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Topics - Honza

#1
Yesterday I upgraded to AGS 3.6.2.10, and now the alpha channel doesn't seem to work properly for certain sprites - I can see pink pixels around the sprite:



This only happens with some sprites (so far I have noticed it in the front and back views of the character, not the side views) and when the sprite is scaled (looks ok at 100% scale). Here are the sprite properties in case that's relevant:

#2
I've made a big update to my oldest game, Off the Clock. The changes include:

  • voice acting!
  • updated graphics
  • updated and some new animations
  • new music by Paco Diago
  • new sound design by Max Grachev
  • one new puzzle
  • hotspot highlighter
  • vertical parallaxing + smoother camera movement
  • updated responses, the puzzles should be somewhat better signposted now
  • new guis, some cosmetic stuff I'm probably forgetting
  • and of course the biggest change: "the" in "Off the Clock" is now NOT capitalized




It's a very short game, takes about 30 minutes to finish. If you'd be willing to play through it and try to catch some bugs before I publish it on Sunday, please DM me here or ideally on Discord (https://discordapp.com/users/honza8830). Linux users are especially needed :). Thank you!
#3
I got this report from a user who downloaded my game:

I'm unable to run it on Linux... After I set the 'execute' permission, it fails with the message: "Shards of God/data/ags64: Permission denied", and I can't figure out what permission it needs.

I don't have Linux myself and have never used it :-[ . What should I recommend they do? Thank you!
#4
Completed Game Announcements / Shards of God
Mon 17/07/2023 14:02:10




On a distant desert planet, a crime has been committed. As Mother Tiabata and Sister Ava set out to solve the mystery, they soon find themselves facing an impossible conundrum: how does one murder a god?

Shards of God is a retro hand-painted point and click murder mystery - think Agatha Christie in a fantasy/sci-fi setting. It was originally started as part of AdvJam2023, and the full game was then finished within two months.


Check it out here:
ITCH | AGS database

Credits:

Written, drawn and coded by Jan Vávra

Music by Paco Diago

Sound by Maxim Grachev

Enjoy!
#5
I'm finishing a short game that I want to release this weekend, and I would like to do some last-minute testing before I publish. The game should be ready for testing tomorrow (Friday July 14th) and then I want to publish as soon as possible - by Sunday at the latest, but preferably even sooner. If anyone happens to be available in this short time frame and would like to give it a go, please DM me here or ideally on Discord (http://discordapp.com/users/Honza#8830).

The game is called Shards of God and it's a fantasy/sci-fi murder mystery. You can check out
the game's itch page and a video playthrough of the demo.

Thank you!



#6
I'm using Calin Leafshade's spritefont plugin and ever since switching to AGS 3.6, I've been having some issues with it (at least I *think* it started with AGS 3.6, but it could be a coincidence). What seems to be happening is that the game treats the font as if the first line had minimum height. When I disable the sprite font, the text appears normally. I've tried experimenting with various import sizes and combinations of the "TTF fonts adjustment defaults" and "TTF fonts height used in the game logic" settings, but none of it seems to affect the sprite font. The only settings that have an effect on it are line spacing and offset - so far I've managed to use those to work around the issue in text windows, but it doesn't help in lists, such as dialogue options or the savegame window below:




To make things more confusing, this list was messed up before similar to the savegame one, and now it seems to be working fine - and I have no idea what I did to achieve that  ???.



Will be thankful for any help, I would really like to keep using the plugin. I'm using AGS 3.6.0.39. Thank you!
#7
As part of a day/night cycle, I'm using ambient tint with gradually changing RGB values (so that a reddish sunset tint slowly goes through purple to eventually change into night blue, etc.). And I've noticed that specific RGB combinations give strange results.

For instance, the value 26/20/37 should be purple, but tints the character turquoise. All surrounding combinations - 27/20/37, 25/20/37, 26/21/37, 26/19/37, 26/20/38, 26/20/36 - are appropriately purple. The same thing happens for the combinations 31/21/35, 30/21/35 - they are greenish blue instead of purple, as if the r value was 0.



I can manually find the problematic combinations and have the script avoid them, but I was wondering what was causing this. I'm using AGS 3.6.0.39
#8



Famed for its mushrooming business and idyllic countryside, the land of Fungham has seen better days. A child has gone missing, a demonic witch haunts the woods and if you're not careful, gnomes will take your socks. Also, there is a pig king... don't ask. But why have all these creatures suddenly appeared? Where did the witch come from and what does she want? Could the answer to everything lie behind the ancient gate in the nearby mountains?

The Witch's Lullaby is a classical point and click adventure, somewhat reminiscent of games like King's Quest or Legend of Kyrandia. It was made in two weeks for AdvJam 2022 and it ended up ranking #1 in the jam.

Windowed mode recommended if you have a low tolerance for blurry pixels :).

Check it out here:
ITCH | AGS database

Credits:

Written, drawn and coded by Jan Vávra

Music by Paco Diago

Sound by Maxim Grachev / freesound.org

Lullaby lyrics by Kasia "Hitohai" Wasylak

There is also a full-length, high-res (or, rather, somewhat-higher-res ;)) remake in the works. Here's a small preview:


Enjoy!
#9
I'm getting this error message on this line of code:



I'm referencing a null pointer when specifically checking for null pointers?!

Music is an AudioClip, music1 is an AudioChannel, they're both defined in Global variables. Sorry if I'm not providing enough context, not sure what is relevant here. Thanks to anyone who can help! Trying to handle sound in AGS has been giving me a headache.
#10




In medieval Bohemia, Marie and Jakub struggle to escape a terrible curse - but their futures have already been written. A dark medieval comedy we made with Hitohai for AdvXJam2021.

Music by Asia Cybele & Adam Halpin
Sounds found at freesound.org

Check it out here: Itch page | AGS database
#11
Adaptation

Alright, here we go! I've been secretly hoping somebody else would eventually come up with this topic so that I'd have an excuse to do some fan art - guess I'll have to let others have the pleasure :).


For this Sprite Jam, portray a literary character as if the book/short story/visual novel in which they feature was being adapted into a game. Any sentient creature will be accepted. As a bonus, you can omit the character's name/description and have us guess it instead.

The last day for entries will be December 13th.  Voting will then take place until December 20th.

Have fun!
#12
Recruitment / Adventure Jam help - coloring
Tue 04/05/2021 20:40:16
So I've decided last minute to join Adventure Jam on Game Jolt and I'm looking for a kind soul who could help me out with coloring. I'd send you a psd file with animation frames and the first frame colored in, you'd copy the color layers and color the remaining frames. Like this:



It could save a ton of time - who knows, maybe I'd even meet the deadline this time! Any volunteers? :)
#13
So I recently released my first game on itch.io and looking at the analytics, most views (apart from itch itself) are from a Russian website I've never heard of. Which got me thinking - are there non-English adventure-related websites/forums in your countries where posting a link to one's game would be appreciated? And if there are, would you be willing to translate a short post into your language and post it there (or help the author with posting)? Especially big countries like China could be interesting, although if the Vatican has its own adventure gaming website, I'm all for it :).

Hope this doesn't come off as sleazy, I'm not looking to spam anyone and don't even really need to push this particular game (it's free anyway), but I thought I could use it to learn a little bit about promoting games, and it could be useful for others too.

Thanks!
#14



When an office party and a missile attack intersect, Oomla the engineer has less than a second to prevent disaster. Which, fortunately, is all the time he needs. A short traditional point-and-click, originally created in 3 weeks for AdvXJam 2020, updated and polished in 2024. Features:

Alien invasion!
Workplace politics
Time manipulation
Extraterrestrial nudity

Check it out here:
ITCH | AGS database

CREDITS

Design | Art | Code | Writing
Honza Vávra

Voice
Duffy Weber

Music
Paco Diago
Adam Halpin

Sound
Maxim Grachev
Adam Halpin



December 2024 - Off the Clock 2.0
I've significantly updated the game. The changes include:

voice acting by Duffy Weber
updated graphics
updated and some new animations
new music by Paco Diago
new sound design by Max Grachev
one new puzzle
hotspot highlighter
vertical parallaxing + smoother camera movement
updated responses, the puzzles should be better signposted now
new guis, some cosmetic stuff I'm probably forgetting
and of course the biggest change: "the" in "Off the Clock" is now NOT capitalized


#15
TRUTH BE TROLLED

The Story:
When an attempt on her life is made, princess Mirabelle realizes there is no one she can trust. Except, perhaps, a troll. Widely regarded as the missing link between a human and a broom, trolls are the latest fad in the kingdom of Glenmore. Buy a troll egg, boil it, and you get the perfect servant.  With their sturdy constitution, efficient brains and none of that “free will” nonsense, trolls make ideal cleaners, cooks and clerks - and, as Mirabelle is out to prove, investigators.
And thus Mirabelle’s troll enters the messy world of humans. He has to search for clues and ask uncomfortable questions, all while being treated as a glorified home appliance. He has no power here, but he has a sturdy constitution, an efficient brain, and maybe even a tad more of that "free will" nonsense than anyone suspected. Feathers will be ruffled, secrets uncovered. Truth will be trolled.










Mirabelle's cat is acting suspicious.

Behold the kingdom of Glenmore!

A bit of world-building.

As medieval toilets go, this is a fancy one.

Deep in the forest, in a secluded hut, a man knows what others don't want to know.

The local journalist is all about the naked truth. Expect some cheeky parallaxing.





Features:

  • A fantasy detective story revolving around white lies, sinister truths and the sneaky ways in which we try to control each other. The tone is somewhat comedic, but overall the game takes its plot and characters seriously.
  • Princesses, journalists, voodoo priests, mad scientists and demonic cats! (alright, just one of each of those)
  • 1920x1080 hand-drawn graphics
  • Lots of traditional pointing and clicking â€" inventory puzzles, branching dialogue, you know the drill

Also:
a 16-direction walkcycle with stopping frames:



Detailed hand-drawn animations + jumping mechanics:




Development Status
Um... let's say "early stages". After working on this on and off for two years and more or less full-time during COVID, it's clear that I've bitten off more than I can chew by myself in terms of intended production values. So currently the plan is to release a short demo and then start spamming the recruitment section :). Stay tuned!
#16
Hi everyone,

I'm looking for a proofreader/editor to help me out with the writing part of a fantasy point and click. I'm currently working on an animation which involves text (a relatively short one, about 300 words), so I need someone with a knack for writing who can help me weed out both grammatical errors and awkward language before I animate it.

I don't really have a budget to spend, but we can agree on a modest fee if I use your edits.

I haven't announced the game yet, so here's at least a screenshot to give you an idea of the style:




Please contact me at hvavra@gmail.com. Thanks!
#17
I need to keep track of the coordinates the player is walking to while they are walking. The DestinationX & DestinationY properties seem to be made for this, but while DestinationX works fine, DestinationY behaves weirdly. It seems to return the amount of pixels above 256, 512, 768 and 1024 if the actual destination y surpasses those values. Eg. if the player is walking to y 300, player.DestinationY would be "44", y 550 returns "38", 1000 is "232", etc. Only once the player stops, the DestinationY value changes to the player's current y value.

Sorry if I'm missing something obvious, tried to google it and search the forums but couldn't find any explanation. I'm using AGS Build 3.4.1.12

#18
Hey guys,

so after lurking here for ages, starting three games and never finishing any of them, it seems I'm finally working on a serious project - check it out here:

A Poison Green

I'll be posting new character art in this thread to get some feedback. Here's the first one I'd like to improve before I start animating it (because after that, there's no going back ;)):

[imgzoom]http://hvavra.sweb.cz/PoisonGreen/mia5.png[/imgzoom]

It's one of the main characters, Mia: "an unemployed woman aimlessly wandering through life, stuck behind ideals that never translate into acts."

Plus one character that's already animated to an extent, but there's still an option to redo him:

[imgzoom]http://hvavra.sweb.cz/PoisonGreen/Elijah_side_walk.gif[/imgzoom]

Also we've been getting multiple criticisms about the character style not matching the backgrounds (see this for example). I believe it's pretty much the standard for character art to be simpler (less details and especially less shading) than backgrounds, but in our case, it seems to be more obvious than usually. Any ideas on how to correct that without having to do hand-painted shadows on a zillion frames of animation?

Thanks very much for any input you care to give!
#19
How exactly is animation delay related to game speed?

I thought that game speed is the number of cycles per second and animation delay says how many cycles it takes to change from one frame to another. So if I have delay 2 and game speed 32, that should be 16 fps. With delay 3 and game speed 48, that's also 16 fps.

However when I tried those two settings with the same animation, the second one (delay 3, speed 48) looked noticeably faster. What am I missing here?
#20
Critics' Lounge / cave / castle background
Mon 12/11/2012 15:56:11
I've been slowly working on this background for almost three weeks now. It's still not finished, but I'm getting impatient and hungry for some sort of feedback to stay motivated. So I thought I'd just post it here to get some thoughts on it. I know it's hard to criticize when it's still work in progress, so some parts are obviously sloppy because they're not finished... just give me your general impression if possible. Thank you!

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