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Topics - benblankley

#1
Hello, I've started a game I'm calling "Opening Night", and it's going to be about all the various crazy things that can happen during tech week before opening a live theater show. I'm a community theater president, and I've got lots of stories saved up about last-minute craziness. I don't think I've ever seen a game quite like what I'm creating, so that's pretty cool.

In some commercial AGS games I've played, the inventory interface allows the player to "look closer" at inventory items. I want this functionality to be required to solve a few of my puzzles. Right now I use the following code, and I wanted to see if if I'm going down the right path.

From globalscript.asc:
Code: ags

function gScript1_OnClick(GUI *theGui, MouseButton button)
{
  gScript1.Visible=false;
}

function iScript1_Look()
{
gScript1.Visible=true;
Display("&8 The script is barely readable.");
Display("&9 Our photocopier is a piece of crap.");
}


And this is what the interface looks like so far:



Thoughts? Am I going about this the right way, or is there a better way to do "full screen" inventory item examination? Thanks for your input.
#2
I've just started working on a game, and I want to make sure I can eventually release it on all the platforms AGS supports. I've searched and searched the forums, and even read through all 27 pages of the Android port development thread.

Am I just not able to find step-by-step directions on packaging a standalone AGS game for Android/iOS? I want to test early, and test often, and I figure the best time to get the game running multiplatform is very early. Thanks! Please move if this isn't the right forum.
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