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Topics - Georgeqgreg

#1
Completed Game Announcements / Owl Hunt
Sun 09/11/2014 15:31:29
King Graham thought he had escaped. After his adventure it had seemed Mordack had killed Cedric, or at least put him to sleep. King Graham escaped, and went on a walk in the forest. Finally... alone. Then, that fateful moment when he came across a snake, and those cursed words rand through his ears once again.

"GRAHAM, LOOK OUT! A POISONOUS SNAKE!"

Angry as hell, Graham knew there was only one thing to do. He took out his gun. (Oh yeah, did you know Graham was packing?) The hunt was on... HAVE YOU EVER WANTED TO SHOOT THAT DAMN OWL? WELL, DO WE HAVE THE GAME FOR YOU! OWL HUNT! Finally, you get to point, click, and KILL! Take your revenge on the little bastard, in OWL HUNT! Now out to download below! (Of course, not an adventure! It's more arcade style!)

See the trailer: https://www.youtube.com/watch?v=EDtRdSZRBEc

See the game and download it on Itchio: https://georgeqgreg.itch.io/

AGS Games entry: http://www.adventuregamestudio.co.uk/site/games/game/1847/

Coming hopefully this decade for Linux.

Screenshots:

Screens: (Need to update these links before Aug 15, I'll do it... later.)

#2
AGS Games in Production / [RELEASED] Owl Hunt
Thu 16/10/2014 02:01:14
COMING SOON FROM DEAD OWL PRODUCTIONS:

King Graham thought he had escaped. After his adventure it had seemed Mordack had killed Cedric, or at least put him to sleep. King Graham escaped, and went on a walk in the forest. Finally... alone. Then, that fateful moment when he came across a snake, and those cursed words rand through his ears once again.

"GRAHAM, LOOK OUT! A POISONOUS SNAKE!"

Angry as hell, Graham knew there was only one thing to do. He took out his gun. (Oh yeah, did you know Graham was packing?) The hunt was on... HAVE YOU EVER WANTED TO SHOOT THAT DAMN OWL? WELL, DO WE HAVE THE GAME FOR YOU! OWL HUNT! Finally, you get to point, click, and KILL! Take your revenge on the little bastard, in OWL HUNT! Now out! http://www.adventuregamestudio.co.uk/forums/index.php?topic=51253

Screens:



Progress:

Scripting: 100%
Graphics: 100%
Sound: 100%
Voices: 100%

ETA: November 9, 2014, just in time for the 24th anniversary of King's Quest V! Damn, has it been that long? (Out on schedule!)

Diary 28/10: Owl Hunt now has better HP graphics than the one I gimped in 2 minutes! Stolen from Castlevania.

See the release thread for the download! http://www.adventuregamestudio.co.uk/forums/index.php?topic=51253
#3
Completed Game Announcements / 8
Sun 22/06/2014 21:37:54
From the creator of the outstanding hit, Bubble Wrap Popping Simulator 2013, comes 8! 8 is a game about the number 8. Press the button to hear and see the number 8. (Another not-adventure. I'm (still, in 2017, kind of!) working on one, I swear!)

Website and download: https://georgeqgreg.itch.io/8

AGS Games Page: http://www.adventuregamestudio.co.uk/site/games/game/1804/

Screenshot: (I'm gonna need to re-host this somewhere)
#4
Beginners' Technical Questions / Agstouch?
Sat 07/06/2014 03:39:35
I noticed in some Wadjet Eye games, (like Shivah) there's this plugin called agstouch.dll in the game dir. I'm guessing it's a touch helper? Googleing it doesn't seem to unearth useful information. So I wonder, what does it add, and if it's anything useful to me, how can I get it? (Toying with various interface ideas on mobile.)
#5
I created a simple GUI with an inventory window, my inventory item shows up, but nothing happens when clicking it. I've been really wracking my head over it. :-X

I played with the inventory item's different events, general settings' "override built in inventory click" option, all kinds of different things in the globalscript, (can't remember) and probably other things I can't recall at the moment. My brain hurts. I also have looking through piles of documentation, but most of it was written for AGS 2.x where inventory seems to have worked waaaay different. Also on the first time and only the first time putting my mouse over it I can see part of the inventory label from SSH's description module underneath the inventory window. Weird.

What I'm trying to do is make the inventory item become the mouse cursor by left clicking and I want to be able to look at it by right clicking.

So how do I make the window respond to mouse clicks? Can we start there? :confused:
#6
I just wrote some interface code into globalscript and it seems to work, but I'm wondering if there's something I didn't notice that will cause it to blow it up in my face. I wanted to post the code for critique, but I'm not sure which forum to post it in. Critics' Lounge? Beginners' Technical Questions? Other? :=
#7
A gag game of sorts that simulates the process of popping bubble wrap. Obviously NOT an adventure game! More info is available on the Itchio page.

Features:
Most realistic bubble popping simulation on the PLANET!
Most realistic graphics ever in a video game! That's because they're REAL PHOTOS!
Playable in 14 languages!
Real sounds of bubble wrap being popped recorded from REAL bubble wrap!

System requirements:
Comparable to Crysis

Website and download: https://georgeqgreg.itch.io/bubble-wrap-popping-simulator-2013

AGS Games Page: http://www.adventuregamestudio.co.uk/site/games/game/1709/

Screenshot: (I'm gonna need to re-host this somewhere)
#8
I'm want to store the channel number of a playing audio clip as a variable, and I did indeed work out how to read the channel, with this command.

Code: AGS
radiochannel = aradio1.Play();


But on compile, I get this message.

radiocontrol.asc(8): Error (line 8): Type mismatch: cannot convert 'AudioChannel*' to 'int'

I thought audio channel was supposed to be returned as an int. What gives?

(Yes this question is pretty dumb. Oh well.)

EDIT: Doh. It seems Audiochannel* is a valid type for a variable. I should think things through more often. I'll see if this fixed my problem and edit the thread one last time.

EDIT 2: And everything works as I wanted it! I shouldn't give up and look for a walkthrough so easily! ;)
#9
The dialog doesn't span the screen, for example, if I have a character say. blahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblahblah, it will look like this.



Is there any way to make it utilize the entire horizontal span of the screen, instead of being squished into the center bit of the screen?
#10
There's got to be something really stupid here that I'm doing, or maybe I'm just bad at looking at things. (Please don't be TOO hard on me!) But whatever it is, I've done something wrong, and now my code is doing something I don't want it to do.

Anyway, to be more specific, I am using the 9verbs template to power my game. In accordance with it, I have a section of code that looks like this:

Code: ags
function hDoor_AnyClick()
{
if(UsedAction(eGA_LookAt)) {
StartCutscene(eSkipESCOnly);
player.FaceLocation(152, 65);
Wait(60);
player.FaceDirection(eDir_Down);
player.Say("I don't know why, but I think it's a door.");
EndCutscene();
}
if(UsedAction(eGA_Open)) {
  Unhandled();
}
if(UsedAction(eGA_Use)) {
  Unhandled();
}
else {
Unhandled();
}
} 


Yeah, I don't comment my code. My mindset is "Who besides me will ever look at it?" (Waitaminute...)

Anyway, what we have here is (supposed) to be as follows: When you look at the door, the character looks at the door, turns to the player and remarks on it, sarcastically. When you attempt to open it, right now it's unhandled, but that's a placeholder for when I put proper code for opening the door. Same goes for use. The else clause is for any miscellaneous action that I wouldn't expect you to do to a door. (Pick up? Give? Unlimited possibilities!)

Problem is, after remarking on the door when looking at it, the else statement is executed anyway, causing the character to remark, out-of-context "Nice door". Now, I'll just say that this little unhandled-case string will probably be replaced with some sort of error message in the final game. Part of my design philosophy is to always have a dialog for looking at anything! But there's my current headscratcher. Why exactly is the else statement being executed, and how can I stop it? As I've said, I'm probably stupid, but who knows? 
#11
Hello! It's been a while since I was last here!

Anyway, in recent endeavours, I've been working on some other games. A game I'm currently working on has a few advanced things I'm using, and unfortunately, I seem to have broken it.

Anyway, I should describe the... err... function of my function. First, the game plays a song at the beginning. Then, when the song is done, it plays 1 of 5 songs, randomly. When this is done, it plays a different one. Here is my script code:

Code: ags
function musicplayer() {
while (aIntro.Play) {
  Wait(1);
}
int ran=Random(4);
if (ran=0) aCartown1.Play(eAudioPriorityNormal, eOnce);
if (ran=1) aCartown2.Play(eAudioPriorityNormal, eOnce);
if (ran=2) aCartown3.Play(eAudioPriorityNormal, eOnce);
if (ran=3) aCartown4.Play(eAudioPriorityNormal, eOnce);
if (ran=4) aCartown5.Play(eAudioPriorityNormal, eOnce);
while(aCartown1.Play) {
  Wait(1);
}
while(aCartown2.Play) {
  Wait(1);
}
while(aCartown3.Play) {
  Wait(1);
}
while(aCartown4.Play) {
  Wait(1);
}
while(aCartown5.Play) {
  Wait(1);
}
}


It's uhh... a bit messy! *grin*

Anyway, first error I get is on the first line. It's "GlobalScript.asc(385): Error (line 385): expected '('"

Now, I already have a (! What gives?
#12
AGS Games in Production / Broken Quest V
Thu 28/07/2011 21:24:09
GregsAnimation (that's me!) is pleased to bring you:

Broken Quest V - The Big Rigs of Adventure Games!

THE STORY:

There are some pretty horrible games out there. Perhaps you've heard of them? Perhaps you've played some of them? There are the blandly sucky - Like one of those horrible Wii minigames compilations, and then there are the hilariously bad like Big Rigs. This is like Big Rigs.

Screens:







PROGRESS:

Story: 0%
Scripting: 2%
Graphics: 1%
Sound/Music: 0.1%

Expected completion date: TBA

Development Diary:
July 28, 2011
Started! Added first demo! Added another screen!

Update! First Demo available! Download it here!


August 4, 2011
I've added quite a few rooms in the intervening time and have tweaked it quite a bit. Just gotta make the new content more stable, and then I'll upload a new demo!
#13
Okay, this is probably really freakin' stupid for me to ask, but I've been trying to add MIDI music to a game I'm working on. I'm trying to add MIDI music but when I do I get a compile error. For reference that error is "room1.asc(5): Error (line 5): Undefined token 'PlayMusic'" I've look up instructions but they're all for 2.97!
My room script is currently:

// room script file

function room_FirstLoad()
{
PlayMusic(0);
Display("Hello! Welcome to Broken Quest V! The Big Rigs of Adventure Games! player.Walk(228, 128);");
}

Thank you for your time, I am very grateful for it. And if you need anymore info feel free to ask me!
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