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Topics - KodiakBehr

#1
I've got a non-blocking character animation repeating constantly through a scene.  (A whale is swimming.)

I want to trigger the start of another non-blocking animation at a specific point in time, but I want it to be only at the end of a cycle of repeating non-blocking animation so the character doesn't suddenly jump mid-way through the animation cycle.  (The whale needs to attack at a specific point in time, but only after we've reached the end of the swim loop.)

Is there a clever way to go about this?
#2
I'm using Phemar and Dual's Typewriter Text module, and it's great, but I need to make some adjustments for it to suit my needs and I'd like a second opinion as to whether I'm attempting the impossible.

I'm looking to produce typewriter text without blocking or pausing.  The typewriter text must be occurring while the game code is running.  Because of the way the module uses Wait() commands, I didn't think it would be practical.  But then I started thinking that anything with a wait command in it should also be doable with cleverly used timers.

For context, I'll zoom into the critical slice of code, but I can provide more if needed:

Code: =ags

int i = 0;

  while (i < text.Length) {

          displayedLine = String.Format ("%s%c", displayedLine, text.Chars[i]);
          if (display==eTypewriterDisplay_Overlay)
          {
            olTypedText.SetText (System.ViewportWidth - x, font, color, displayedLine);
          }
          else if (display==eTypewriterDisplay_UIElement)
          {
            if (element.AsButton!=null)   element.AsButton.Text=displayedLine;
            else if (element.AsLabel!=null)     element.AsLabel.Text=displayedLine;    
          }

      if (text.Chars[i] == ' ')
        Wait(delay);
      else if (text.Chars[i] == '[')
        Wait(delay*4);
      else {
        if (sound)
          sound.Play ();
          Wait(delay);
       }
      i++;
  }


I've been experimenting with putting SetTimers in various places and IsTimerExpired checks in various places within the while command, but I can't figure out a way to make the code run correctly without these waits.  Does anyone have any insight into how I could pull this off -- or is it a lost cause?
#3
Hi guys,

I could use some help.  I'm trying to use dynamic sprites to draw an unfilled circle whose radius continuously expands until a set point.  I have only been successful in drawing a filled circle.  Is there any obvious way to accomplish what I'm attempting?

The code, for what it's worth, follows:

Code: ags

scanarea = DynamicSprite.Create(800, 600, true);
btnDrawScanZone.Clickable=false;
DrawingSurface *surface = scanarea.GetDrawingSurface();
surface.Clear();
surface.DrawingColor = 2016;
surface.DrawCircle(400, 300, scan_radius);
surface.Release();
btnDrawScanZone.NormalGraphic = scanarea.Graphic;

#4


Get the latest news on Rogue State by following us on Twitter and Facebook!

https://twitter.com/LRDGames
https://www.facebook.com/littlereddoggames




http://www.littlereddoggames.com/


You led the revolution that freed the People's Republic of Basenji from the shackles of the imperialists.  Now, decades later, your regime faces its most difficult crisis -- your own brother.

In Rogue State, you are the Glorious Leader who must hold onto power by maintaining the delicate balance between the interests of fundamentalists, capitalists, patriots and liberals while your brother, Farouk, consolidates power and influence with intentions to overthrow you.  How will you manage affairs with your neighbouring countries while ensuring you don't attract too much negative attention from the Americans? Will you be a generous donor to the United Nations or an international pariah building nuclear weapons in secret?  The choice will be yours in this new game from Little Red Dog Games, arriving in 2015.

Rogue State is an economy-management strategy game made using Adventure Game Studio, beautifully rendered in stunning 1280x800p.  It features backgrounds that were drawn by the incredibly talented UnLady and polished by Derek Restivo.

FEATURES

  • A world of possibilities!  Over thirty possible state purchases, six clandestine projects, eight potential neighbours and hundreds of randomly generated events.  No two games will ever be the same, and the approaches you take in one game may not neccessarily be successful in another.
  • Manage complex relationships that are more nuanced than war and peace.  Forging unlikely alliances may just keep Basenji from the kinds of wars your leadership can't survive.  Other leaders have distinct personalities that may inform your tactics.
  • Choose cabinet leaders to help manage your country.  Maintain their favour by accomplishing relevant objectives.
  • Be the dictator you need to be.  Tackle problems with the level of freedom or oppression you desire.
  • Lots of persistent unlockables, achievements, high scores and secrets.










The Team:

KodiakBehr, Problem, UnLady, Derek Restivo
#5
Engine Development / Best video format for AGS
Wed 02/09/2015 19:07:59
Was debating which forum to post this in, so no worries if it needs relocation.

Until now, we've been implementing video in .ogv format for the usual obvious reasons.  Problem is no matter how the video is compiled, the framerate just isn't as smooth in AGS as I would like.

With this in mind, is there any reason why we wouldn't want to use a MP4 with the H.264 codec instead?  That's pretty much as universal as it gets, isn't it?
#6
UPDATE 9th May 2015:

Fellow AGSers --

The introduction to Rogue State, our next game, is set to a choir singing the national anthem of the Glorious People's Republic of Basenji.  We thought it would be cool to invite all of our friends and fellow AGSers to join in singing the song of our people, which we will stitch together so it sounds like there are dozens of us pledging our undying love for the GREATEST COUNTRY IN THE WORLD.

Interested in helping?  Do you have a microphone or a headset that you can connect to your computer? Then go download this ZIP file, it contains everything you need to join the Great Basenji Choir:
https://dl.dropboxusercontent.com/u/1891681/BasenjiChoir.zip

There are no excuses: you don't have to be a good singer, you don't need good recording equipment. We want it to sound as if the people of Basenji are singing their national anthem, so anyone can join.

Your name will appear in the game credits. And seriously, being credited as a vocalist in a video game? If anything is missing in your curriculum vitae, it must be this!

Thanks in advance for your help,

Problem and KodiakBehr


UPDATE 1st April 2015:

Hi guys.

We received a few auditions, but not for enough characters to sustain the game.  So now we've got to look at our alternatives.

Middle Eastern accents would have been great, but may have limited how many people might be interested in helping us out.  So we're expanding to call now to any interested parties interested in helping us with this game who might have a voice for these characters.

Thank you again.

----------------------------------------------------------------------------------

ROGUE STATE is a Middle Eastern themed strategy game made using AGS for the PC.  We're currently on-track for a Q3 2015 release. The game is a challenging turn-based strategy game with a point-and-click feel. No two games will ever be played the same way, and players will be forced to face difficult decisions balancing the needs of various segments of the fictional society they are ruling. This game examines current events through a satirical lens, while handling the history, culture and current affairs of the Middle East in a very tasteful, thoughtful, yet playful fashion. You can follow us on Twitter at @LRDGames.  You can click my sig for the website.  You can always send me a PM if you've got questions.

We are seeking voice actors interested in playing one of the following twelve roles. At this stage, we don't have much to offer except free copies of the completed game for volunteers, though we are totally amenable to offering royalties conditional on breaching modest sales targets. Let's be pragmatic, though, this will likely not feed your family any more than it will feed ours. If you're doing this, it's because you're having fun doing this. The same reason we are.

If that doesn't turn you off, there's another catch. Most of the characters must sound convincingly from the Middle East. We are looking for close-enough Arab accents that can include North Africa or the Middle East. Persians are also welcome. Pakistani accents may well work too in a clinch. Willing to experiment with Central Asian accents also.

Unfortunately, our sound-studio is flooded right now and the company learjet is in for repairs, so we're asking applicants to have a good quality microphone ready to go.

----------------------------------------------------------------------------------
#7
This should be pretty straightforward, but I'm at a loss for what I'm doing wrong here.

I've got a large database of names, about 600+, that needs to be read from a dat file into an array.

Just to test the waters, I tried to fill the first array slot with the first name...

Code: ags

function ReadCabinetNames(){
  if (!File.Exists("CabinetNames.dat")) return;
  File *i = File.Open("CabinetNames.dat",eFileRead);
  PotentialCabinet[0].firstname = i.ReadStringBack();
  i.Close();
}


It tells me that PotentialCabinet[0] is a null pointer.  What am I doing incorrectly?

Sidenote, are there special formatting instructions for the text in the .dat that I must observe?

Thanks, in advance,

KB
#8


Get the latest news on Rogue State by following us on Twitter and Facebook!

https://twitter.com/LRDGames
https://www.facebook.com/littlereddoggames
Vote for us on Steam Greenlight!




http://www.littlereddoggames.com/


You led the revolution that freed the People's Republic of Basenji from the shackles of the imperialists.  Now, decades later, your regime faces its most difficult crisis -- your own brother.

In Rogue State, you are the Glorious Leader who must hold onto power by maintaining the delicate balance between the interests of fundamentalists, capitalists, patriots and liberals while your brother, Farouk, consolidates power and influence with intentions to overthrow you.  How will you manage affairs with your neighbouring countries while ensuring you don't attract too much negative attention from the Americans? Will you be a generous donor to the United Nations or an international pariah building nuclear weapons in secret?  The choice will be yours in this new game from Little Red Dog Games, arriving in 2015.

Rogue State is an economy-management strategy game made using Adventure Game Studio, beautifully rendered in stunning 1280x800p.  It features backgrounds that were drawn by the incredibly talented UnLady and polished by Derek Restivo.

FEATURES

  • A world of possibilities!  Over thirty possible state purchases, six clandestine projects, eight potential neighbours and hundreds of randomly generated events.  No two games will ever be the same, and the approaches you take in one game may not neccessarily be successful in another.
  • Manage complex relationships that are more nuanced than war and peace.  Forging unlikely alliances may just keep Basenji from the kinds of wars your leadership can't survive.  Other leaders have distinct personalities that may inform your tactics.
  • Choose cabinet leaders to help manage your country.  Maintain their favour by accomplishing relevant objectives.
  • Be the dictator you need to be.  Tackle problems with the level of freedom or oppression you desire.
  • Lots of persistent unlockables, achievements, high scores and secrets.










The Team:

KodiakBehr, Problem, UnLady, Derek Restivo

Development Progress:

Story: 100%
Scripting: 100%
Graphics: 100%
Sound/Music: 100%
Beta Testing: 75%

Expected completion date:

Q4 2015
#9
Advanced Technical Forum / Saving profiles.
Wed 05/11/2014 00:35:46
I have a conceptual question -- I'm working on a game where I want individual players to be able to create their own profiles, if they're on a shared computer.  Saved games would therefore specific to that profile, and no other.  Persistent data in a .dat file would also be specific to that profile, and no other.  How would you go about doing this?
#10
General Discussion / Website Development
Sat 20/09/2014 17:41:50
I'm excited about revealing a couple of new projects soon, but first want to build a nice website where people can view our products, get updates and order copies.

Does anyone have any advice, recommendations or endorsements for a web developer who can produce a clean minimalist site with nice design elements, capable of handling e-commerce that won't cost tens of thousands of dollars?

Thanks!

KB
#11
Is it possible to generate dialogue options by combining variables?

Is it possible to embed dialogue commands like "option-off 4" in functions?
#12
Hi friends,

I'd love some advice as to how I can take this background for an Arabesque presidential office to the next level.  Admittedly, I could use some features on the desk, and the flag and painting haven't been decided yet, but I feel like there's still more I should be thinking about.  I'd be grateful for some comments and criticism.



Thanks, in advance!
#13
We're a team of four generalists who worked closely together on Conspirocracy over the past year.  We have started putting pen-to-paper on a fresh new commercial venture, and want to bring in a partner, whose skillsets include writing and pixel artistry, that we can bring into the project from the ground floor.

We have the vestiges of a story about crooked cops in space and have some interesting mechanics that we want to explore.  We're asking for your assistance with the development of a unique plot, puzzle development and any other skills that you would like to bring to the table.  We're very communicative and responsive, usually messaging each other throughout the day.

If you're interested in joining our team, and want to bounce some ideas with us, please contact me via PM.
#14
I know this is a common question, but I still can't quite get my head around how the solutions offered would apply to my specific case.

I have two structs and two arrays.

Code: ags

struct CrewVariables{
  int floor;
  int health;
  String name;
  };

struct BadguyVariables{
  int Distance;
  int HP;
  String name;
  };

BadguyVariables Enemy[10];
CrewVariables Crew[6];


They were working fine as a general definition in GlobalScript.asc, but now I need to move that information between the GlobalScript.ash and Room 1, so I've moved the structs now to the GlobalScript.ash header instead, and kept the arrays in the .asc.  What do I put in the general definitions of the .asc and Room 1 in order to move all this information around?
#15
I've got buttons that are tied to characters that are being called by their ID numbers.  Is there a way I can single them out other than by their name?

A hypothetical example:

Code: ags

  if (gvcommand=="Operation One"){
      character[selection].Walk(582, 176, eNoBlock, eWalkableAreas);
      btnCrew1.NormalGraphic=106;
      }


I want "btnCrew1" to instead refer to the button that has the ID number of "selection".  Is there a command to do this?
#16
Completed Game Announcements / Conspirocracy
Sun 08/12/2013 20:12:07

A schoolteacher wakes to find his entire life is missing from public record.  His bank account, his health care, his credit cards are all frozen when the government declares him to be a non-person.  As he takes the steps necessary to pull his life back together, he becomes aware of nefarious forces that have conspired against him.  The truth, it seems, is never pure and rarely simple.

Conspirocracy starts in an exaggerated, highly-bureaucratic re-imagining of Toronto, Canada.  Medical droids serve as gatekeepers between patients and doctors.  The activities of beggars and buskers are regulated and tasked.  Airport security is taken to an more extreme, disconcerting level.  As the player, you will have your work cut out for you finding what you're looking for when the system is stacked heavily against you.

Loosely inspired by Douglas Adams' Bureaucracy (1987), Conspirocracy is a comedy that introduces the player to an eclectic cast of characters in a wide variety of locations as he uncovers the secret of what became of his identity.

Only for Windows, English Language

Hate Desura?  You can also pick it up at Fireflower Games

FEATURES

  • A complete story with a large cast of voiced characters, challenging puzzles and lots to see and do.
  • Unlockable achievements for players who discover the many easter-eggs hidden within.
  • A "stress" management system.  Our hero has a weak heart and too many stressful incidents will elevate his blood pressure with dire consequences.  As you explore, you will need to find ways to relax and keep from losing your temper.
  • Our hero carries a cellphone and a tablet with him wherever he goes.  From any point in the game you can peruse a selection of apps that you have installed.
  • A dynamic hint-system that, if activated, will provide a nudge in the right direction when players get a little stuck.
  • Two different endings (with rumours of a secret third-ending for the dedicated explorer) based on two different perspectives you may have about the events surrounding the loss of your identity.

 

 



MEDIA

AdventureGamers.com
Complex Gaming
IndieGames.com
Indie Game Insider



For myself, and a lot of others in the AGS community, this has been a labour of love for the past year and a half.  You can see our development history that took us to this point.  My sincere gratitude to all our supporters during the IndieGoGo campaign, the patient guidance of Khris, monkey and the others on the technical guidance forums along with the welcoming, supportive and fun AGS community.  Special mention goes to Greg, who worked tirelessly at gunpoint to produce all of the featured audio, Denis for writing an amazing 22-SONG SOUNDTRACK for the game, Edwyn for recording thousands of lines, Nicky, Geoff, Kahlief, Joel -- thank you.
#17
Sorry for back-to-back messages on here, but I've engineered myself into a corner and would value a second opinion.

I want to be able to press a button and command an NPC to enter the nearest elevator.  Upon arriving at that elevator, the NPC will reappear in a lower section of the room and then exit the elevator by stepping forward.  Further complicating things, I have run out of regions to use and don't want to use the AGS 3.4 alpha yet.

What I've done is create an invisible object just above the upper and lower elevators that can only be colliding with an NPC if an NPC enters that elevator.  In the room, I say the following:

Code: ags


bool takingelevator = false;
 
function room_RepExec() {

    if (AreThingsOverlapping(cid, 1004) && takingelevator==false){
      takingelevator=true;
      character[cid].x=499;
      character[cid].y=365;
      character[cid].Walk(character[cid].x, character[cid].y+10, eBlock, eWalkableAreas); 
// taking it away from invisible object 1006
      takingelevator=false;
      }
    else if (AreThingsOverlapping(cid, 1006) && takingelevator==false){
      takingelevator=true;
      character[cid].x=2044;
      character[cid].y=365;
      character[cid].Walk(character[cid].x, character[cid].y+10, eBlock, eWalkableAreas); 
// taking it away from invisible object 1004
      takingelevator=false;
      }


It seems the eBlock doesn't supercede the rep_exec, because what happens is the character just ends up bouncing repeatedly between the two elevators and never walks out of them.

Is there a better method to accomplish what I'm trying to describe here?
#18
To your knowledge, is there any way to make a non-player character walk in a room that the player character is not in.

I want the first player character to start to walk to a location, the player to be able to switch by button to a second player character in an unrelated room, and have the first player character continue walking uninterrupted to a point, and then transfer rooms, out of sight.  Is this even possible?
#19
Hello.

At the top of my GlobalScript file, I have code that reads:

Code: ags

    void WriteAchievements(){ //Write achievement data to file
      File *i = File.Open("Achievements.dat",eFileWrite);
      i.WriteInt(ACHIEVEMENT1); 
      i.WriteInt(ACHIEVEMENT2);
      i.WriteInt(ACHIEVEMENT3);
      i.WriteInt(ACHIEVEMENT4);
      i.WriteInt(ACHIEVEMENT5);
      
    }

    void ReadAchievements(){//Read Achievement data from file
      if (!File.Exists("Achievements.dat")) return;
      File *i = File.Open("Achievements.dat",eFileRead);
      ACHIEVEMENT1 = i.ReadInt();
      ACHIEVEMENT2 = i.ReadInt();
      ACHIEVEMENT3 = i.ReadInt();
      ACHIEVEMENT4 = i.ReadInt();
      ACHIEVEMENT5 = i.ReadInt();
    }


When an achievement is earned, the ACHIEVEMENT variable becomes 1.

What's happening is those achievements are only being registered when that particular save game is loaded.  I would like these achievements to be persistent every time the game is loaded.

Could you kindly show me what am I doing wrong here?

Thanks,

KB
#20
Recruitment / Beta Testing for Conspirocracy
Fri 09/08/2013 04:49:07



What is Conspirocracy?  You can read a little about it here. 





This full-length feature project has been going on for a while now and has received a lot of great help from a lot of wonderful artists, actors, composers and designers within the AGS community.  In addition to just being a fun little story, it's intended to raise money for the Foundation Fighting Blindness, a Canadian-based charity. 

Conspirocracy has a sizable cast set in a somewhat contemporary setting.  This game tells the story of a slow descent into the bowels of bureaucracy and is packed full of weird and wonderful characters, and lots of Canadiana.  And after over a year of dedicated work, it's nearly done, and that's why we could all really use your help!

We need a small number of beta-testers to help us find bugs and provide feedback before we release the final product.  In particular, we're looking for people with attention to detail, strong communication skills and a willingness to point out any bugs you may encounter, when they were encountered and any error messages that may have appeared.  We don't just want to squash bugs, we intend to meticulously document their existence before finding and exploiting their only weaknesses and placing their tiny little dismembered bug-like heads onto tiny needles as a warning to all their ilk.

Please keep in mind that this is not a paid position, but beta-testers get a free copy of the game and are fully credited for their help!

Drop me a line if you're interested, either through this thread, a private message, or by e-mailing me at little.red.dog.games@gmail.com.

Thanks!
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