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Topics - danbuddle

#1
Hello again everyone,

I have taken the step I've dreaded most on my journey of AGS learning: Animation.  As I am starting to get my head around coding I thought I'd take a break from that aspect and focus on the graphics of my game again (plus I was getting sick to the stomach of the site of Roger.) Anyway, here is the attempt which has no real shading yet (not too sure how to apply this) and lacks detail generally. Any feedback greatly appreciated as always.


http://tinypic.com/r/9ros2a/8
#2
Hello all,

I am really pleased with myself for creating my first fully functional puzzle!

Basically you have to burn some personal papers and a ID card in a toaster. However to do this you need to put some cotton wool in first to get a fire going in the toaster. Also, you can't start burning until both ID card and the personal papers are present in the toaster (along with the cotton wool.)

To achieve this I have been using blank objects (objects in the room with a blank picture so you can't see them) which are Visible = True when I put something in the toaster. So when the papers go in the toaster oBlank1.Visible = True, when the ID card goes in oBlank2.Visible = True and only then can you turn on the toaster and burn them.

Here is a snippet of the code to show:

Code: ags
function hHotspot8_UseInv()
{
if ((player.ActiveInventory == iIdentichip) && (oCwooltoaster.Visible == true) && (oBlank1.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've added the card to the toaster... Let's give it a try....");
cEgo.Say("...it's heating up alright...");
cEgo.Say("Shit, it's on fire!");
cEgo.Say("Ok, it's calming down... it's calming down.");
cEgo.Say("Alright its out, let's take a look...");
cEgo.Say("OK, they're gone. Not a trace bar some ash. That ought to slow down any hope or tracing me.");
player.LoseInventory(iIdentichip);
oBlank3.Visible = true;
return;
}
if ((player.ActiveInventory == iPapers) && (oCwooltoaster.Visible == true) && (oBlank2.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've added the papers to the toaster... Let's give it a try....");
cEgo.Say("...it's heating up alright...");
cEgo.Say("Shit, it's on fire!");
cEgo.Say("Ok, it's calming down... it's calming down.");
cEgo.Say("Alright its out, let's take a look...");
cEgo.Say("OK, they're gone. Not a trace bar some ash. That ought to slow down any hope or tracing me.");
player.LoseInventory(iPapers);
oBlank3.Visible = true;
return;
}
if ((player.ActiveInventory == iPapers) && (oCwooltoaster.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've crammed the papers into the toaster with the cotton wool.");
cEgo.Say("Now I just need my IDENTIchip card and we can be done with this dreadful business");
oBlank1.Visible = true;
player.LoseInventory(iPapers);
return;
}
if ((player.ActiveInventory == iIdentichip) && (oCwooltoaster.Visible == true))
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("OK, I've crammed the card into the toaster with the cotton wool.");
cEgo.Say("Now I just need my personal papers and we can be done with this dreadful business");
oBlank2.Visible = true;
player.LoseInventory(iIdentichip);
return;
}
if (player.ActiveInventory == iPapers)
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("Burn the papers in the toaster? OK, that could work...");
cEgo.Say("...It's not getting hot enough, it's only browned them. Damn.");
return;
}
if (player.ActiveInventory == iIdentichip)
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("Burn the card in the toaster? OK, that could work...");
cEgo.Say("...It's not getting hot enough, it's only browned it. Damn.");
return;
}
if (player.ActiveInventory == iCwool)
{ 
cEgo.Walk(320, 150, eBlock);
cEgo.Say("I've pressed it into the toaster. That should help to get some real heat going.");
oCwooltoaster.Visible = true;
player.LoseInventory(iCwool);
return;
}
}


Here you can see interacting with the toaster is limited by whether the cotton wool is present (oCottonwooltoaster = Visible) and whether or not the two items are in the toaster, triggering the blank objects.

My question is, is there an easier way to do this? The blank objects just seemed an obvious way to do this as I had no other indicators as to whether the Papers or ID card had been put in the toaster yet.

Hope I explained myself clearly either way.
Any advice much appreciated.
Ta.
#3
Hello all,
I am desperately trying to teach myself how to make a game in AGS. However, every time I try something new it is taking me hours of googling and searching the manual to find out how to do simple things. Case in point: I want to use an inventory item (iKnife) on a hotspot (hKitchdraw)and have a few things happen when I do so (change an objects visibility to false, display some speech etc.) But I can't find the commands/functions I need to do this! I must be really missing something obvious here!  What is the best way to find stuff like this out? I seem to be getting lost in in-depth forum posts and manuals trying to do the simplest things.

Dan
#4
Hello again everyone,

I feel I am getting more confident now and I am starting to build up a few rooms which I am happy with. But, this last one is really getting me frustrated. I think mostly because it is the first real close-up, internal room I have done.

Any way here it is:

http://tinypic.com/r/ind4z6/8

I just can't seem to get the lighting to look natural from that light bulb. Circles of lighter shades look stupid. I tried some dithering which looked stupid. I tried just lightening the whole ceiling... which looked stupid. I can't find any tutorials or examples which help in this specific scenario and I am starting think I am missing something fundamental here.Any way I'd love some feedback on this one too.

#5
Hi,

I've been slaving away in Graphics Gale to create a room.  This is the first time I've tried drawing pixel by pixel (in fact the first time I've tried drawing in any serious way at all) and I posted my first sprite a couple of days ago. Now I've got the hang of the software I've started building a room around that, trying to be as meticulous as possible. I have had issues with coloring but think I am just about managing to create a somewhat realistic sense of space but could use some help here also. However, I think I have messed up the perspective and I'm truly stumped.

As you can see below, this started out as a completely 2D venture with the fire place. However, to turn this into a usable room I had to stretch the wall out to give some floor space for a char to walk in.  Consequently I think I've created a sort of fish-eye effect with the image stretching away at the edges. So far that hasn't been a massive issue as I have kept everything pretty much flat. Sadly I am trying to finish off the picture with flooring (floor boards with a potential rug covering some of it) but alas I cannot get them to look natural. I think it is because I have bodged the perspective by mixing it up. I left in the outlines that I have been trying but as you can see they don't look right at all.


http://tinypic.com/r/2nq7712/8

Any help would be greatly appreciated for this and, also, feedback on how to improve the room as a whole.

Many thanks,
Dan.
#6
Critics' Lounge / My very first sprite!
Thu 27/02/2014 18:49:12
Hi all,

I just finished a couple of evenings playing with GraphicsGale and think I finally got the gist of the software. Consequently, here is my first ever piece of pixel work... a wood burner!
I started of trying to do a couple of 320 x 200 rooms/scenes for a game but just couldn't get anywhere so decided to start small and, seeing as there was one in front of me, I drew a wood burner.I find coloring really hard and when I tried some bigger pics I couldn't work out how to manually anti-alias without it still looking odd. Anyway, feedback would be greatly appreciated I would like to quickly build up to a whole room and then finally start a game!


Many thanks and warmest regards,
Dan.


#7
Hello again,
Really enjoying getting to grips with AGS and just finished the tutorial. Yippee!

Only bug I came across was in the dialogue part (part 8 I think.) The tutorial walks you through making a pair of dialogues which link to each other. That is to say, one of the option ins the first dialog is followed by the goto-dialog dWhatever command which takes you to a second dialog.
The tutorial then advises how to go back to the original dialog once done in the second dialog via the goto-previous command.
However, the previous dialog, as per the tutorial has some preamble in the @S Dialog // start up entry point part of the script (something benign like "hello".)
So in following the tutorial I end with a conversation tree that, when returning to the first dialog keeps repeating the greeting of a conversation, even though we have already said hello.

Here is the script for the first dialog with the startup entry point which causes the problem whenever I try to return to this part of the dialog:
Code: ags
// Dialog script file
@S // Dialog startup entry point
EGO: Greetings!
MERCHANT: Good day to you.
return
@1
Merchant: It is a sad state of affairs. I'd rather not talk about it right now.
return
@2
Merchant: That all depends on what you can do for me, doesn't it?
goto-dialog dWares
@3
Merchant: Goodbye.
stop


Anyway, the tutorial said to post any suggestions on improvement so there's one. Can we change so the above solution to this problem is explained in the tutorial. No one likes being set up to fail right?

Dan.
#8
I am a little stuck on this and can't find any other info on the forums relating to it. I want to display a message when the player walks off the screen. So under actions in edges I have set room_Leave right and top to display a message using the display code.

Code: adg
function room_LeaveTop()
{
Display("I can't leave now. There's too much to be done.");
}

function room_LeaveRight()
{
Display("I can't leave now. There's too much to be done.");
}

function room_LeaveLeft()
{
Display("I can't leave now. There's too much to be done.");
}


However, the character walks over the edge, triggering the message, but it causes a glitch whereby the walk animation carries on, trying to complete and reach where the player has clicked and re-displaying the message over and over with each tiny movement of the character. I have to keep clicking the message off over and over again to allow the animation to finish if I want to carry on playing.

Any ideas on how to display messages using the leave command without this happening? Many thanks
Dan.
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