Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - StillInThe90s

#1
Ok, maybe everyone already knew about this, but unless this is a joke, there seems to be a bunch of people cracking open old and new AGS games to make Russian translations. - Which is no big deal, at least not for me, except for a couple of annoyances:
They don't contact the original authors.
They don't refer or link to the original work or author (as far as I can tell).
They ask for donations. - My game is completely free.

https://vk.com/adventuregamestudio
#2
With not enough time to make anything new and snazzy, I figured I could release something old and un-snazzy instead...
This little project was initially intended for some MAGS competition but time ran out before it was finished. It is basically a small test of using non pixel art animation.
- With the addition of very nice elevator music.



Featuring:
* About 5 min of gameplay.
* Eddie Dunstedter (the one-man orchestra).

Available for:
Windows & Linux
Note that Linux version has not been tested at all.

Edit: Fixed broken links.
#3
This may be a temporary thing or I may be doing something wrong, but the image has disappeared from this game page and I can't seem to replace it. The weird thing is that it worked for a while...
I have been trying a 600x800 and a 480x360 png without any progress.
#5
In short:
I have been trying to put together a classic adventure game framework in the Godot game engine, and made a small tech demo for testing purposes. It basically consists of the intro part from a game called Camp 1, previously released using the AGS engine.

What I need help with:
I would love to get some feedback on the mechanics and how the different screen settings work on other people's computers.
Note that gameplay is not a priority at this point.

The project can be found HERE. PM me if you are interested.
Send your feedback/thoughts in a PM.

Thank you!

Edit: Last update 19/4 (v1.0.5)
#6
Recruitment / Testing OSX wrap of Camp 1
Thu 03/09/2015 16:14:41
Hi all,
I wrapped my game Camp 1 using sonneveld's 3.2.1 OS X wrapper.
Anyone interested in trying it out?

Known issues:
- Setup can not be accessed. The cfg has to be edited directly.
- Backspace does not work.
- Fade effect, run from code is not working properly.
- Some transitions produce a little flickering.
- Some of the sound effects make noises before they start playing.
- Music went dead in the ending scene when I played it through.
EDIT:
- Fullscreen does not work but window size can be altered by changing filter ín the cfg.
- ...this unfortunately also means that gamma can not be increased.

Here is a download [LINK]

Thanks!

EDIT: Removed link. Pm me if you are interested.
#7
General Discussion / OSX porting for dummies?
Thu 04/06/2015 00:11:12
I have been trying to explore if porting a game to OSX would be possible and found very little, except old abandoned threads. Wadjet is apparently using their own port, but being a non programmer without a clue about how to go about it, I figured I need to dig into this a bit deeper before bothering them.
So, my question: Would porting a game to OSX be realistic for a non programmer, and if 'yes', where can I read about it?
#8
Camp 1 - a short, dark story about bureaucracy, penal labor, isolation and desperation.

Former pilot, inmate Korski is doing his last ground-to-orbit shipment at the Camp 1 geological trial drilling site,
a four man strong mineral prospecting operation setup by the People's Mining Company. All is not well at the camp, however
and things start going horribly wrong.

 



Features:
* 320 x 200 resolution
* Relatively low colour count
* Gamma slider, if you find it too dark (Alan v.Drakes build)
* No speech but sound effects
* A little help/note function

Testers:
Crimson Wizard
blur
johnny1finger
Michael2968
NickyNyce
Armageddon


Download links: (updated to v1.15 on Sept 11)
[Indiedb.com]
[itch.io]
(Updated broken links 19/3-2017)

Walkthrough:
[Jayisgames.com]


                
#9
Critics' Lounge / manual pdf
Tue 26/05/2015 22:05:41
I made a game manual a while ago but ditched it since it felt a bit over the top. Still, it may be a good idea to have one for the non AGSers.
Could someone please have a look at it? (what is relevant, readable, grammar, that sort of stuff)
- Link -

Also the license segment feels a bit all over the place. Suggestions there?
#10
Without starting another discussion about what AGS should and should not do, I'm trying to find a workaround for the sound issue discussed in this thread. I.e. if "no digital sound" option is chosen in the setup, the code below will make your game crash.
Code: ags
AudioChannel *audio = aMusic.Play();
audio.Volume = 70;

...unless you wrap everything in a "if(audio){}" which is too much work for me at this point.

I suppose there is no way of checking if this option is chosen, from within an ags-application? Could I do this by raw reading acetup.cfg? (been unsuccessful so far) Changing the name of audio.vox with a custom setup could do the trick, since ags can check for files. Any obvious dangers there? (such as windows security)

Thanks.
#11
General Discussion / GameJolt Achievements
Fri 08/05/2015 15:43:44
I registered on gamejolt last night and started, by accident, to read about the achievements system. Now, this may not be very relevant for my small game (I always found achievement notifications a bit out of place in adventure games), but it would be interesting to know if anyone has implemented this.
There was a short discussion about it here, but it seems to have been fruitless.
#12
Camp 1, a fairly classic style, medium length point and click game is playable enough to beta/playtest.

Anyone interested in betatesting or more general playtesting, please send me a PM.
People (preferably native english speaking) who can point out grammar/spelling issues and difficulties in following the plot, are also needed.

EDIT: We have a six man strong testing team now, so: [HELP FOUND]



Sounds like fun? Go check the In Production -thread.
#13
AGS Games in Production / Camp 1
Tue 31/03/2015 00:00:22
THIS GAME HAS BEEN RELEASED
                      [Link to 'completed' thread]


Camp 1

Former pilot, inmate Korski is doing his last ground-to-orbit shipment at the Camp 1 geological trial drilling site,
a four man strong mineral prospecting operation setup by the People's Mining Company. All is not well at the camp, however
and things start going horribly wrong.

Camp 1 is a medium length mystery game about bureaucracy, penal labor, isolation and desperation.



[imgzoom]http://i.imgur.com/hTsi00k.png[/imgzoom]
[imgzoom]http://i.imgur.com/CduH1yW.png[/imgzoom]
[imgzoom]http://i.imgur.com/I01kvHC.png[/imgzoom]

Features:
* 320 x 200 resolution
* Relatively low colour count
* Gamma slider, if you find it too dark (Alan v.Drakes build)
* Snazzy sound effects
* A little help/note function

[imgzoom]http://i.imgur.com/emNpLKi.png[/imgzoom]

Testers:
Crimson Wizard
blur
johnny1finger
Michael2968
NickyNyce
Armageddon


Status 31/3 2015:
The ambition to keep things simple and basic has partially worked. Some things have been kept rough while other bits are hopelessly over-worked. Still, it's starting to look like my first AGS release actually is getting done (which is rather embarrassing since I've almost been around for longer than CJ).
There will hopefully be a semi-beta out for testing pretty soon.

1/4 2015:
Done a lot of testing myself so breaking bugs should be fairly rare. However...
My english is not all that brilliant and some of the cutscenes and animations may be making the plot hard to read. So, if any native english speaking people would be interested in checking for:

* bad/weird/incomprehensible grammar
* general dialog lameness (i.e. bad dialog)
* whether you can follow the plot or not
* the odd typo (although I can probably find them myself)

...just send me a PM.
Of course, that goes for anyone interested in general testing as well.

EDIT: Most grammar & spelling issues has been dealt with at this point. Thanks guys!

The beta will probably be ready for testing in a few days.

12/4 2015:
First version is ready for testing. Jay!

18/4 2015:
Camp 1 now has a testing team:
Crimson Wizard
blur
Michael2968
NickyNyce
...and myself
Our small team has been plowing through to beta v1.31 by now.

23/4 2015:
johnny1finger joined the testing team this week.
Typos and bugs are getting slightly more rare.

1/5 2015:
I've been trying out different types of music for the game and decided to go for Erik Satie atm.
His Gnossienne no.1 really lifts the whole thing, imo. I hope the testing team agrees.

5/5 2015:
Armageddon joined the testing team a few days ago.
Music has gotten mixed reception so far.
Testers: Current beta version is v2.2.

8/5 2015:
Testing is at its final phase.
Camp 1 now has a gamejolt and a indieDB page, for spreading propaganda.

30/5 2015
Game is released!
See link above.
#14
I'm looking for a way of aligning a standard (or custom) text/message window with a given right end* x-coordinate? (I.e. custom right side aligned speech with portraits)
Aligning from the left is handled automatically but right aligning is a mess. I have tried using "DisplayAt" and "DisplayAtY", combined with calculations based on "GetTextWidth" to make a function for this, but it always ends up with short strings far away from the portrait or long strings hiding behind it. At best.

If that made no sense: What I'm after is something like the "BasedOnCharacterPosition" -speech display method, but controlled from a custom "Say"-function.



* "Right end" = right side of the text window.
#15
I tried to save over an old savefile and got this message (plus a crash):
Quote---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00504CD0 ; program pointer is +379, ACI version 3.21.1115, gtags (2051,32)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.
Not been able to reproduce it but if this meens anything to anyone, without plowing through my messy scripts, please give a shout.
This is the crash dump if anyone is still reading those.
Edit: There were also a number of things going on in rep_exec_always when this happened.
#16
I realized that all my backgrounds and sprites were made on a pretty bright screen, which might leave some players "in the dark" so to speak.
It looks like a gamma slider might be a quick fix but only if people can use it (obviously).
So, when the manual says:
Quote"..whether the player's PC supports changing the screen's gamma control settings"
..does this mean that it won't work in window mode -period, or will it only work on some machines?
If so: are non-gamma-setting -systems common?
#17
Is there a way of setting a cursor hotspot in-code, equivalent of "iItem.CursorGraphic=123"?

I am using two different sprites for an inventory object and its cursor. The "Use selected inventory graphic for cursor" -mode is on.
Setting "CursorGraphic" seems to center its hotspot instead of keeping the one set in the editor. (Oops! Guess I was wrong about this. It keeps the editor settings.)
Workaround, anyone (other than having a huge cursor sprite)?

Thanks.
#18
I am trying to use pointers to simplify some of my code. Problem is that I suck at it.

This is what I had in mind, only with a lot more "else if" blocks. However, it returns an "Undefined token" error:
Code: ags

function room_RepExec()
{
 if(oObject2.Visible==true)Object *nextobject = oObject3;
 else if(oObject1.Visible==true)Object *nextobject = oObject2;
 else Object *nextobject = oObject1;

 if( -various conditions- ){
    nextobject.Graphic = 1;
    nextobject.SetPosition( 1, 2);
 }
 else if( -other conditions- ){
    nextobject.Graphic = 2;
    nextobject.SetPosition( 3, 4);
 }
}


The code below got it working. But it kind of makes the whole thing rather pointless:
Code: ags

function room_RepExec()
{
 if( -various conditions- ){
    if(oObject2.Visible==true)Object *nextobject = oObject3;
    else if(oObject1.Visible==true)Object *nextobject = oObject2;
    else Object *nextobject = oObject1;
    nextobject.Graphic = 1;
    nextobject.SetPosition( 1, 2);
 }
 else if( -other conditions- ){
    if(oObject2.Visible==true)Object *nextobject = oObject3;
    else if(oObject1.Visible==true)Object *nextobject = oObject2;
    else Object *nextobject = oObject1;
    nextobject.Graphic = 2;
    nextobject.SetPosition( 3, 4);
 }
}


I also tried putting the pointer code in a seaparate function and failed.
What am I doing wrong?
#19

I would really appreciate some help with readability of these colours on other screens. I.e. not really interested in how to improve the piece itself. :-D (Not that it is perfect, I just can't be bothered to work on it.)
The colour scheme looks ok to me but I'm not sure if my laptop screen is playing tricks on me. I am especially worried about the darkest blue being too dark.
There are 9 colours in all, including black. Scale is originally 200x320. It is supposed to be upside down btw.
#20
I swapped over from DirectDraw to Direct3D to see if my project would still work properly and it did not.
The player character seems to disappear behind game objects in object heavy rooms (many and large objects). Anything obvious that comes to mind?
Project is hi-colour, 320x200. I can't post a file since it is huge and horribly messy.

DirectDraw is appearently close to obsolete and should be avoided in favor of Direct3D. As discussed here.
SMF spam blocked by CleanTalk