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Topics - stepsoversnails

#1
Hi!
I was wondering if there was a way to change the colour of the letterbox.
I know it might seem like a trivial thing to change but it would really help me if it were possible!
thanks.
#2
Critics' Lounge / ZX Spectrum style game
Fri 25/09/2015 02:29:34
I wanted to share this video of a little ZX Spectrum style game i was making last year.
It was really just to see if i could pull it off. I might revisit the idea if i ever do a game jam.
enjoy!
https://vid.me/50kn
#3
Hello!
So I have an issue with the colour of my speech text and message text. It's too pale!
For example, I'll set my characters speech colour to red (255, 000, 000) but when it shows on screen it's (255, 80, 80).
Here's the comparison:

I've tried everything! I've tried different fonts and made the colours darker to compensate but nothing works.
It might seem like I'm nit-picking but this is pretty important to me.
Any advice?
#4
So when i first found out about AGS, 3 years ago, i was very excited to make a game. I've since tried to design over 10 games, some big ideas and some small. I have this one great idea that i've become very protective of and feel, as an artist, it could be one of my greatest accomplishments. that being said, i've decided not to make it until i actually am better artistically and as a game designer. I'd hate to squander my great idea due to lack of experience. This thought led to the idea of making a "test game". But even when i try to make a game to simply test my skills, i get carried away. It's not like i'm over ambitious, which has been a problem before. it's more that i just want it to be a great game. even if it's just a test. I can't bring myself to let go of that and just freaking make something. I see people on these forums releasing great little games and i so badly want to contribute to that but i can't bring myself to lower expectations of myself and make something that i might not like in a few years time.
I suppose i just need some advice or something. Maybe somebody who understands can share their experience.
#5
I've been designing an adventure game for at least two years now. Until recently it was spread over various notes, drawings and little tests done in the AGS editor. After reading the Design Document for Grim Fandango i decided it was the perfect format for my own design doc. So i was wondering if anybody else has used a similar system to Tim's Grim Fandango design document or if they follow a different method that maybe you got from another game or you completely designed yourself.
#6
I'm currently toying around with the Keyboard Movement Module, trying to create an Isometric Platformer.
I am, however, horrible at programming.
I'm not looking to do anything too fancy, in fact all i need to achieve right now is Jumping.
I tried every theory i had and none of them worked.
I'm really hoping someone might be able to nip this problem in the butt for me as it would help me achieve making a game i've dreamt of making since i was a kid.
#7
I'm having trouble scripting a button to animate while the mouse is over it. I'm sure it's not difficult and i'm just stupid.
#8
Adventure Related Talk & Chat / Random Clutter
Mon 28/03/2011 18:25:58
We've all seen random clutter in adventure games. It's that stuff you wanna touch but due to a flimsy excuse or a grumpy NPC, you can never have it. Random clutter has always been more important to some games than in others. With some rooms being made entirely out of it.

In most games it's an opportunity to get creative and have fun.

and some games just wouldn't be the same without it.

So tell me your favourite clutter. Be specific as you like.
Personally, i can't resist reading every single tombstone i see in any adventure game.
#9
I really want to use the A.S.S template : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38928.0
But i also want to use the Verbcoin Template : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0
I've tried my best and merging them into one game but it never works.
is this a lost cause?
#10
Critics' Lounge / A Tasty Verbcoin
Sun 27/03/2011 04:37:01
This is a rough design for the verbcoin in my game.

You have to believe me when i say a coat of arms made from breakfast foods is relevant to my game.
The images you see are also the actual size they will appear in the game. The final version will have colour and replace the lined shading with coloured shading. The bottom banner has the action appear on it (Kick rock, lick icecream, talk to old man).
So i need advice on different breakfast items i could incorporate into the design. Also, if anybody has any good medieval fonts that read clearly in AGS that would be much appreciated.
#11
I'm so sorry for making all these posts.
But it's like i'm the only one running into these problems because nothing comes up when i search for the answers.
so, pretty much, when i use the cChar.Walk function he doesn't walk to the coordinates i put in. he just, walks to a completely different location.
At first i thought it had something to do with the room being a scrolling room.
now i think it might have something to do with the fact that i'm using the verbcoin template in a resolution of 800x600.
But i really don't know.
#12
I'm trying to set up regions with different walking sounds.
so naturally i'm using the SetFrameSound function.
but, after entering the code into the regions walks onto event and trying to run the game it comes up with the error: room1.asc(9): Error (line 9): Undefined token 'SetFrameSound'

I thought this function was built into the editor. Why would it come up as an undefined token? Or is there something i'm missing here?
#13
I must be going crazy. I've looked high and low.
It even says it in this thread http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0
It's possible to disable the inventory. But i don't know how.
and once disabled how can i enable it?
any help on this would be much appreciated, thank you.
#14
I'm making a game that has two separate characters you can control but one of the characters can go places the other one can't.
I wanted to know a script that would allow one character to enter these areas but not the other.
i assume walkable areas would have a lot to do with this but i'm not sure.
I know there is disable walkable area and restore walkable area but the problem with that is that one character can shout to the other one and they will walk over to them.
so how can i disable the walkable area only for that one character to stop him from walking on it and if he tries to id like him to play a custom animation and to stop trying to walk on it.
also, i have no idea where i would put this script.
maybe the room load, i'm really not sure.
thank you!
#15
I can't figure out a script that simply checks if there is a certain amount of walkable area in front of a character.
i'd really love some help, thanks!  ;D
#16
I not sure if what i want is a simple matter or not.
basically i want to have a button that when pressed makes the main character do a little animation where he splits into two and then the other half be controllable.
I know that the button that makes him animate is at least possible but having the new character show up exactly where he was when the separating animation ended, i figured to be a little more complicated (but hopefully it's not).
here is a picture, if it will help you understand.
#17
I was wondering if there was a way to give the default AGS verb coin a looping animation much like in the game Full Throttle where there are glowing flames constantly wiggling around the verb coin.
Though i wanted the looping animation to be targeted towards when you roll over one of the actions and the graphic for that action animates.
I could only find one other forum post about animating the verb coin and it didn't help me.
#18
I've been making all my animations in photoshop and then saving them as animated GIFs. Then after that using the Quick Import GIF frames function. It worked for the first thing i imported but now i'm trying to import my characters talking animation. When i import the GIF they import incorrectly. With some of the colours showing up transparent and alot of the frames being covered with a big black box. I've tried to figure it out myself and i've looked around on the forums. I can't find a solution. I've been importing them with the Fuchsia coloured background. I've also tried importing each frame one at a time which gave me the same result.
This is what most of the Sprites look like after being imported:

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