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Topics - TurduckenMan

#1
Projector Face is a point and click adventure game following the peculiar actions of a voiceless protagonist, trying to communicate in the only way he knows how. Solve a variety of puzzles and help Projector Face befriend the local kids by creating new things for them to play with and doing what you do best: playing movies on whatever surface you can find.

Featuring a beautiful art style, Projector Face is an interesting experience set in an odd town forgotten to time. Players will need to gather items needed to solve a variety of puzzles, as well as create and repair old film reels and the surfaces they can be projected onto. Put yourself in the shoes of a misunderstood creature, and discover the odd world of Projector Face.

Game Features:

- Repair old films found throughout the town
- Mouse-only controls
- Interact with, pick up, and combine items to solve various puzzles throughout the game
- 100% hand drawn characters and environments
- "Silent Film" style narration

http://store.steampowered.com/app/431850

Projector Face was created on and off over the course of 7-8 months. I'd like to mention that the animations seem to be low frame numbers, and I want to be clear that this was an intentional decision: based off of budget woes and team size. We decided having consistent, low frame count animations would be more reliable than some animations that were higher quality than others.

I also want to give a very huge thanks to the people of these forums, for being hands down the nicest and most helpful online community I've ever had the pleasure to work with. I look forward to beginning another project with this program in the future. I hope you all enjoy the game, a lot of love went into it from myself, the other developer, and the insanely talented artists.









#2
AGS Games in Production / Projector Face
Wed 09/12/2015 22:12:13
Hello everyone!

The game I've been working on for the last few months has recently gone live to steam greenlight. If you could all go check it out, that would be awesome! I'm hoping to release January/February of 2016.

http://steamcommunity.com/sharedfiles/filedetails/?id=556564685

We're currently sitting at Rank #17 out of 1,894 games on greenlight, with over 1,750 yes votes! Wow!

Projector Face is a point and click adventure game following the peculiar actions of a voiceless protagonist, trying to communicate in the only way he knows how.
Help Projector Face befriend the local kids by creating new things for them to play with and doing what you do best: playing movies on whatever surface you can find.

Game Features:

- Repair old films found throughout the town
- Interact with, pick up, and combine items to solve various puzzles throughout the game
- 100% hand drawn characters and environments
- "Silent Film" style narration
- Find hidden collectables throughout the town

Progress:

Art Assets
Backgrounds - 100%
Character art + animations - 85%
GUI - 100%
Objects + animations - 90%

Gameplay
Puzzles - 100%
Scripting - 100%

Audio
Music - 0%
SFX - 75%

Here are some screenshots:










#3
Hello! Quick question, I've currently switched the game's default graphic driver from DirectDraw 5 to Direct3D 9. This was awesome because it fixed a couple graphical issues that were coming up with sprites being scaled in locations, but suddenly a sprite of mine has stopped appearing!

On the main menu, when hovering over any of the buttons, a spotlight is supposed to point at the button, like such:


However, once I switched the graphics driver, this is what happens now:


Any ideas why the sprite has suddenly stopped appearing?
Any help is much appreciated. :)

(Also, here's a screencap of the game so far in case anyone was interested!)
#4
Hello everyone! Quick question from me, I'm currently trying to make it so that when the player has clicked an item in their inventory, the graphic is swapped to a "greyed out" version.

I'm mostly curious how you guys go about doing this? I'm aware of the InventoryItem.graphic feature, but it's more so the overarching system than doing it on a single case basis that I'm stuck with. By this I mean that I'm unsure as to whether or not there's a simple way to swap all of my inventory items graphics with a function or two, or if I have to manually code the change for every possible item.

Is there a way I can associate a graphic with another graphic? Because currently the only thing I can think to do is to say "If X is equipped, change X graphic to Y; if Z is equipped, change Z graphic to A" etc etc and it just seems totally unrealistic based on how many items there are in my game. I feel like there's a way I could say "If an item is equipped, change its graphic to the associated greyout graphic" but my inexperience with coding is making it hard for me to find a solution.

Sorry if that comes across as confusing at all, hopefully you sort of understand what I'm trying to do.
Any help is much appreciated!
#5
Hello everyone!

I'm currently working on a project, and in this project there's a room where my character is meant to pick up and use a hose to spray a couple of things. However, the player doesn't get to keep the hose, so I only want it to be usable in this one location.

I've tried adding a blank inventory item when the player interacts with the hose, and then removing it when they dismiss it. This actually worked decently, however as I don't want some sort of dynamic-moving hose, I need the player to be locked into that position while using the hose. Using the hose on any hotspots cause the character to walk over to the hotspot even though I've disabled his walk option, and I'm having difficulties preventing such a thing from happening. I feel I may be missing something fairly obvious, but after checking the manual and looking for similar threads I'm not entirely sure what to do. (I've thought of setting the walkto point for all the hotspots to 0 and then manually making the character walk there any other situation where it's needed, but that just feels too janky to be proper or reasonable.)

If there's an easier way to temporarily "equip" something to the player then I'd love to hear it, or if there's a way to make my attempted method described above work properly that would be perfect as well. Is it maybe possible to create a new cursormode?

Any help is much appreciated!
#6
Hello everyone! I've recently started using AGS and I'm working on a project which uses a single mouse format rather than the multiple verb style a lot of adventure games go for. I've  read a few threads on the subject and found this one which seemed to give me the best luck so far: http://www.adventuregamestudio.co.uk/forums/index.php?topic=46511.0

I've tried using the code Khris posted there, however I'm having an issue.
The movement works perfectly, and the interaction works perfectly, however I'm finding that left clicking on inventory items isn't setting them to my active inventory. Is this because my Inventory is always on screen?
And lastly, I'd like to change what the mouse looks like based on what is under it. Is this something I should do in repeatedly execute? If so, how would I go about it?

Here's the function I'm currently handling this in.

Code: ags

int lt = GetLocationType(mouse.x, mouse.y);
  InventoryItem*ai = player.ActiveInventory, ia = inventory[game.inv_activated];
 
  if (button == eMouseLeft) {
    if (lt == eLocationNothing) ProcessClick(mouse.x, mouse.y, eModeWalkto);
    else if (ai) ProcessClick(mouse.x, mouse.y, eModeUseinv);
    else ProcessClick(mouse.x, mouse.y, eModeInteract);
  }
  else if (button == eMouseRight) {
    if (ai) player.ActiveInventory = null;
    else ProcessClick(mouse.x, mouse.y, eModeLookat);
  }
  else if (button == eMouseLeftInv) {
    if (ai) ia.RunInteraction(eModeUseinv);
    else player.ActiveInventory = ia;
  }
  else if (button == eMouseRightInv) {
    if (ai) player.ActiveInventory = null;
    else ia.RunInteraction(eModeLookat);
  }int lt = GetLocationType(mouse.x, mouse.y);
  InventoryItem*ai = player.ActiveInventory, ia = inventory[game.inv_activated];
 
  if (button == eMouseLeft) {
    if (lt == eLocationNothing) ProcessClick(mouse.x, mouse.y, eModeWalkto);
    else if (ai) ProcessClick(mouse.x, mouse.y, eModeUseinv);
    else ProcessClick(mouse.x, mouse.y, eModeInteract);
  }
  else if (button == eMouseRight) {
    if (ai) player.ActiveInventory = null;
    else ProcessClick(mouse.x, mouse.y, eModeLookat);
  }
  else if (button == eMouseLeftInv) {
    if (ai) ia.RunInteraction(eModeUseinv);
    else player.ActiveInventory = ia;
  }
  else if (button == eMouseRightInv) {
    if (ai) player.ActiveInventory = null;
    else ia.RunInteraction(eModeLookat);
  }


Any help would be very much appreciated!


[EDIT]
As for the not being able to select inventory items, I've solved the issue. I feel a bit foolish, but all I had to do was set "Override built-in inventory window click handling" in general settings.
I am still trying to make the cursor graphic change when hovering over a hotspot, object, or inventory object though, so I've changed the title of the thread, but I'll leave the previous stuff just in case anyone else has the same issue. Any help would again be very appreciated.
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