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Topics - Loslem

#1
Hey guys,

okay, long story short, I've been tinkering with FL Studio for some time now and I'd love to show some tracks I composed over the course of a year or so.
Be warned, they use a lot of reverb and delay, as mainly I was trying to work on an underwater theme. Critic welcome, there's always room to improve :)

https://soundcloud.com/andy-wa-242100310/sets/game-music-with-a-lot-of-reverb

Edit: I'll continue adding tracks too the list.

Also: if you hear a track and think "maybe i could use this for a scenario" hit me up
#2



Hi Guys, here's something I'm currently working on.

Abyss Inc will be a mystery platformer, with puzzle elements.


You just regained consciousness but can't recall who or where you are.
Set out to explore what has happened to you in this deserted research facility underwater. It's your desire to regain knowledge of your past. For this you will have to gather clues and materials shining some light on your environment.
At this state you will be indoors, it's planned to have exploration areas outside on the bottom of the sea.

As a devleoper I'm just at the beginning. Now I have this stable demo and I need feedback to know if it's going in the right direction - and also to gather new ideas or recommendations to improve the experience.



Get it via GameJolt:

https://gamejolt.com/games/abyssinc/404160


Update: Kumpel found a game-crashing bug, a GUI wasn't confirmable so you would get stuck if it popped up. Fixed now, new build uploaded.
Screenshots and game footage:













STATUS:
- graphics 20%
- puzzles 20%
- scripting 40%
- music/sound 20%



#3
Hi guys!

Trying to avoid necroposting here. If an admin thinks this belongs to the module thread, I'm begging your pardon :/

So, I upgraded to the newest AGS Version. Looks, nice, works nice, all good.

I wanna use the Magnifier-Module for animating a Sniper-Crosshair while using a rifle.
So far so good. I used the magnifier Module before, in AGS 3.2.1. and it worked.
So, I set up the code provided by the Manual, but this time I got the error "Attributes of identifier do not match prototype", and it refers the first line of this chunk of code from the magnifier.ash.


Code: ags

bool IsModeEnabled(this Mouse*, CursorMode mode) {
  CursorMode prevmode = this.Mode;
  this.Mode = mode;
  bool enabled = (this.Mode == mode);
  this.Mode = prevmode;
  return enabled;
}


Any ideas?
#4
Hi guys,

so for the first time I want to use some custom functions to generate me some shortcuts.

It's just about getting the charcater to play a pickup animation, making the object invisible and adding the item to the inventory.
That'S really an old issue, and I started by digging up some old Code-Advice that Khris scripted 10 Years ago or so.
So, in the Globalscript I have
Code: ags
function PickUpLow(int dir, int obj, InventoryItem*inv) {
  player.LockView(6); // change this to the pick up-view 
  player.Animate(2, 5, eOnce, eBlock); // play pick up-animation, make sure it's blocking
  object[obj].Visible=false; // turn off object
  player.AddInventory(inv);
  player.UnlockView();
}


Int he GLobalscript Header:
Code: ags
import function PickUpLow(int dir, int obj, InventoryItem*inv);


In my Roomscript it will be;
Code: ags
function oBlueCup_AnyClick()
{
  if (Verbs.MovePlayer(523, 531)) {
    // LOOK AT
    if(Verbs.UsedAction(eGA_LookAt)) {
      player.Say("It's a blue cup.");
    }
    // USE
    else if(Verbs.UsedAction(eGA_Use)) {
      player.Say("I'd rather pick it up.");
    }
    // Push
    else if(Verbs.UsedAction(eGA_Push)) {
      player.Say("It might break.");
    }
    // Pull
    else if(Verbs.UsedAction(eGA_Pull)) {
      Verbs.Unhandled();
    }  
    // PICKUP
    else if(Verbs.UsedAction(eGA_PickUp)) {
      PickUpLow(eDir_Right, oBlueCup, iCup);  
    }
    //USE INV
    else if(Verbs.UsedAction(eGA_UseInv)) {
      Verbs.Unhandled();
    }
    // don't forget this
    else Verbs.Unhandled();
  }
}


My Error reads:
Error (line 105): Type mismatch: cannot convert 'Object' to 'int'


My guess is that maybe some codestuff was updated in the timespan of ten years, and I'm just missing something obvious. 
So... Any thought?
#5
Hi Guys,

I'm not much of a scripter, so I work mostly with workarounds and creative stuff I fuddle together.
So, here's what I have in mind:
I want acharacter to be able to use a Nightvision Mode.
Until now I managed to do this (I fuddled around with Abstaubers Tumbleweed Demogame, I mostly do this when just trying out stuff):

Code: ags

// Push
    else if(Verbs.UsedAction(eGA_Push)) {
     gGui1.Visible=true;
    gGui1.LockView(VIEW4);
  gGui1.Transparency = 0;
  gGui1.Animate(0, 1, eOnce, eBlock);
  SetBackgroundFrame(1);
  gGui1.Transparency = 25;
  gGui1.Animate(1, 1, eRepeat, eNoBlock);
  SetAmbientTint(0, 155, 0, 100, 100);


Video Example:
https://www.youtube.com/watch?v=hlHwBXSVnEY

Basically I created a GUI over the whole screen and animated it with the Gui Animation Module. Loop 0 is the startup (think of turning on an old TV), Loop 1 is the grainy flickering overlay to give this atmosphere. I wasn't satisfied with the TintScreen command, so I decided to alter the BackgroundFrame in GIMP and call this when turning nightvision on. (though I'd like to avoid this I think it's won't be much of extra work, the Nightvision should only be needed in certain rooms) The character is tinted all green via SetAmbientTint. I thought the object should be tinted to, but somehow this does not work until now. Maybe I'll just have to alter the Object sprites to and set animations there..though this could be really a lot of work...


Question: so far, do you like the idea?
And how could I improve. For example I don't know how to pack the commands in one line of script so that I could call it with one line like "nightvision_on();" or so.
Also the objects not tinting with the ambient tint. The manual says it should tint all objects and characters.

Oh, forgot to mention: I used the newest AGS beta (3.4. Beta 7)


EDIT: OKay, I solved the Object Issue. "Use Ambient Light Level" was set to false. Everything cool now.
#6
Hi guys!


So, for the most I've been creeping the forum for some months now and I finished making my first little game. (There really was next to no need to post something, it's amazing how much answers are provided in old help-threads.)

In "The House without windows" you take control over Ida, a girl who investigates a haunted house.


Screenshot_20170814-124631 by Andreas Wachtendorf, auf Flickr

Screenshot_20170814-124412 by Andreas Wachtendorf, auf Flickr

I choose a rather trashy stile (mostly because I like trashy stuff). I only used 3 colours, the soundtrack is more like a louisiana-americana thing.

Well, as many first games I think it's not perfect, but in the process I learned a lot. I hope it's still fun to play.


The game is set up with the 9-Verb-Template and uses some modules, credited in the credits.

It's available in GERMAN and ENGLISH.

Edit: I forgot to mention: playtime is roughly half an hour up to an hour (If you don't run in any problems :-/)

Update
17.08: fixed some translation mistakes and abug that got you stuck in a dialog

Update
19.08.17: changed the game name, now setting up the game works.

Update:
12.09.17: I have to apply somw fixing to the English Version, so for some days I'll take it down. I'll try to be fast. Thanks to everyone who played the game already and thanks for the nice constructive feedback :)
EDIT: It's up again. Thx for waiting!

GERMAN
https://www.dropbox.com/s/vym0d5keav9fi2d/SchwarzweissrotGERMAN.rar?dl=0

ENGLISH
https://www.dropbox.com/s/bvfa0serwa66d13/SchwarzWeissRotENGLISH.rar?dl=0
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