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Topics - Narehop

#1
I'm using the Speech Bubble module from Snarky and I would like to add a typewrite style to the text. Does anyone know if there is a compatible module to do so? I would also like to add a sound every time a Speech Bubble appears, something like this:

(AT 00:43)

I have been seeing in the forum several modules that do the same but I do not think that anyone has compatibility with the Speech Bubble by Snarky:(
#2
Project started on Oct'17 - Still in progress



Train to Nowhere it's a Adventure Game that tries to call our "little gamer" inside making him remember the old adventures of LucasArts and other companies of 80-90's. This is the first game that I developed alone and until a few months ago I didn't know to program anything. But let's go to what we're interested in: The story.

The Buried Express™ is the train where the souls travel to their last destination: Nowhere. The city where "The Agency of the Dead" is responsible for separating the souls to Heaven or hell. Tom, our protagonist, wakes up lying on the floor of a bathroom with blood-stained hands. Being in the buried Express means being dead, but Tom doesn't get to remember how he died. Upon reaching his seat, another traveler comments to Tom that there has been a murder in the Coffee Wagon...

Our mission will be to solve the murder while we help Tom to remember how he died.
Sometimes things are not what they seem, and maybe Tom made mistakes during his life... or his death.






Tom has three main verbs: "Talk to" (Q), "Look at" (W) "Action" (E) and move with keys (A-D). We can play with a Xbox gamepad too. In addition Tom has a notebook where he takes notes on situations and things to do (mission system). Throughout the game, Tom will be able to pass between the wagons of the Dark Side (Hell) to the Clear Side (Heaven) using the pipes of the WC.




The interesting thing about TTN is the different characters that you can find in the Buried Express. Obviously everyone is dead and everyone has a story to tell. Talk and meet them, I'm sure at least one of them will make you laugh. In addition, there are stories connected between them being able to fulfill secondary missions and lengthen the life of the gameplay.







The soundtrackis created by Bibiki, (Https://soundcloud.com/bibikigl) (I still can't show the music since I need him to add it to his SoundCloud)
Quotea spanish composer and sound designer. As a composer, I make contemporary music, electroacoustic music, music with live electronics, videoart compositions, and music for videogames, short films and other media.

As a contemporary composer, I've released different pieces for various ensambles, like Éxodo for Clarinet and ensamble and Suspiros en el vacío, for flute, clarinet and bassoon. In addition, I've made music with live electronics, as Ukerator, for ukulele and live electronics.

Since 2014, I've been working for different games, such as Rise to Ruins, Depths of Limbo or Run and Plunder. Furthermore, I've composed several soundtracks for game jams, like StarPug or OiloOilo.

In 2016, I won the Best Sound Field prize at MálagaJam composing the soundtrack for Doitean, made for the GlobalGame Jam.

Also, I've composed music for short films like Kreba, winner of various Basque Country film prizes.

In my spare time, I love to investigate with procedural music and visuals with MAX/MSP and also trying to learn programming to make my own games, like I did with VOID, a PICO8 game.

I invite you to take a look around and see/listen whatever you want to know about.

My composer Bibiki has created a playlist of the game's soundtrack. You can listen to a WIP track from Train to nowhere to get an idea of the style of music we are using. The intention is that the game has a type 20 's ambience and a noire-jazz style. I hope you like it ^^

[WIP] SOUNDTRACK - TRAIN TO NOWHERE




F.A.Q (If you have questions, I will update this)

Q: What languages will the game be in?
Train to Nowhere will be available in voices "gibberish" (ex. Klonoa/Rayman) and the texts will have the Spanish and English language

Q: Is this made on Visionaire Studio? Kind of looks this way.
The game is developed in AGS Studio, because when I started to develop it did not know Visionaire. I feel comfortable in AGS and it's the only "language" I know how to program, haha.

Q:Are you planning a crowdfunding campaign?
I'm not planning a crowdfunding campaign for Train to nowhere. I have raised on more than one occasion and until recently I thought to do it, but this is my first game, nobody knows me within the indie development and it is very likely that my campaign will fail. I want to make the game to start getting someone to notice my future games. I'm not a programmer, I'm a 2d cartoonist and animator, so right now it's hard to make games for me.

All comments, doubts or questions are welcome. Thank you all for your time.




UPDATES
#3
Hi guys, i'm trying to make a Quest System for my game but i've some problems with it.

i'm going to explain how it must work (sorry for my english):

0. In header's script i have this:
Code: ags

//import function open_menuQuest;
import function open_menuQuest();

//import function close_menuQuest;
import function close_menuQuest();

//import function openQuest(int a);
import function open_quest (int number);

//import function openQuest(int a);
import function close_quest (int number);

  // [x] is the totally numbers of quests have the game.
  //how to work with quests: 0-off    1-turn on     2-finished
  int arrQuest[2];


1. Enter on a Region for example and run this script (GUI named "gNewObjective" appears)
Code: ags

function open_menuQuest()
{
  gNewObjective.Transparency = 100;
  gNewObjective.Visible = true;
  gNewObjective.TweenTransparency(0.3, 0, eEaseInCubicTween, eNoBlockTween);
  a0000_bell_objective.Play();
}


2. We call a new objective (quest) and it appears too with our own function
Code: ags

function open_quest(int number)
{
  if(arrQuest[number] == 0)
  {
    gQuest.Visible = true;
    gQuest.TweenX(0.1, 0,  eEaseOutQuintTween, eNoBlockTween);
    int questY = 0;
    for(int i = 0; i < gQuest.ControlCount; i++ )
    {
      if(arrQuest[i]==1)
      {
        gQuest.Controls[i].Y = 20+(questY*30);
        questY++;
      }
    }
    //turn on quest
    arrQuest[number] = 1;
    gQuest.Controls[number].Y = 20 + (questY*30);
    gQuest.Controls[number].TweenX(1.0, 60, eEaseOutBackTween, eNoBlockTween);
  }
}



3. (optional) With a similar function we can finish our quests
Code: ags

function close_quest (int number)
{    
  arrQuest[number] = 2;
  gQuest.Visible = true;
  gQuest.Transparency = 100;
  gQuest.TweenTransparency(0.3, 0, eEaseInCubicTween, eNoBlockTween);
  gQuest.TweenX(0.5, 0,  eEaseOutQuintTween, eNoBlockTween);
  gQuest.Controls[number].TweenX(1.0, -800, eEaseInBackTween, eNoBlockTween, 1.0, eTweenSeconds );
  
  int questY = 0;
  for(int i = 0; i < gQuest.ControlCount; i++ )
  {
    if(arrQuest[i]==1)
    {
      gQuest.Controls[i].Y = 20+(questY*30);
      questY++;
    }
  }
}


4. And finishing we have to close our Quest GUI:
Code: ags

function close_menuQuest()
{
  gNewObjective.Transparency = 0;
  gNewObjective.TweenTransparency(1.0, 100, eEaseInCubicTween, eNoBlockTween, 3.0, eTweenSeconds);
  gQuest.Transparency = 0;
  gQuest.TweenTransparency(1.0, 100, eEaseInCubicTween, eNoBlockTween, 3.0, eTweenSeconds);
}


5. Now this code is where i'm going to call the functions:
Code: ags

  open_menuQuest();
  close_quest(0); //close quest number 0
  open_quest(1); //open quest number 1
  close_menuQuest();


Ok so, now i'm going to show how it works with ONE QUEST.


And now we close the first Quest and open a second Quest at the same time:


Here's the problem... In my code i said that i want to check if we have one or more Quests opened and put the next quest 20+(questY*30) in Y position. And obviously this doesn't work and i don't know why :(

If someone can help me to do this work fine... if you need, you can copy the code and try to run it.

Thank you so much.
#4
Hi everyone, at the first, sorry for my bad english. I'm going to try to explain me as well i can.

Today I found this module that it can custome our WindowsText Gui and maybe this is what I need to do my speech bubbles on my game.
--> Topic to download this module <--

But I've a problem with the code. When i install the scripts and run the game, it breaks. I'm so newbie coding anything but i've this problems to solve:


here i copy the original CODE:

Code: ags

// new module script

function Parler(this Character*,int Longueur,int Nb,  String TexteGui) {
if ((this.x>=0)&&(this.x<=400)&&(this.y>=0)&&(this.y<=300)) {
    Droite=this.x;
    Haut=this.y+30;
}
 if ((this.y>=301)&&(this.y<=600)&&(this.x>=0)&&(this.x<=400)) {
    Droite=this.x;
    Haut=this.y-280;
} 
 if ((this.x>=401)&&(this.x<=800)&&(this.y>=0)&&(this.y<=300)) {
    Droite=this.x-100;
    Haut=this.y+30;
} 
if ((this.x>=401)&&(this.x<=800)&&(this.y>=301)&&(this.y<=600)) {
    Droite=this.x-100;
    Haut=this.y-280;
} 

    SetTextWindowGUI(Nb);
    DisplayAt(Droite, Haut, Longueur,TexteGui);
}


is this code working? i never see "droite" and "haut" in ags and i don't know what the f*** is (laugh)(laugh)

anyone can help me to make works this module? Thank you so much.
#5
Scuse me, but i can't set a custom text window gui for a speech bubbles of my characters with lucas arts style. How i can to do this? i'm going to Default settings and pick option called "Custom text window GUI" but nothing happens :(
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