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Topics - Pierrec

#1


He collects beer caps.
She loves birds. Seashells too, but not as much.
They're alone on the beach.
It's warm.
They're in love.
Everything's fine.



Hi! As usual I made a game with AGS for Ludum Dare, and for the first time, this IS a point & click adventure! (kind of)

The game was made in 48h with the theme "Beneath the Surface". It have flaws, of course, but I'm pretty happy with it.


You'll find the game here : http://www.adventuregamestudio.co.uk/site/games/game/1798/

#2
Hi!
I've been using AGS for more than two years for making small adventure/visual novel games, and it hass always been great. Now I would like to make a bigger, more complex game, and I realize my coding skills aren't close to be good enough. I encounter a lot of problems, and hopefully, the help file, the forums and the wiki almost always solve them for me. But this time, I didn't find anything...mostly because I don't know what to search for exactly.

I'll try to explain (it might be a bit complicated) :
The game is kind of like King of Dragon pass. I have several characters, I assign them some missions, and then I end my turn to see what happens.
So, let's say I've got 2 characters (in fact there are 10 of them), Clement and Jean-Charles. I assign them to dig (aClem=1, aJC=1) and end the turn. It first calls this script


Code: ags

// Define who's "acting"
function room_AfterFadeIn()
{
if(aClem==1){
 Who="Clement"; 
 WhoSuj="he";
 WhoComp="him";
 WhoPoss="his";
 Archeo();
 }
 if(aJc==1){
 Who="Jean-Charles"; 
 WhoSuj="he";
 WhoComp="him";
 WhoPoss="his";
 Archeo();
 }
}


//This determine what string should be used in the displays, and runs the Archeo function for each one of them. 

//Now here the Archeo Function : 


//The different events that may happen (randomly) 

function Archeo(){
  int randig=Random(99)+1;
  if(randig<=10){
    Display("%s dug all the afternoon, but it seems %s luck has abandonned him : %s couldn't find anything of interest", Who, WhoPoss, WhoSuj);
    }
    
  if((randig>10)&&(randig<=30)){
    Display("%s efforts weren't totally vain : %s found one rare material. Better than nothing!", Who, WhoSuj);
    RM=RM+1;
  }
  if((randig>30)&&(randig<=60)){
    Display("%s is exhausted for having dug all day, but it was worth it : %s found 2 rare materials", Who, WhoSuj);
    RM=RM+2;
  }
  if((randig>60)&&(randig<=90)){
    Display("%s's lucky star haven't failed %s : %s brought 3 rare materials to the camp, and didn't forget to brag about it!", Who,  WhoComp, WhoSuj);
    RM=RM+3;
  }
  if(randig>90){
    int randigevent=Random(99)+1;
      if(randigevent<=20){
        Display("When %s came back to the camp, nobody could believe his eyes. The blessed digger didn't find any rare material, but something much more worthy : BONES! Not chicken bones, not rabbit bones, but Dinosaur bones!", Who); 
      Display("It was easy to tell because they look pretty old, like millions years old, and there weren't any chicken or rabbit back then.", Who);
      Display("Though everyone was happy with this discovery, an argument broke out to know wether the bones were from a t-rex or an allosaurus. It escaladed very quickly. A decision has to be made.", Who);
        
        dDinosaur.Start();
       
      }
      if((randigevent>20)&&(randigevent<=40)){
        Display("It's a bad day for %s. Despite all %s efforts, %s couldn't find anything worthy. The night was falling, and %s was about to leave, when %s saw something shining in a dirt.", Who,  WhoPoss, WhoSuj, WhoSuj, WhoSuj);
        Display("A coin! It was a coin! A by the look of it, a very very old one, probably a Roman sestertium. By screwing up his eyes, %s could precognize Trajan portrait on it: yeah, totally a sestertium!", Who);
        Display("No doubt it would bring prestige to the clan!", Who);
        
      }
      if((randigevent>40)&&(randigevent<=60)){
        Display("When %s went digging this afternoon, %s felt a strange power coming from the dirt...well, as least that's what %s told the others. It was like someone â€" or something â€" was calling %s, telling %s where to dig.", Who, WhoSuj, WhoSuj, WhoComp, WhoComp);
        Display("%s followed the voice, and soon found a strange stone, glowing red in the dusk, definitely a magic stone! ''The most beautiful thing I've ever seen'', she said.", WhoSuj, WhoSuj);
     
        dStone.Start();
       }
      if((randigevent>60)&&(randigevent<=80)){
       dPickaxe.Start();
       }
      if((randigevent>80)&&(randigevent<=100)){
        Display("Woah, super cool");
      }
    
    }
}


It works great. First the game display the Clement's event, then the Jean-Charle's event.
BUT : If Clement, the first one, ends up with an event with a dialogue in it (dDinosaur, dStone...), the dialogue will be triggered AFTER the JC event!
I just can't understand why! Isn't the script supposed to be executed line by line ? Why does the dialogue wait until the end of the function to be triggered.
I don't think it's a bug, I think it's me not really understanding how programing works. Normally, I would fix this by using a bunch of variables (like : don't trigger JC's event until Clemsevent=1, and, in the end of Clem's dialogue : "Clemsevent=1", but as I said, I've got plenty of character and this could become very messy really quick! I'm sure there is an easier way, because I'm sure there's something I quite don't understand in the way AGS (and programming) is working. Could you enlighten me ?

thanks!     
#3
Completed Game Announcements / Split Fighters
Mon 25/06/2012 18:43:58

It looks like a fighting game
It sounds like a fighting game
It kinda feels like a fighting game
But it's not much of a fighting game in the end, it's only Split Fighters.

I already talked about this game here, while it still was in production, now I'm proud to announce it's finally released!



This game is my biggest project since I worked on it during 3 months. I know this is a ridiculous amount of time, but it's a big step to me since most of my previous games were made in less than 48h (Never Alone Hotline, Crow and Foxy, Ok, Now This Is Awkward...you can find them here).

The story

It's the story of a girl, Severine, who just broke up with her boyfriend. But the most difficult part isn't the break-up, it's what comes after, when you have to confront all your friends and family. That's exactly what Split Fighters is about.

No wait ! Don't go ! It's not a depressing game or anything, I would rather call it silly, with some deeper aspects (at least that's what I tried to make).

Split Fighters features :

  • Five rather complex characters
  • Some beginner's pixel-art
  • Thousands on dialog lines (in fact, two months on three were spent on these dialogues, but don't worry, you don't have and actually can't read them all)
  • Blood, hadokens, fatalities and all this fighting stuff
  • Three endings
  • Many paths

I would love to read some feedback about it. Oh and I almost forgot : I'm not a native english speaker so, even if I spent hours to read the dialogs again and again, there probably will be some mistakes/translation errors. So please excuse me and feel free to tell me if you spot some, I'll correct them in a next version. 

Instructions and credits in game.

Additional screenshots :

#4
I've already made some small games on AGS and this time I wanted to do something different and challenging. I thought : "What would be unusual for an AGS game ?" My answer was : A fighting game!
So here's :


Split Fighters! (the title may change)


The Story : Severine (the girl from my previous game Never Alone Hotline) has split with her boyfriend Antoine. Nobody understand this decision, nor her friends, nor her family. She'll have to confront all of them one by one, to convince them she's not the cold b**** they thinks she are or...to kick their a**. 

Yeah...Doesn't look like a Fighting game scenario...and that's because I lied : Split Fighters isn't exactly a fighting game, but a story game with a fighting system (which I'm quite proud) and a Street Fighters look.


Some screenshots:








As you can observe, I'm not very good at graphics but it won't stop me ^^


Development Progress:

[EDIT]
Story: 100%
Scripting: 90%
Graphics: 90%
Sound/Music:90%

Expected completion date: End of June 2012


Well, that's all for the moment :)
#5
Hi there!
I've already made some point and clicks games with AGS and now I want to try something else.
I want to make a game with a combat screen based on a shifumi game. Well, it's not really a shifumi, it's another chinese game with reloading, blocking and blasting. (you reload, you get an energy point, you can use energy points to blast, if a player get blasted while he was reloading, he lose).
This is a random game, like shifumi, but with a bit of strategy, so, I have to code an AI, and that's precisely my challenge!

I have no problem coding the AI, but I can't think of any way to implement it in AGS. Let me explain...
I've got the AI code, which define the AI choice (reload, block, blast or megablast (like a blast but it cost 3 energy points and can't be blocked).
And I've got the combat resolution code, defining who lose life points, energy points etc...

This is how it should work in my head:
-The player make his choice clicking a button (for exemple : blast)
-The click-on-blast function opens.
-The AI code is "called" to know what is the AI choice (for exemple : reload)
-The combat is solved (in this exemple, the player lose an energy point and the AI lose a life point) 
-The click-on-blast function closes.
-Next turn

My problem is : I can't manage to "call" the AI snippet! I don't know where I should write this snippet to call it when the player press a button.
-If the AI code is in a custom function, I can't call it because nested function are not supported.
-I can't neither use a Struct because it doesn't seem to support if, else, etc.

This is not a scripting problem, it is a structure problem. I think my script is right, and if it is not, I'll be glad to fix it, but I can't even try it because the structure I imagined doesn't fit!

So : Is there another way in AGS to call a complex script snippet (with conditions, variables, etc) into a function ?  ???
And if not : could you think of a better structure ?  ???

I can show you the code if you're curious, but it's quite long.
#6
Completed Game Announcements / Crow and Foxy
Mon 26/03/2012 17:56:53


Crow and Foxy is a game I made un 48h for a french AGS competition, it is now translated in english, that's why I introduce it here.

This is a short game with a twist (or two...) : you have to play a NPC (and a stubborn one) in a classic point and click adventure game.

The game is based on the La Fontaine's tale Le Corbeau et le Renard (The crow and the fox), but you, english speaking people, should better know the Aesop original version of this tale (you know...with the cheese...)

Crow and Foxy is frustrating on purpose (and you'll understand why very quickly) but I hope it will make you smile ^^

Oh and good news : you'll be the first ones to play it in english, lucky you!

Direct download link : http://www.mediafire.com/download.php?6ob184mrowra4l6
AGS link : http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1566&refresh1332780717
#7


Hi everybody!
I finished Never Alone Hotline months ago, but never thought about introducing it to the AGS community...so let's do it!

Never Alone Hotline was made in December 2010 for the Ludum Dare #21. For those who doesn't know it, the Ludum Dare is a 48h game competition and the theme of this one was "Alone".
This game get 12th on the 700 games made for the compo, and got few medals. There is not much AGS makers on the last Ludum Dares (Thecatamites, me...and very few others I don't remember the name) so I'm quite proud of these results!

Never Alone Hotline is not really a game, because you can't win or lose, it's more like an interactive story with no puzzles and only dialogs. It's about a girl working in a hotline for lonely people.

I'm not a native english speaker, so there could be some translation errors in it...sorry.

Here is the direct link to download the game : http://www.mediafire.com/download.php?ywjwdwefqf66is0
And here is the AGS link : http://www.adventuregamestudio.co.uk/games.php?category=&action=detail&id=1565&refresh1332779458

I hope you'll enjoy it!
#8
AGS Games in Production / The First Time
Thu 28/07/2011 18:19:16
The First Time

Hello, I'm new here (I just passed the registration quizz! That was quite easy, I only failed at the captcha)  and new at making games too, but I've got a game in production to show so I suppose I'm in the right place. (I'm also french so, please excuse me if my english isn't good enough).

The story :

This game is called The First Time (in french : La Première Fois), mainly because it is the first time I work on a game.  This game doesn't really have a « story Â», I suppose it is too short for that, but it has a main theme : The creation process, or the difficulty to make a game, especially when you're a lazy beginner. This game is entirely improvised, and I didn't know what it will look like when it will be finished. Now, I can see more precisely, so I dare post on this forum.
The main character is...a main character. He has no background, no real design at first, he's just the main character of a game, and he's aware of it. At the beginning of the game, he meets a lazy talking pigeon...and this lazy talking pigeon is in fact a representation of the creator, myself. A « Mise en abyme Â» like we say in french.
Yeah...I know it seems a bit weird...
Then, the quest of the character will be to help the pigeon finishing the game. I can say much more because the game (this is supposed to be the first chapter) is very short, and I don't want to spoil everything.

The graphics :

As I'm not good at drawing (it is my first time too), I chosed a very simple pixel-art style, as you can see on the screenshots

The music :

Some musicians friends of mine will work on the music. It will probably be the best part of the game ^^.


The game will be released first in french (next month maybe) and I also want to translate it in english. But as you can't see, my english isn't excessively good.
To be honnest, I'm really not sure The First Time will be a good game, but hey, it's my first time!

- Story 80%
- Graphics 90%
- Scripting 70%
- Music/sound 20%


(I know, there is no background, but it is totally normal)






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