onion rings
4) threw the saucy mix on my toast
5) added a cheese slice on top of that
6) added my onion rings ontop of the melted cheese

It was very messy and pretty darn tasty although the onion rings didn't work too well; to confess I did have to eat this with a knife and folk.

#8
Hey guys I've hit a wall with my scripting in that I can't get the thing to do what I want it to do. Now Scripting is a real weakness of mine and I really wish I was better at it so hopefully this will help me out and I also learn a few things.

I have a broken gas pipe in my level, when the player colides with it he dies and it displays a GUI, when the player switches to a different character he can pass under the gas safely but its causing problems; so I'll get to my scrpt.

The gas Script:
Code: ags
function room_RepExec()
{
    if (cJohnny.IsCollidingWithObject(oGasleak)) {
    cJohnny.ChangeView(34);
    cJohnny.Animate(0, 3, eOnce, eBlock, eForwards);
    Wait(60);
    Display("You step under the sub-zero cloud, the Trigenon vapour turning you into a petrified, crystal statue: a monument to stupidity.");
    gDeathWindow.Visible = true;
    }
}


On the Room Load function
Code: ags
function room_Load()
{
    if (cJohnny.PreviousRoom == 5) {
    cJohnny.Walk(110, 155, eBlock, eWalkableAreas);
  }
    
  if (cStorebot.PreviousRoom == 5) {
    cStorebot.Walk(105, 150, eBlock, eWalkableAreas);
  }
}


Now I thought that because the gasleak is looking for a player called cJohnny then the death effects would be ignored once the player was now the storebot but it doesnt and I get an error: The character Johnny could not be displayed because there were no frames in loop 2 of view 34......This is also strange as I've never used that loop (which is empty)

So I thought I'd try this:
Code: ags
function room_RepExec()
{
    if (player.Name == "Johnny") {
    cJohnny.IsCollidingWithObject(oGasleak);
    cJohnny.ChangeView(34);
    cJohnny.Animate(0, 3, eOnce, eBlock, eForwards);
    Wait(60);
    Display("You step under the sub-zero cloud, the Trigenon vapour turning you into a petrified, crystal statue: a monument to stupidity.");
    gDeathWindow.Visible = true;
    }
}


Now the death sequence is ignored when the bot passes through the gasleak but when Johnny enters the room the screen fades to black through the room transition but it remains black and the room doesn't load (I get no errors here).

I know I'm giving off the concept of a puzzle here which is in the game but I have no other option :( I've tried to solve this problem in a number of ways before posting here.

Any help is much appreciated!
#9
I know this is probably nothing and simple to resolve but I'm having a few  issues with some walkbehind areas.

in a few instances the player needs to walk underneath something and it just isnt working so I'm curious what I;m doing wrong here. Heres a screengrab to emphasis the problem.



Any help is appreciated
#10
Is there a way to frame dialogue spoken by an NPC using the kind of box that frames text when you make a 'Display(text); command using the Lucas arts style dialogue system?



As you can see, I think the dialogue would do better to be framed in some kind of window.
#11
I'm not so sharp when it comes to AGS script and while I am making steady progress theres still alot of black holes. At the moment I'm trying to create a main menu gui (art wise this has been done) I'm just fuzzy on the code behind the buttons.

I have a simple "Start", "Load" and "Quit" button on my main menu. The Start just needs to go to a room, while load brings up the usual load dialogue box....is obviously quite self explanatory.

For the Start button I tried using a simple 'character.ChangeRoom(2);' but that doesnt seem to do anything so I'm abit at a loss at even that simple of a task. Any help is much appreciated in getting the GUI working.

MB.
#12
Hey I was thinking.

I'm curious how dificult it is to set up a change in a character's dialogue after the player has done a number of tasks.

Say....my first NPC is using Dialog01 and I have Dialog02 which I want to display after the player has completed an event (could be collecting a particular item, intereactive with a hotspot or chat to a second character), when the player returns to the first NPC how would I kick of dialog02?

Any help is appreciated.
MB
#13
Critics' Lounge / 3D graphics style
Wed 24/03/2010 22:07:05
While I've been working on my first AGS game Johnny Rockett I've been playing around with different styles for a more serious project after my little test game. I am wanting to do something in 3D but trying to explore a style thats not really been done before.

I'll shut up for a second and stick an image down:

(This is in AGS, theres no anti-aliasing so it looks quite retro...Another World/Flashback kind of feel which is what I'm going for, rendered using Maya Hardware).


(This is of the same environment in maya rendered using Maya Software so it has alot of post production effects...most noticeably nice glows).

What do you think? to be honest for the characters to suit the environment the game has to be set to 32bit colour and the characters rendered as a tif image sequance so....just having one room and one character at 16 frame cycles is HUGE! As for the first image the size is dramatically smaller.

I quite like the retro look anyway over the nice rendered one, I'd be interested in knowing what people think.

Marcus
#14
Hello Guys.

I'm very green when it comes to AGS and the community...I've not been here long, I've spent a huge amount of time working on MY first Ever Game in AGS!!!!...getting my head round scripting (which is going well) and getting my head around pixel art (...I'm no pixel artist). I think alot of progress has been made so I thought I'd stick it up here.


(Game splash screen)


(Command deck, scene from the intro sequence)







Its my first game so its quite a basic idea where you play Johnny Rocket an undercover Customs agent that has infiltarted a pirate group. When the pirates attack a cargo ship carrying a strange cargo Johnny's cover is blown and he is left for dead. The ship is braking up after the attack and Johnny has to escape!

Things to expect.
* A large intro cutscene which drops the player into the world (**completed**).
* Puzzles will be simple (but fun I hope).
* Lots of unique animations for characters.

Well thats it :)

Marcus.
#15
I have made some graphics for my character so he blinks and set them to the character's BlinkingView but it does nothing - does this work or is it controlled some other way?

Marcus
#16
General Discussion / The new kid in town
Mon 08/03/2010 18:58:47
Hello guys

I'm new to the forum, I've always known of AGS's existance but I've only now thought about doing something serious. The title of this thread suggests I'm a kid...well I'm almost 30 and I;ve worked in the games industry for about 4 years now making games for alot of the consoles out there and I've always been doing small projects in my spare time.

I'm not really a 2D pixel artist (I've dabbled but I'm no pixel junkie as much as I love retro art ((Long live the Atari ST!). I'm not really a coder although I have done alot of scritping (especially in using the Doom 3 engine (tech5) so I'm never scared of getting dirty with scripting and ascii. I've watched all the Densming videos (I learn better through video I find and Mr Densming...your a god) and feel quite comfortable in the scope of the project, ad at the moment keeping the idea small and simple.

I have already animated my first character and I'm sorting him out in photoshop:

(Johnny Rocket - cosmonaut; I'm a sucker for all things space or deep sea).

I'm very happy with his animations as they stand (perfect for a small test) My concept idea is simple...survive when everything goes wrong, and when a strange alien force attacks the Deep Station Forever you will need to escape the station intereacting with a few other survivors.

I'll be creating all my artwork in Maya, a 3D modelling/animation package and here is an example of that:

It seems strange doing it like this but I really do feel comfortable doing it this way and animation is quick and easy to set up if you know how.

I'm hoping to make some kinf of announcement of the project when I actually get rolling with it but at this stage I'm still playing...like most noobs who come here :)

Well I've been loving all the work you guys have been producing..some amazing stuff happening here and I hope to get involved in the community :)

Marcus.
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