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Topics - LetterAfterZ

#1
Hey guys,

Been banging my head against a wall for about 2 hours on this one, I'm sure it's simple enough - just can't quite get my head around the rules of the scripting quite right yet.

So, what I want to achieve is that I have a basic introduction scene with some cycling text and want any keyboard press or click to bring up a prompt "Do you want to skip this cutscene?". The problem I've faced is that my listener doesn't seem to registed while the cutscene is playing out and the inbuilt cutscene script has no (obvious) way for adding a prompt that I could see.

My code (at this moment) is this:

Code: AGS

// room script file

function room_Load()
{
  //Play room music.
  aMusic1.Play(eAudioPriorityHigh, eRepeat);

  //Hide mouse cursor for intro
  Mouse.Visible = false;
}

function myStartGame()
{
  //re-enable mouse cursor
  Mouse.Visible = true;
  
  //START GAME: go to starting game room.
  cChristianSpear.ChangeRoom(1, 60, 348);
}

function on_mouse_click(MouseButton button) {
    Display("A click!");
    //NEED TO ADD A CONFIRMATION MESSAGE HERE
    myStartGame();
  }
}


function room_AfterFadeIn()
{
  ShowTextCentered("Game Title", 2016);
  
  Wait(80);
  
  ShowTextCentered("A subtitle placeholder...");
    
  Wait(80);
  
  ShowTextCentered("This is the prologue cutscene placeholder", 7);
  
  Wait(80);
  
  ShowTextCentered("In this scene we'll see the FIRST dream sequence.", 7);
  
  Wait(80);
  
//Start the game
  myStartGame();
}


Note: Show text centered is a little custom script that creates a Textual Overlay.

Thanks for your help!
#2
Hey guys,

After making some silly little games that sucked, I've been working on the script for my first proper adventure game.

So far I've developed a pretty comprehensive back story, mythos and universe for my game (most of which won't ever even be revealed to a player) and I'm now fleshing out the first in what I hope will become a series of games.

I'm drawing inspiration from a wide range of sources, and I want to create something with a lot of depth that will keep people guessing over several games.

I've finished the skeleton script for my game but I was just wondering how long the first game should actually be? I've played a lot of AGS titles and often I feel they are much too short (especially the first of a series). At the same time I don't want to create something that just drags on (like the Longest Journey series - even though I enjoyed them). There's a lot of room in my story to develop my characters early on, and I do feel this will help engross the player and make the world more alive.

There are currently about 28 key scenes in my story, but I feel this may be a bit short.

What would you say is the ideal play length for an adventure game?
#3
Hey everyone,

I've been stopping and starting to create an AGS game for about 10 years, so I thought it's time to finally bite the bullet and get things going.

I'm out to make a game with the potential scope for sequels. At this stage I've determined the whole story arc, for both an individual game, potential sequels and a finale.

I have the key moments and history and world rules worked out, and now I'm tackling the best way forward from here.

I thought a good starting point would be to begin fleshing out the rooms, etc with placeholders and then doing the graphics and audio as the final stage.

What are your thoughts on this, is this a good way to go ahead? Any thoughts on how I should layout my story, and what's the best way to approach introducing puzzles to the game?

Anyway, I'm putting together the comps of my backgrounds and I've just finished the first (the apartment of the main Player character).

I intend to redraw over the top of it in a retro style, but what do you think of the room layout, vanishing point, perspective etc?

I haven't got any characters fleshed out yet, but they are roughly a foot shorter than the door if standing inline with it.



Sorry if this is a bit question overload btw!

EDIT: Added another image
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