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Topics - shamz

#1
Hi,

This is my first complete game with AGS that I made for my graduation project for university. I would like to present...



Tony comes back home after three years abroad to find that in his absence, things have changed. For one, his wife Angela is nowhere to be found. And what is this he keeps hearing about a new owner of the apartment building? Thus begins his descent into a creepy little dream narrative...

Screenshots:




Download:
AGS Games Database

I hope you'll enjoy it! If you find a bug or want to contact me, my email is: shamang37@gmail.com
#2
This is my first almost-complete AGS Game that I made for my university final project.

46 MEMORY LANE

Tony comes back home after three years abroad to find that in his absence, things have changed. For one, his wife Angela is nowhere to be found. And what is this he keeps hearing about a new owner of the apartment building? Thus begins his descent into a creepy little dream narrative.





Development progress:
As with all my projects I found myself getting too ambitious, and with the final project deadline looming over my head I had to drop a lot of content to submit something "finished". But since it doesn't follow conventional story structure, I think I can safely say that Story is at a solid 90%. The scripting is almost done; I just need to iron out some bugs and do further playtesting (maybe you guys can help me out with that). The graphics could have more animations, but since that's not my forte I'll just say it's at 99%. The Sound/Music department is the most lacking; there's ambience/music in some screens, and some sound effects, but could be more. 60%

DOWNLOAD DEMO HERE: https://www.dropbox.com/s/y2oynkvznlt8qef/46memorylane.zip?dl=0
#3
Hi, there's something I can't figure out.

I really appreciate this new parameter in the player.ChangeRoom function, where I can specify which direction the character will face after the room change. I was wondering if I can store this in a variable, because I'm writing a function that runs every room change in which there's a chance the player character will be sent to a completely different room (in which the game can be saved). Otherwise, the player will go to the usual room like nothing ever happened.

Here's what I mean:
Code: ags

function SaveChanceRoomChange(int targetRoom, int targetx, int targety, String direction)
{
  if (saveRoomActive){ 
    int randomchance = Random(saveRoomChance);
    if (randomchance == 0) {
      targetRoomNumber = targetRoom;
      targetRoomX = targetx;
      targetRoomY = targety;
      player.ChangeRoom(303, 57, 119, eDirectionRight);
    }
    else {
      player.ChangeRoom(targetRoom, targetx, targety, direction);
    }
  }
  else player.ChangeRoom(targetRoom, targetx, targety, direction);
}


In the example I store the direction as a String because I'm not sure what to store it as. Any help is appreciated!
#4
In a dialog, I have three options that turn off after the player selects them. After the player selects the last one, AGS "returns" to an empty dialog and crashes.

Is there a way I can continue the dialog after all option states have been turned off?

Here's what I'm trying:
Code: ags

@S

cA: I have three things I want to say.
cB: In what order do you want to say them?

return
@1:
cA: Option 1.
cB: Okay.
option-off 1
return

@2:
cA: Option 2.
cB: I hear you.
option-off 2
return

@3:
cA: Option 3.
cB: Gotcha.
option-off 3
return

goto-dialog 2 // this doesn't work since the script doesn't run past the returns
#5
I wrote a custom function intended to add an Inventory item to the player while also notifying that the item has been added.

Code: ags

function Notify(InventoryItem*item){ //not the best function name but I'll change that later
  AddedInv.Text = item.Name;
  player.AddInventory(item);
  gNotification.Transparency = 100;
  gNotification.Visible = true;
  while (gNotification.Transparency >= 10){
    gNotification.Transparency -= 10;
    Wait(1);
  }
  gNotification.Transparency = 0;
  WaitMouseKey(1000);
  while (gNotification.Transparency <= 90){
    gNotification.Transparency += 10;
    Wait(1);
  }
  gNotification.Visible = false;
}


In the header of GlobalScript I imported the function like this:

Code: ags

import function Notify(InventoryItem);


However, when I run the game I get this error:
Parameter type does not match prototype

Now I am new to using pointers and I don't have a lot of experience writing my own functions. I'm guessing I imported the function wrong or I used pointers incorrectly.
#6
Hi, I'm new to AGS. I keep getting this bug when the player character changes room, the game crashes and the following message comes up:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00451A78 ; program pointer is +72, ACI version 3.3.3.0, gtags (0,0)

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.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------

Can anybody tell me where the problem is?
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