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Topics - amateurhour

#1
Just because we ALL loved the classic adventures of Larry, the (almost) entire collection is currently on sale from GOG.com for like $7
#2
HELLO!

I started working on this game (primarily as a demo) back last September with the goal of wrapping it up before a convention at the end of October. After a solid 2 months of work and a load of help in the beginner's technical forum as well as some searches to older help threads, I completed the game on time and got to give away copies of it at the show. I even convinced the Two Guys from Andromeda to sit down and play it and they were very friendly, despite it being pretty low rent compared to what they put out : )

Regardless, I got lazy over the holidays and forgot to post it here so without further interruption, I present Trouble Ticket:




And here's the obligatory screenshots of the game in action





Based on the never popular webcomic of the same name, Trouble Ticket begins after a long night of mad science, where the brilliant roommate Evan has accidentally sent his closest two friends and himself, and possibly the entire world, into a virtual environment full of annoying puzzles and snarky dialogue. Can you, as the gruff and temperamental roommate Chuck, help solve the problem of a maniac computer gone rogue? Enlist the help of your other roommate Couch, the suave Australian ladies man, to solve the challenges and escape this game of doom.

It's a short game with just a couple puzzles (as I said it was more of a tech demo than anything, but it is a complete game) and it features VOICE ACTING, CUTSCENES, and A CHANGE-PLAYER system. ALSO I EVEN MADE AN INSTRUCTION MANUAL, HOW COOL IS THAT!?

All of the artwork and code was done by me, and I had voice acting help from some local talent/friends of mine.

Enjoy, and let me know what you think. I joined the forums back late summer last year and this was the first game I've made so far. I love the engine and want to do more.

Thanks!


Features
-voice acting
-640x400 resolution
-swappable player/inventory system
-really, really snarky dialogue...

#3
Haldo!

Since I've been a lazy bastard and not actually posted my game demo yet I decided to kick off 2013 with an art thread to get some critique on some stuff I'm working on. I like making silly comics for the internet and I'm getting ready to launch an online sci-fi graphic novel in the coming weeks so I wanted to post that stuff here in the critic's lounge. Feel free to give feedback, good or bad!

Here's a few strips from a webcomic I do called Fortune Pancakes







And here's some random doodles from my sketchbook and some finished sketch cards (mostly stuff that's 1-2 years old)

















and here's a few teaser pages/wip images from the graphic novel I'm working on.










#4
My wife and I were set up as exhibitors at the Geek Media Expo in Nashville, TN this past weekend and the Two Guys were featured guests.

I was actually nervous because I've spent the last two months putting together a little demo of an adventure game I've been working on (using AGS) and I had copies to give out at the show.

Mark Crowe (the artistic one) actually sat down and played the demo and was very polite and said it looked good, and we talked about AGS for a while and he had nothing but good things to say about the engine.

Seriously though, Mark Crowe played my game, and liked it. I tried not to fanboy, but it was a tough battle.
#5
So I've had this idea that I wanted to have a cool intro video for the design studio my wife and I formed (Pink Pineapple Ink) (not to be confused with Pink Pineapple, which I think makes animated porn) and I really wanted to kind of pay homage to the Kyle Cooper MARVEL movie intro because it's just plain awesome.

So I designed this for my first game, which I'll be releasing the demo of (and making a thread for) in the next few weeks.

Watch it on YouTube

[embed=425,349]http://www.youtube.com/watch?v=-QTVFpI1FfY[/embed]
#6
Hey, this is a dumb question, but I've looked at the manual regarding the playvideo function, as well as a few threads and the description is a little fuzzy of what it actually does. I'm running a 640x400 game and I've made a video in After Effects to play during the intro in my intro room.

The confusion is to how the video plays, and what the recommended file type is.

Does the video actually play in the 640x400 window or does it launch a separate viewer to play?

Also, is it best to use OGG for the video file, regarding licensing if I wish to sell a game (in the future)?

Sorry to make a thread for that, but the description of the command in the manual didn't really spell it out for me.

Thanks!
#7
alright, I've searched "switching main character, switching player characters", checked the wiki and the manual, and seen where it's possible, and how to do if else statements depending on the character, and even found threads about sharing inventory between characters and setting the game so that when you switch, it automatically takes you to that characters room if they're in a different one...

but I can't for the life of me figure out how to physically switch the characters in game. I'm using the default game template, and all I want is either a button in the top menu or something in the right click cycle of options to switch characters. I've got three characters and I want to be able to control any of them at any given time.

The second issue I'm having is with the text field on the top status bar. I added @overhotspot@ to it so that it would display what I'm hovered over and that works great, I'd like to add a text field before that to show what the mouse action is currently set to, so for example, if you looked at a poster it would say "look at poster" instead of just "poster"

Are the only "@x@" options the five or so listed in the manual or are there more? Will I need to create one, and if so, is there a guide for that? I'm happy to read it to learn more, I just wasn't able to find much in the way of searching aside from custom gui creation.

Thanks!
#8
Alright, I'm having an issue with my room.

So here's the room, and a character in there for reference.



I set a walk behind area in the right side room and that works fine. I set the baseline to the bottom of the right side of the door frame and it's perfect.

The problem is when the character walks down to go to the coffee table, as expected, he disappears behind the walk behind area.

I've searched the forums for walk behind threads, checked the tutorial, and watched the AGS videos on youtube and unless I missed it I can't figure out how to fix this.

Any help would be appreciated.

Thanks!
#9
I figured this would be the best place to post this because it's technical, but not specifically script based. I've been browsing the game database catching up on some newly discovered gems and I was curious as to what the minimum file size is for an ags game.

I'm working on a little tech demo for a convention and I would like to get the playable file size down below 1.4 megs so that I can put it on a floppy disk. I've seen plenty of 2.5 meg games so I was more curious if it was possible or if the source files alone (the most basic compiled data) would be over 1.4 megs.

I could also do a disk1/disk2 kind of thing if I wanted to make an installer, but I was more curious than anything.

Thanks!
#10
So new guy here (well, I've posted a few times now, so new-ish) and I wanted to make an art thread. I've never really tried pixel art before and my first attempt was in a few of the competition threads a month or so ago. I've been having fun with it though so I started working on some art that I wanted to share here and hopefully get some good constructive criticism from some of you experts out there.

A little backstory...

I've been a webcomic artist/writer for a few years and one of my longer running comics has kind of stopped giving me inspiration, but rather than bury it, I decided to turn it into a video game as my wife and I just started up our official studio business and we're expanding content. I had played around with RPG maker but it's clunky and creates HUGE files due to the included source packs so after a little searching I found the amazing utility that is AGS. Having grown up with adventure games (albeit NES ports of most of them) I love the genre and it seemed like the right direction.

So currently I'm turning this....





Into this...

[imgzoom]http://www.pinkpineappleink.com/images/template_Chuck.png[/imgzoom]


[imgzoom]http://www.pinkpineappleink.com/images/template_Evan.png[/imgzoom]

I'd love some feedback on the characters. I started with a template and filled in the pixels in paint for a base layer, then imported that into photoshop for some touch up work. The shading is pretty much carbon copy so I need to differentiate it between the characters, but it's a start.

Also, for fun, here's my new comic Fortune Pancakes





I'll post some other artwork (paintings, sketches, etc) here as well because I'm a sucker for forum art threads.

Thanks for looking at my stuff!
#11
New here, so I apologize if it's been asked 40 times, but I've been lurking except for the art competition threads and searched for two days now and haven't been able to find an answer to this question. Also for reference I've read the tutorials and the wiki but I haven't spent a lot of hands on time with the editor yet. 

I want to start working on a game, and I want a gui system for interaction like the Apprentice series or (I think) the Ben Jordan series where when you hover over the top of the window, you get the drop down for just save/load/quit, and during the game, you right click to switch between interact/walk/look/etc.

I can't see how to do that, and I was looking for some good starting points. Again, sorry if I've just missed it somewhere else.

BONUS POINT LIGHTING ROUND!

Is something like what I listed above also possible with the 9 verb system? I'd like to have the options in future games for give/take/push/pull etc as well.

Thank you!

(aptly named) - amateurhour

(also no, I won't sign all of my posts, I promise)
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