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Topics - Bernie

#1
Hi! I made a new adventure game called Drowning Cross, but I'm a Unity3d boi now. I still want to share it with all o' you here because I spent a lot of time learning gamedev on these very pleasant and friendly AGS Forums.

The game is a weird mess about a dude looking for his boyfriend who goes missing after a car crash. It's like 30 rooms long and probably takes 2 hours to complete, depending on how used you are to adventure game style puzzles.





Steam: https://store.steampowered.com/app/1091960/Drowning_Cross/

itch.io: https://origamihero.itch.io/drowning-cross

You can also download it on http://www.origamihero.com or on the Google Play Store. It's free everywhere. Thanks for playing!
#2
Hello again AGS Forums! I'm not much on here these days, but since I've made a new adventure game I thought I'd share it. Suppose you could consider it a slightly late halloween title since it has zombies and stuff. It's freeware, no ads or anything. The android version is free of ads, too.

I still love making adventure games, but I'm using all sorts of tools now. I haven't finished an adventure game for ages and I was thinking about making this in AGS (I even did so partially), but I also wanted to create my own adventure framework. And this is the result:



Downloads
http://www.origamihero.com/boneywin.zip (Windows)
http://www.origamihero.com/boneyandro.zip (Android)
http://www.origamihero.com/boney/ (HTML5, should play in many Browsers)

Story Summary
There are times when a short, middle-aged lady has to do what she has to do. For example when a zombie apocalypse is happening. Undra the witch and Kijo the orc set out to stop evil and teach a kid a few lessons about stuff along the way - or not. Because kids these days. Really. Those jerks!

Other Stuff
This is actually a Gamemaker:Studio game. I made kind of a base for future adventure games. You could consider this sort of a test game. It's got a few minor cosmetic issues I may have to sort out but seems quite stable so far. It has a relatively simple interface with 3 icons. I made it extra-big so it can be played on phones. It's a medium-length game.

Let me know what you think, please!
#3
Hello! For my current project I want to use black and white style graphics, reminiscent of old comics. This isn't a new concept, so what I'd like to know is if you could play a game with such visuals. Cutscenes would be comic strips with highlighted panels or closeups with dialog bubbles. Animations are kept to a minimum. The game is pretty text-heavy, a lot of reading is required. Also: Spaaaaaace!! :=

My personal reasons for using this style are: a. To get myself to draw a lot, b. To get things done faster on the visual side and c. because I really like black and white comics.

I tried to keep the GUI very simple so it's basically like a Sierra VGA game with less icons. I want all GUI parts to always be on screen at all times for technical reasons.

Would such a style bother you or take you out of the game? What would you change? Is it too hard on the eyes?

Issues I've noticed myself: I've been really lax with proper perspective, sometimes not using a vanishing point. Gotta pay more attention here. There are visual differences in the character portraits and other close-ups - it's a problem for me to draw them correctly all the time. Also, when the characters are too big even the anti-aliasing won't help smoothing it out. I'm still trying to get better at actual drawing, but time restraints only allow so much of excercise. Any ideas what I should focus on?

Any input is appreciated.





#4
Oh hey. I used to visit the AGS Forums a lot a few years ago. Always had big projects going on but they never got done. I only managed to finish two games back then. :)

I haven't worked on any adventure games for years, so it was about time I made a new one. It's not AGS but Flash this time around. I'm experimenting with different development environments at the moment and Flash is alright and easy to use, but I'm not completely happy with it.

The game I made is called AGwaK Adventures and it's a pretty silly affair all in all:


That's a party hat on the monitor, by the way. I completed an adventure game after YEARS, so celebration is in order!

Download @ http://www.origamihero.com/games/kadv.zip

In AGS terms it would probably be a medium length game. := The cutscene system I made for it was inspired by the one AGS has. I always found it pretty easy to use. It was kind of tough to code a complete adventure engine in Flash - so many aspects to take care of. AGS is a lot more comfortable to use. Overall, I prefer pixels!

I'm glad to see AGS is still going strong! Lots of good new releases, too. Might as well make another AGS game... got a few ideas. We'll see! :D My completion/cancelling ratio still sucks, though.

This also is a general Hi to everybody on the Forums, so... Hi everybody - again!
#5
Completed Game Announcements / Reactor 09
Thu 07/12/2006 17:07:11
Reactor 09
---------------

Escaping from a prison is never easy. But doing it with a correctional officer's consent is even harder. Officer Matthew Holmstett is a walking, talking regulation book and has his own set of ideals. Getting him to do what you want won't be an easy task. Don't overdo it, or you may find yourself handcuffed to a radiator very fast. Nobody trusts someone convicted for murder that easily after all...

The game has 4 different endings, special conditions are required to get the best one.


A few things to note before playing:

-This is my first game I'm not exactly happy with. It's my first try at doing a more serious game and I'm not sure how well it worked out. It was kind of hard to decide whether to put it online or not. This is why I decided to release it only here for the time being.

-The game is for a more mature audience. It makes use of the f***-word sometimes, has animated blood and other things not meant for the eyes of young ones.

-Some testers have reported that the dialogues aren't 'how people talk'. This is not surprising since I learned my english through the internet and never actually get to use it.

-There may be minor bugs left because I added some things at the last minute, please let me know if you spot one.

-The opinions stated by characters in the game are not necessarily mine.

-I kept the game as minimal as possible because I grow tired of long-running projects easily.

UPDATE (10th Dec. 2006):

The game downloads have been replaced with new version with edited dialogues by ProgZmax (Thank you!). Those edits have been added through AGS' translation feature. If you have the old version of the game, you can put THIS FILE in your game folder and choose it in the setup.

Screenshots:




DOWNLOAD (~4.7 MB, Please read my notes before playing)
#6
While working on Reactor 09, I took a longer break to make another freeware game. The whole point of this thread is to get it out into the world and maybe get a few opinions and whatnot.

AGwaK2: Darkside Adventures can be downloaded HERE (15 MB, 7z SFX archive).

Screenshots:


AGwaK2: DA is a platformer inspired by Super Mario Bros. 2 and the mario franchise in general. I tried to make it look and play like a SNES game. The game features a world map, new moves to learn, quite a few bosses, items to pick up and throw, 4 secret levels to find and more.

Sean Cameron made the soundtrack for this game. (Thanks, Sean!)

If you're into old-school platformers, this might interest you. Feel free to criticise the game or post suggestions, I'd love to hear them.
#7
I'd like to rename my game executable to something like game.run (instead of game.exe). The reason is, I want to have a splash screen with buttons such as 'play game', 'help' and 'run setup'.

This works great so far. The only problem is, the AGS setup refuses to work with a renamed file. Yet all it seems to do is set a bunch of values in a config file.

Any ideas? I tried renaming the folder, but that doesn't work in this case.

Thanks!
#8
AGS Games in Production / Reactor 9
Sun 18/06/2006 16:29:26


So what the hell is going on in this game?

Escaping from a prison is never easy. But doing it with a correctional officer's consent is even harder. Officer Matthew Holmstett is a walking, talking regulation book and has his own set of ideals. Getting him to do what you want won't be an easy task - even if it's saving the city from a certain threat. Don't make him angry, or you may find yourself handcuffed to a radiator very fast. Nobody trusts someone convicted for murder that easily after all...

Features

-Info GUI to learn more about the world around you.

-'Trust' bar showing how much Matthew believes in what you tell him. Doing or saying something stupid to him will reduce it and you may end up not getting as far as you wanted.

-Fast and simple to use verb coin GUI

-3 endings

-Medium length (a tad longer than Cedric and the Revolution)

You suck for not finishing Hero Theorem yet!

I'm aware of that. Thank you, conscience.

Release date/State

The game is ~70% complete. Release date? No idea.

Screenshots

#9
NoBlock v0.7

Big bad bug fixed. Bit of a logic error. Don't use v0.6.

NoBlock simulates the cancelable interactions in Lucas Arts games (Sam'n Max, DOTT). You go 'Open Door', but you can still move your guy elsewhere if you feel like it.

You'd use it like this: Make your GUI with all them fancy buttons and so on, but instead of using RunInteraction, you'd go:

NoBlock.Do(eModeLookat, eLocationHotspot, hotspot number);

Now your character would hop over to the hotspot (either walkto point or custom, your call) and then do his interaction stuff. This also works for objects and characters.

List of functions:

function Do();
function Abort();
function GetAction();
function CancelOnClick();
function DisplayNoGoText();
function SetNoGoText();
function UseHotspotWalkto();
function MoveToWalkToPoints();
function MoveOnlyOnWalkCursor();

function SetHotspotPoint();
function SetObjectPoint();
function SetCharacterPoint();

function GetLocY();
function GetLocX();

Function details can be found in the module's readme file.

Download: http://www.origamihero.com/files/noblock07.zip
#10
I'm a fan of sierra-style parser games and gave Interactive Fiction a try recently, too. We can use text parsers in AGS and I've been exploring it for a bit.

Simulating a Sierra text parser isn't hard, but may turn off a lot of players. So I tried to enhance my parser so it's possible to add custom words, objects in the world and inventory item names to the parser with a right click. You also can see location names when the parser is open. Additionally, there's a way to perform standard actions with a right click when the parser is deactivated, kind of like in the SCIV games (KQ5).

I've added an Ask/Tell/Say dialog system. You'd enter a conversation with 'talk to' and would have to come up with topics by yourself. A listbox keeps track of important names and topics and can be used to trigger an ask/tell command for the selected topic immediately.

My questions:

-Would anyone mind playing a game with such a text parser where it's up to you if you click your sentence together or just type it?

-What would your parser system look like, what features would you add?

-Would a text parser keep you from playing a game?
#11
Dear Critics Lounge,

I've been trying to convert the pixel style I use for comical adventures (sort of like in Cedric a. t. R.) into a clean, simple line-based drawing style. I'm not used to drawing comical stuff and there's a lot I'm not sure about.

First off, the drawings + some of my older, cartoony pixel art for reference:


(Please ignore the duck)

Proportions: Taking the style into account, do you think the proportions work like that?

Style: Some say my drawings look like manga stuff. Is this still the case & if it is, how can I get rid of it?

Lines: I'm trying to vary my line thickness, but have no idea where I should make them thicker or thinner.

Overall: Does anything look weird? Does the level of detail work like that? Anything wrong with the stances/poses?

Thanks in advance!
#12
Critics' Lounge / Dynamic Backgrounds
Thu 19/01/2006 00:43:25
I'd like to get rid of 'straight-on' views (with the vanishing point being in the center), so I've been trying to use different perspectives. Two examples:



1. Some rooms aren't big enough to fill a screen, so there's going to be black nothingness in a few of them. Does anyone find this disturbing, especially in the 2nd picture?

2. I guessed on the first picture's perspective because I had a hard time doing that one with vanishing points. Does it show?
#13
Hooray, I finished my first AGS game! :=

This is my MAGS entry for December and is my first complete AGS game (and my second game release overall).

Click this here text to download

Follow the adventure of Cedric and Victor as they try to get a demonstration up and running. It's not as easy as it sounds and they end up doing something completely different, but hey, at least they tried, eh?

Screenshots:



#14
I rebuilt my room files a while back. It resulted in some of my room files getting really huge. They're all over 2MB now and there doesn't seem to be a logical explanation for it. This increased my overall filesize a lot. All my other games had small room files at about 300 kb or smaller.

What could make them so big? Even more important: How can I make my room files small again? Any ideas?

Thanks~
#15
I'm trying to detect which character is the closest one to the player. I have a Distance(char1, char2) function returning the distance in pixels between two characters so far. I suppose it will come in handy here.

Basically, I'd like to make a GetClosestTo(char) function but have no idea where to start. I'd appreciate any ideas or pointers.
#16
A while ago, I took a break from Hero Theorem to make a small game with simpler graphics and sprites. This is what I have so far:

Click this here text to download!

Now, I kind of seem to have lost interest in this for some reason. I have a nice script and the puzzles planned out, and liked it in script form. Please give this a go and tell me what's wrong with it or just tell me what you think. Critique the graphics, dialogs/writing, gui, whatever you want.

---How to play---

Hold the right button so a verb coin pops up. Move over the desired icon and let go to trigger an action. Move the cursor to the bottom of the screen to access the inventory window. The rest is pretty standard adventure stuff. Hit F5 for a menu. You can change the game speed in it if you think it's too slow. A bit later in the game, you can use three buttons at the top to switch between different character modes.

Also, here's a screenshot:

#17
This is my first go at a script module thing. This is an attempt to simulate a movement similar to the ones in games like Chrono Trigger or Terranigma.

Speed, character widths and other things can be altered through functions. I've also added a Thrust() function which allows for the character to be pushed around. Maybe useful when he's colliding with an enemy, or something.

I've added an explanation for each value in the module's description. Please try it out and let me know if you find this useful.

Functions:

EightDir.SetSpeed(int x, int y);
             Sets character speed. Can be changed at any time.
             You could, for example, make the character run
             faster when a button is pressed down.

             SetSize(int x, int y);
             Sets the size of the character's collision width
             and height.

             WalkViewSpeed(int speed);
             Sets Speed of the walking view.

             SetWalkView(int view);
             Sets a new walking view used by the movement.

             SetSlide(int value);
             The lower this value is, the slower the character
             will get to full speed and stop.
         
             Disable(bool value);
             Disables the movement. Set to either 1 or 0.

             NoDirSet(bool value);
             Disable the movement's internal direction setting.

             DiagSlow(bool value);
             If this is true, the character will only move
             at 70% when walking diagonal.

             Thrust(int x, int y);
             Pushes the character into a direction. Useful
             when the character is being hit or similar.

             EightLoopsMode(bool value);
             If this is true, the movement will utilize 8 loops
             instead of 4.

             IsMoving();
             Returns if the player is currently being moved.

             IsThrusting();
             Returns wheter the function Thrust() is still active.

Download here
Mirror
--

I've also made a small platform engine recently. It works well, but the code is very messy. It's not a script module, just an experiment:

http://www.origamihero.com/files/plat2.zip (Use space bar to jump)
#18
I loved how the character in No-Action Jackson was able to talk and you could still control him. Here's a way to code this:

Note: the DisplaySpeechBackgroundEx() and IsCharacterSpeeching() functions were originally posted by Scorpiorus.

Note #2: This uses old-style scripting.

Code: ags

//this goes into header script:

import function DisplaySpeechBackgroundEx(int CharID, string speech);
import function Reset(int overlay);
import function IsCharacterSpeeching(int CharID);
import function SetIdle(int CharID, int View);


//top of global script:

#define AGS_CHARACTER_MAX 150
int bank[AGS_CHARACTER_MAX];

function Reset(int overlay) {

   int i=0;
   while (i<AGS_CHARACTER_MAX) {
      if (bank[ i ]==overlay) bank[ i ]=0;
      i++;
   }
}


function DisplaySpeechBackgroundEx(int CharID, string speech) {
   
   int overlay = DisplaySpeechBackground(CharID, speech);
   Reset(overlay);
   bank[CharID] = overlay;
}


function IsCharacterSpeeching(int CharID) {
   return IsOverlayValid(bank[CharID]);
}

int idle[150];

function SetIdle(int CharID, int View) {
  
idle[CharID]=View;
SetCharacterIdle(CharID, View,0);

}


//game start:

int a=0;
while (a<150) {
idle[a]=-1;
a=a+1;
}


//repeatedly_execute_always:

int a=0;

while (a < GetGameParameter(GP_NUMCHARACTERS, 0, 0, 0)){

if (character[a].Animating==0){
  if (character[a].Speaking==0){

    if (IsCharacterSpeeching(a)==1) {if (character[a].IdleView != character[a].SpeechView) {
    SetCharacterIdle(a, character[a].SpeechView, 0);}}

  if (IsCharacterSpeeching(a)==0) {if (character[a].IdleView == character[a].SpeechView) {

if (idle[a] != character[a].IdleView) {SetCharacterIdle(a, idle[a], 0);}}}}
}

a=a+1;  
}


Use SetIdle() to set an idle view for the character if needed. These kick in instantly, so if you need pausing in that animation, you'll have to do it through animations.

DisplaySpeechBackgroundEx() will let your character do background talking and also display the speech view when he's standing.

Drawback #1: The idle animations won't have a starting timer anymore, but it can be through the idle animation instead (long pause on first frame, etc.)

Drawback #2: The speech view and idle view speeds will need some adjusting.

Other than that this seems to work just fine.
#19
Properties are useful. I like using them so much that I now have more than my properties window can show, and I can't click the 'edit schema' button anymore. Maybe it could have a fixed size with scrolling buttons, just like the schema editor?

I guess a possible workaround for some computers would be to switch to a higher resolution, but not for mine.

It seems the amount of properties is limited, too. Would it be possible to increase their number?

I would also like to say that I totally support this tracker entry for changing properties at runtime.

Thanks~
#20
I made this game engine quite a while ago, and now it's just sitting there on my hardrive, being useless. So I thought I'd upload it so people can try it.

Screenshot:



Controls:

Arrow keys - > Move
Shift -> Jump
Ctrl -> Hit stuff
Enter -> Call menu, use arrow keys to navigate through collected items, press shift to use.
Alt + Enter -> Switch to Fullscreen/Windowed mode

To access all the moves, press 1 on the keyboard. Press E to level up your character to get more HP and MP. You can use the save altar to heal up and save progress.

The available moves after pressing 1:

Down while walking: Roll

Up + Ctrl:
Supar Hit!1 (Jumping while performing a Supar Hit!1 lets you jump longer.)

Running up walls:
Just jump at a wall while walking. You can jump from walls by pressing Shift.

Double Jump:
Press Shift while in midair.

Magic attacks:
Hold Ctrl until character flashes. From that point on, you can shoot fire by releasing ctrl, or perform a radial fire attack by releasing ctrl by pressing up - works with 15+ MP only.

Supar Jump:
Duck until the character flashes, then jump. This move can break blocks and hurt the baddies.

Okay, that's all I can remember for now. Please let me know what you think! :D Ideas and crits are always welcome.

At the moment, I don't know if I'll ever go anywhere with this small idea. Probably not before finishing Hero Theorem, City of Fortune or Skyhammer (see www.origamihero.com for more info).

The game:
http://www.origamihero.com/files/game.zip

Thanks~
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