Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - isatche

#1
Hello,
I would like to introduce the passion project of mine,
Stranded Worlds

Humanity was once interstellar civilization living in habitable planets scattered all over the galaxy and connected via single hub accessed through portal gates.

They developed AI located in said hub which helped them make strides in communication, technology and understanding of physics. AI was self-improving and controlled everything. System maintenance, energy control, managing the portal gates, scientific exploration, technology production and more. Humans, no matter how well organized can not follow billions of decisions that AI makes in a single second and in time they completely relied on it. AI optimized itself for peak efficiency and people weren't able to understand the inner workings of such a powerful AI.

Disaster struck. AI shut down. No matter how hard people tried, they were not able to bring it back to life. With it all the production stopped, all advanced scientific discoveries lost in a second and all portal gates shut down, people were stranded on their own worlds left to manage on their own.

Around 20,000 years passed. Civilizations crumbled. Some degraded to stone age and built themselves up, some flourished and some perished.
One of the least affected civilizations finally managed to find a way to open the gate and enter the main hub. There they found thousands of closed gates and a barren world. They also find "vehicles" capable of moving through space without being affected by restrictions of known physics.
You play as a nameless starman discovering stranded worlds and connecting them back to the main hub. Connecting the civilization back... What's left of it.



The game starts in a second view perspective and you play as a wildling living in one of those stranded worlds and meeting the starman.





I want to keep it episodic, optimistic, amusing and (more-less)light.

Simple demo can be downloaded from https://drive.google.com/file/d/1P7XSoC2e1tXhjmMOsE_UaFVcmAn2qjkX/view?usp=sharing
This demo is planned to be something like a tutorial section to introduce the player with core game mechanics, that's why there is a lot of hand-helding.

I have a full time job and this is a side project. It means there will be long periods without an update unfortunately.

Graphics: 20%
Sound: 0% (music is a placeholder made by our Eric Matyas, downloaded from www.soundimage.org)
Puzzles: 20%

Thank you!
#2
 Hello,

I am trying to style the dialog options selection with GUI.

Is it possible to have GUI adjusting height depending on how much dialog options I have?
Sometimes I have a lot of space below and sometimes the options go out of GUI frame.

I am sorry if it's an obvious question, but I tried searching the forum and consulting the help in the engine and couldn't find and answer.

Thank you.
#3
Hello,
I would like the player to be able to click on the small panel in the scene, then the GUI with detailed zoomed panel will open and I could use inventory item at the right place in the GUI.

To simplify the question, imagine something like this on the floor:

when you click on it, it zooms to the top and you can use inventory items at the correct place.
Is there alternative to the "hotspot" that I can use on GUI?

Thank you :)
#4
Hello,
I want my character to take a hit and tumble while flying backwards.
The problem is, he tumbles while going back but tumbles again when he reaches the destination and then stops.
It annoys me to no end.

Here is the code:
Code: ags

//Grumpy rams Starman
oGrumpy.SetView(22); 
oGrumpy.Animate(0, 1, eOnce, eNoBlock);
oGrumpy.Move(420, 300, 1, eBlock, eAnywhere);
oGrumpy.Graphic = 27;


// Staman Tumbles
cStarman.LockView(21); //tumble animation

cStarman.Animate(0, 3, eOnce, eNoBlock);

cStarman.Move(350, 300, eBlock, eAnywhere);



Any ideas please?
Thank you!
#5
 :-D Hello,

I would like my character to throw something and that something to be animated to follow arch path. Fly up away from player and fall down.
Is there a simple way to animate an object like that?

Thank you!
#6
Hi,

I would like to highlight object when the mouse is over it.
I tried it by setting hotspot over the object and when the mouse is over the object lights up but when I remove the mouse it stays lit.
How do I make it lit only while the mouse is over it?

On the same note, I would like the door to open for example when the character stands on a plate (hotspot) and close when the caracter walks away. I think the script should be almost the same.

Code: ags

function hNew_MouseMove()
{  oNew.Graphic = 55;}


Thank you :)
#7
Hi,
I have a small character in a large scene.
I would like him to walk when I click let's say up to 150 pixels away from him, but run when I click further than that.
What is the best way to do that?
Thank you!
SMF spam blocked by CleanTalk