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Topics - pixelincognito

#1
Thank you all in advance but I'm having an issue.

The set up-
My character enters a room and there are a number of enemies, when you attack or they attack (being turn-based), I display a simple GUI with a label in it that displays either damage caused or if the attack was a miss; a miss.

The GUI is displayed in the right place in the room I test my combat but when I move to another room (with different dimensions I may add) the GUI is in a totally wrong place.

Code: ags

gImpact.Visible=true;
aMiss.Play();
gImpact.SetPosition(object[0].X-9, object[0].Y-40);
lImpact.Text=String.Format("Miss!");


likewise when I want to move the gImpact GUI to the player I use a player.x-whatever, player.y-whatever and this also has the same affects as the displaying over the objects - it is correct in my test room but it isn't in other rooms of different dimensions player position. I thought that having a GUI set to the object.X and object.Y with a simple offsets would work fine regardless of the room size and where the objects are positioned in the room. I'm guessing I'm doing something wrong or that I'm not fully understanding how offsets work.

Any thoughts would be much appreciated as I'm trying to keep things as simple as possible.

Cheers
#2
Hi

I'm having a slight issue, I have a label which I use to to tell the player the name of objects/hotspots the mouse rolls over.
I'm working on a combat system where I'm using objects as enemies and I've set an 'Enemy Name' as a custom schema property.

Trying to keep things simple I have this in my repeatedly_execute_always()

Code: ags

int Local = GetLocationType(mouse.x, mouse.y);
  
    if (Local==eLocationObject){ //Displays Objects in the Mouse-over Text
      
      String Enemy_Name = object[0].GetTextProperty("Enemy Name");
      String Enemy_Name2 = object[1].GetTextProperty("Enemy Name");
      lFocus.Text=String.Format("%s", Enemy_Name);
      lFocus.Text=String.Format("%s", Enemy_Name2);
    }


This kind of works but it's only displaying the name of the second object and the first object's name is being overwritten by the second. E.i I have 2 bats in  room, the first bat is called "Bat" the second is called "BatFACE" and with the code above both are being labeled as "BatFACE"

Any help would be greatly appreciated as I'm a little stuck, this is the first time I've really used custom properties and the schema.

Cheers.
#3
Hi

A little like the 'UpdateInventory(); is there a way to update GUI details within the 'function room_Load()'? I have a GUI with various fields that take their data from global variable strings and integers but it looks a little ugly when these fields appear at their GUI default values to what they should actually appear as. This would be really handy for me in a number of other ways too so I hope something out there exists...that or I'm going about displaying my GUis in the wrong way.

Any help would be greatly appreciated.
Cheers!
#4
Recruitment / Dustbowl - Android Support
Wed 08/07/2015 09:56:43
Dear fellow AGS's

My name is Mark Pilkington, a games developer based in the highlands of Scotland and I'm seeking AGS port support for Dustbowl.

Dustbowl is first and foremost, a point'n'click adventure game with elements of an RPG and survival game with crafting, food and hunger, quests and combat. It's an ambitious monster of a game in a classic C64 palette. We're currently working on a Sandbox mode for the game which we hope to finish within a few weeks which opens the game up for freeplay.

The game is 100% complete and I'm looking for any help with building the game to Android and IOS (people may have seen my posts asking questions about such a subject). If you could offer support, advice, get me on the right track in getting the game into some kind of distributable application for Google Play Store or iTunes that would be just wonderful.





I'm not especially technically minded being the artist of the team but using https://bitbucket.org/monkey0506/ags/downloads/AGS-3.3.2.apk (supplied by Crimson Wizard) on my tablet and I'd say the game functions a lot better on the device than PC really (and it looks beautiful on the retina screen).

So I know it functions on the tablet it's just the next phase I'm lost at. So if you think you can help please PM me and I can give you my skype details and we can chat about it some more?

Any help would be amazing on this subject.
Mark.
#5
Hi

We've recently finished Dustbowl but we're looking at porting the game to other platforms if possible and we're looking at Android. I had installed AGS_2012-11-29_17-36-18.apk from the JJS daily onto my tablet and changed the directory the app searches to a folder I created on the tablet itself and moved the game files over via USB to the tablet (so it's not using an external SD...which might be my problem) but is this an emulator for simply playing ags games on tablet or is there a way to package ags games into it's own .APK distributable? Any support would be wonderful...I'd love to get Dustbowl on mobile devices but it's all a bit over my head.

Again...any support would just be amazing.
Mark
#6

Welcome to the Dustbowl
The world is a desolate place, humanity is in a transition from life to extinction as those that lived through the events cling onto the threads of survival. The world is a dead, dusty landscape filled with ghosts and spectres, of smashed cities and dried oceans. The surface is a symbol of what has been lost.

What is the Dustbowl?
The dustbowl is an 6-mile crater surrounded by earth the size of mountains, legend has circulated around this strange place that a great treasure is in it's centre or an abandoned alien weapon. Many have tried to reach the dustbowl but none have succeeded. It is not just the impassable terrain that makes it impossible to reach but a strange radiation that boils anything it touches.

Features

  • A unique turn based combat system - Get ready for fast paced retro combat like you've never seen before. Use special items to change the odds and equip powerful weapons to get the upper-hand. %90 Complete
  • Full inventory management - stackable items and a full .Kg weight system. %100 complete
  • Hunger and Thirst system - Keep your stomach full with food and drink adding depth to your wasteland survival. %100 Complete
  • Armour up! - Armour updates your look in game!
  • Poin'n'Click! - It wouldn't be an AGS experience without the solid point & Click system with dialogue trees and solve puzzles out in the field and also in the underbelly of your home.

  • Status Effects - Get sick! Bleed out! Get Poisoned! Suffer fatigue! Combat and the environment are both deadly things: from radioactive dust to brutal combat damage; make sure you have the gear to survive! %30 Complete
  • Rogue Trader - Find items, and buy, sell and search the wastes for fortune and glory! Or die trying %50 Complete
  • Assignments, Sidequests & puzzles - deal with characters that live in the shadows as a mercenary and complete assignments for the Hub as a militia member.
  • Hardcore enough? - Play the game with a permadeath option.

(A panel from the intro sequence)





We appreciate the time you've taken in looking at this thread and we hope to be posting many more in the near future! You can also find us on IndieDB.

Thank you!
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