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Topics - Vincent

#1
Over the past few weekends, I've been working on this project from scratch in my spare time. It's still very much a work in progress, but I'm excited about how it's coming together. The biggest challenges so far have been:

  • Optimizing the raycasting to run smoothly in AGS
  • Creating convincing 3D movement within a grid-based system
  • Balancing the enemy AI to be challenging but fair

Still failing to create a proper dynamic lights source. But in the meantime I'd love to hear what you guys think! Any feature suggestions or technical advices are welcome!

#2
Hi I just finished to compile a mini game with AGS-4.00.00.06-Alpha11. The .exe file is working all good but when I try to open it on broswer it gives me this kind of error. Is there any bug related with this version and the web compiling?




Here's the file of ags.js
Spoiler
#3
Hello Agser I am using AGS-4.00.00.06-Alpha11 and I was trying to use the functions Remove/Restore WalkableArea but it gives me undefined token. Altough the manual doesn't say this is an obsolate command and I was wondering to know how to do that?
#4
Critics' Lounge / Platformer
Sat 10/08/2024 10:18:22
I have been working on this in my latest spare time, what you guys think?
#5
Beginners' Technical Questions / Parser text
Sun 14/07/2024 22:27:29
Hey guys I am getting stuck while trying to do something. I am using the Show Text Parser inside a dialog script. This way AGS call automatically Parser.ParseText without to store any string. But how do I check what is the player text? Because I'd like to do something like:

Code: ags
if (param == dDialog1.ID) 
{
  if (Parser.Said("where are you")) 
  {
     string msg = Parser.GetLastWordTyped(); 
     Display("player typed: %s", msg);
  }
}
#6
Hey guys, I wanted to ask a quick question for those who are more experienced. How can I check what the player typed in a text box and respond accordingly by checking what pronoun or verb was been used? I tried this a few days ago and I kind of managed to make it work, but it looks like it will require a lot of lines of code and I would like to make it simple without writing some nightmare code. How would you start doing something like this? What it would be your first approach?
#7
One thing I've always liked to have is a feature to know whether the debug window (for teleporting) is being used or not 🙄 what I'd like to do is teleporting to a room and then check inside the script if the player is inside the room by teleport or not something like:

Code: ags
function room_Load()
{
   if (game.debug_mode)
   {
      if (game.debug_teleported) ... 
   }
}

or is there a workaround to do this already without having a custom debug window?
#8
Beginners' Technical Questions / Android Build
Tue 10/01/2023 13:30:59
Hello I am trying for the first time to build a game for Android. I am stuck at the "key store path" and I dont know what I should do exactly.

#9
Hello to all agser.
Today I was trying to make an effect for a room (640x400) to make it move slightly to the left and right side (as if the room was moving/floating) to accomplish this I have done something like this by using the tween module:

Code: ags
DynamicSprite* sprite; //outside function
//...
sprite = DynamicSprite.CreateFromBackground();
gScreenEffect.BackgroundGraphic = sprite.Graphic;
gScreenEffect.TweenX(2.5, gScreenEffect.X+5, eEaseLinearTween, eReverseRepeatTween);

This is working like I had it in mind, the problem now is to make the same effect for a scrolling room (1280x400) how I accomplish something like this? Cause I am facing few issues like moving the gui with same camera position and to keep the 'floating' effect at the same time, how do you achieve something like this?
#10
Good day to all Agser,
For a testing purpose I was trying to code a really simple isometric movement, as it showed in this video:

https://streamable.com/9vr9qn

By now I've got a really basic approach of it by simply moving the x and y of the player: (sorry for the embarrassing code below)

Spoiler

Code: ags

function repeatedly_execute()
{
  if (IsKeyPressed(eKeyW)) //up
  {
    if (!IsKeyPressed(eKeyS) && !IsKeyPressed(eKeyA) && !IsKeyPressed(eKeyD))
    {
      if (GetWalkableAreaAtRoom(player.x+2, player.y-1) == 1)
      {
        player.y -= 1;
        player.x += 2;
        player.Loop = 3;
      }
    }
  }

  if (IsKeyPressed(eKeyS)) //down
  {
    if (!IsKeyPressed(eKeyW) && !IsKeyPressed(eKeyA) && !IsKeyPressed(eKeyD))
    {
      if (GetWalkableAreaAtRoom(player.x-2, player.y+1) == 1)
      {
        player.y += 1;
        player.x -= 2;
        player.Loop = 0;
      }
    }
  }
}

[close]

While this seems to be looking barely 'good' I notice that by doing so the sprite doesn't move in a streight line, which looks a little weird. I'd like to ask those who have more experience if is it possible to make such a movement without coding a grid or a complex pathfinding? Also with this approach I can't find a proper way to implement the built-in command 'Walk' cause when I do that the walk animation animate so fast. Do you have any suggestions for the matter?
#11
Beginners' Technical Questions / Debug mode
Mon 14/02/2022 16:28:54
Hello everyone,

I am using AGS 3.5.0.29-P7, I have a button which open the inventory and it make a sound, I am also handling the footstep sound using regions in global script. For testing purpose I am using the debug command to teleport into a room, but when I do that and try to open the inventory then the button doesn't make a sound, I can't even hear the sound of the footsteps when I step the regions. Does this have anything to do using the debug?

:Edit: Sorry my mistake, I was altering the system volume on room_leave function.
#12
Good day to all Agser, I am working on a demo which I've have just done right now but I think there's something strange. I have a folder in my computer where there are all the sprites used on the game and the folder size is 21,7 Mb. I have another folder where there are all the music and sound for the game and it's size is 29,9 MB. When I do right click on the compiled folder the size it's 691 MB which it should be around 50 MB more or less, I don't understand why it's become so heavy, do you know why? I am using AGS 3.5.0.29-P7
#13
Good day to all Agser, recently I was trying to write something but I realized that the approach I am using involves a really too long code to write so I hope someone can give me some useful advice or a better approach.

Initially the player starts on a screen where the game randomly chooses one of ten tasks to perform in a mission.

Code: ags

int r;
function room_Load()
{
   r = Random(9);
   if (r == 0) {lblTask.Text = "Find the apple";}
   else if (r == 1) {lblTask.Text = "Find the strawberry";}
   //etc
}


I have an int called "TasksCompleted" to keep track of how many tasks the player has completed, each time a task is finished it increases the int by one.
I also have for each task a boolean called "Task1Completed, Task2Completed... etc" which it turns to true when that specific task is completed.

Code: ags

function hHotspot3_Interact() //task 4 complete
{
   Task4Completed = true;
   TasksCompleted ++;
   player.ChangeRoom(1);
}


Now when a task is completed the player go to the initial screen, but now the game must choose 9 random tasks instead of 10 cause 1 task is completed. And so on, if 2 tasks are completed then the game must select 8 random tasks etc.

How do I tell to the game if a specific task is completed to remove that task from the random counter?
Any help is appreciated.
#14
Good day to all Agser,
I am trying to do something simple but I am having some troubles. I am trying to write a simple function which handle repeatedly the portrait position by using Sierra with Background. I would like to do that when the player is speaking to place the portrait to the left side otherwhise to place it to the right side. I've been writing something like this which doesn't seems to be working fine for some reason:

Code: ags

function PlacePortrait()
{
  if (player.Speaking) SetGameOption(OPT_PORTRAITPOSITION, 0);
  else SetGameOption(OPT_PORTRAITPOSITION, 1);
}


For some reason using this function when the player speaks the portrait goes first right then left and right again... I would like to avoid to go for each line of dialog and add "SetGameOption(OPT_PORTRAITPOSITION, 0);" manually before the player or npc is speaking, apparently that seems to be the only way to make it work fine... I've also tried to change in general setting the sierra-style portrait location to be alternate but that doesn't change anything. Some of you has any suggestion on how to do this properly?

:EDIT:
quote from the manual:
Quote
Sierra-style portrait location - if you're using Sierra-style speech, then this determines whether the portrait appears on the left or the right of the screen. The "alternate" setting means it swaps sides whenever a different person talks

I tested this as I said but it doesn't change anything which is strange.


:EDIT 2:
I guess at the moment I got it solved by writing an extended functions for player and npc when they are speaking, something like:
Code: ags

function PlayerSay (this Character*, String message) 
{  
   SetGameOption(OPT_PORTRAITPOSITION, 0);
   this.Say("%s", message);
}
#15
Beginners' Technical Questions / Draw Circle
Sat 14/11/2020 17:02:44
Good evening to all Agser.

I am having some difficulties doing something that I hope some of you can help.
I'm trying to draw a circle which for every second his arc get erased by a small portion until the arc is completely erased. How do you do such a thing?
Any kind of help is appreciated, thanks in advance.
#16
Hello all Ags'er I am using the new version 3.5.0 Patch 2 and I was wonder to know how has this line of code been replaced with the new version?
Code: ags
system.viewport_width
#17
PAINTED BRAIN STUDIO is proud to announce:



Story:
The story is set in an old mansion and sees guests for a political confrontation between two possible candidates for mayor and to examine their proposals. You will take on the role of Norman, a former cop, who now works in private and will have to solve a dark mystery in that mansion as the political challenger has mysteriously disappeared.





Team:
Vincent Cortese: Programming
Fabio Forte (Aka Johhny Di Elea): Story, dialogs, graphics, music and sound effects

Development Progress:
Story: 70%
Scripting: 40%
Graphics: 40%
Sound/Music: 20%

Special Thanks:
Khris - Keyboard Movement, Chat Display, SmoothScrolling
Ivan Mogilko - Key Listener
Edmundo Ruiz - Tween Module

Note:
The default language is set to be in Italian. You can switch to English via winsetup!
Some graphics and some aspects are temporary and don't represent the final game be understanding. Thank you ;)
If you spend more than 45 minutes in the mansion you will have surprises!

Controls:
Movement: Arrow keys
Menu: Key Escape
Map: Key M (Zoom in-out Key Return)
Move Map: Arrow keys
Close Map: Key Escape

Follow us on Facebook!
Download Political Enemy (demo) here!
#18
Completed Game Announcements / Tales of Jayvin
Thu 06/06/2019 00:12:53
SPAMFASTIC STUDIOS is proud to present:
   





Tales of Jayvin won the "Best Non Adventure Game Created with AGS" at the AGS Awards 2019!

Also...
Nominated, Best Game Created with AGS 2019
Nominated, Best Freeware Game Created with AGS 2019
Nominated, Best Gameplay 2019
Nominated, Best Programming 2019
Nominated, Best Puzzles 2019




The Story:
------------------
Jayvin an unlikely hero, if every there was one, stumbles into a portal and finds himself in the land of Naturnum.
Unbeknown to him, his arrival has been expected.
Evil forces, commanded by the Dark Lord, Arachemon, are wreaking havoc across the Universe.
Only Jayvin has the power to fight these forces and put an end to Arachemon's reign of terror.







Team:
----------------
Vincent Cortese - Game concept and Programming.
RetroJay - All in game art,  programming, graphics and sound effects.
Barbwire - Dialogs, stories, poems and additional game ideas.
RetroLee - "One" story, additional game ideas and sound effects.
Daniel Kobylarz- All in game music.


Game Information:
------------------
Genre: RPG/Adventure/Puzzle Solving
Engine: AGS 3.2.1.
Resolution: 640X400.
Colour Depth: 32-bit colours.
Graphics Driver: Direct Draw 5.
Controls: Keyboard and Game-pad support. Game-pad controls are fully re-definable within the game menu.
Operating System: Windows/MacOS.


Special thanks to:
------------------
Chris Jones and Adventure Game Studio.
Edmundo Ruiz - Tween Module
Snarky - Day/Night Cycle
Jerakeen - Particle System Manager
SSH & Dusk - EpicShadow
Steve McCrea - Lake Module
Khris - SmoothScrolling, Keyboard Movement
Wyz - Joystick and game controller plugin
Dennis Plöger - Conversion to Mac

Binocular room music...
"Relent" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/


Released the soundtrack at:
------------------
Bandcamp:
https://dankoby.bandcamp.com/album/tales-of-jayvin-original-soundtrack
Spotify:
https://open.spotify.com/album/5o6ReS3P3VEdIeb6GVccgY?si=oQnqFgTvQ6GJEKacKc-BSA

And all of the other streaming services.


Download Tales of Jayvin!
#19
I would like to ask how does it work the "Selected Background Color Number" for a listbox into the editor? Because I would like to do exactly something like this but without using colors, I would like to use an image like an highlight bar whenever I select an index inside the list box. I can make to work this with the first 5 items into the listbox but whenever I have more than 5 items and use the scroll up or down button then everything go messy. To display the highlight bar I am doing something like this:

Code: ags
function PlaceBrightButtonForSave()
{
  if (ListSave.SelectedIndex >= 0) 
  {
    BtnBrightSave.Visible = true;
    if (ListSave.SelectedIndex == 0) BtnBrightSave.SetPosition(20, 59);
    else if (ListSave.SelectedIndex == 1) BtnBrightSave.SetPosition(20, 68);
    else if (ListSave.SelectedIndex == 2) BtnBrightSave.SetPosition(20, 77);
    else if (ListSave.SelectedIndex == 3) BtnBrightSave.SetPosition(20, 86);
    else if (ListSave.SelectedIndex == 4) BtnBrightSave.SetPosition(20, 95);
  }
}



Whenever I use to scroll up or down the listbox I have something like this:

Code: ags
function BtnDown1_OnClick(GUIControl *control, MouseButton button)
{
  ListSave.ScrollDown();
  SliderSaveSroll.Value = SliderSaveSroll.Max - ListSave.TopItem;
}


How do I should go ahead and to make this to work fine?
#20
AGS Games in Production / Tales of Jayvin
Mon 06/05/2019 18:12:23
THE GAME IS RELEASED!!
COMPLETED GAMES THREAD


SPAMFASTIC STUDIOS is proud to announce.
TALES OF JAYVIN
-------------------

Team Presentation:
------------------
At the ouset we approached the project with the intention of producing a fairly basic Role Playing Game, with the emphasis on defeating various creatures in battle. Now, nearly four years in the making, our game has developed into a far more ambitious RPG/Adventure/Puzzle Solving game and has surpassed our earlier expectations.


Vincent Cortese: Game concept, programming
Jason Ashenden (RetroJay): Graphics, programming, sound effects
Barbara Ashenden: Dialogs, stories, poems, additional game ideas
Daniel Kobylarz: Music, sound effects


The Story:
------------------
Jayvin an unlikely hero, if every there was one, stumbles into a portal and finds himself in the land of Naturnum. Unbeknown to him, his arrival has been expected. Evil forces, commanded by the Dark Lord, Arachemon, are wreaking havoc across the Universe. Only Jayvin has the power to fight these forces and put an end to Arachemon's reign of terror.


Some Screenshots:
------------------




Game Information:
------------------
AGS 3.2.1.
640X400 Resolution.
32-bit colours.
Direct Draw 5 graphics driver.
Keyboard and Controller support.
OSWindows Operating System.


Development Progress:
------------------
Story: 100%
Scripting: 100%
Graphics: 100%
Sound/Music: 100%


Special Thanks:
------------------
Edmundo Ruiz - Tween Module
Snarky - Day/Night Cycle
Jerakeen - Particle System Manager
SSH & Dusk - EpicShadow
Steve McCrea - Lake Module
Khris - SmoothScrolling, Keyboard Movement
Wyz - Joystick and game controller plugin


Expected Completion Date: June 2019
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