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Topics - Manu

#1
Super Star Trek (1978) meets 25th Anniversay

Hello everyone! I finally released my remake of Super Star Trek 1978, made with AGS.




Download links
Itch Download Page
AGS Games Entry

Clearly, this is a free fan game that I created just for fun. There are three main reasons why I started this project:

  • I'm a fan of the old text-only Star Trek game, particularly the version contained in the 1978 book BASIC COMPUTER GAMES. I know the code very well; I had already converted it to several programming languages and created a graphical version when I ported it to PICO-8.
  • In general, I love the original series of Star Trek, and one of my favorite games ever is the graphic adventure Star Trek: 25th Anniversary, released by Interplay in 1992.
  • Finally, I wanted to learn how to code in AGS properly, creating a complex program, not just adding some lines of code to the rooms. Converting a strategy game from LUA to AGS looked like the proper challenge :)

So here you are. A new version of the old strategy game, with a graphical user interface, where the playfield is the main screen of the Enterprise, seen from the bridge of Star Trek 25th Anniversary. My first turn-based strategy game built with AGS. You issue commands by interacting with the Enterprise crew: you will ask Sulu to lay in a course, Chekov to fire phasers, or Spock to give you the status. Since I was having a lot of fun, I also added some voices recorded from the episodes.

To know how to play, read the instructions on the download page.

Let me know if you like it (or if you don't). Have fun!

#2
Hi everyone!
I'm finally happy to present you this tech demo/prototype of a new adventure I've started to develop after the summer. It contains only the prologue of the story. I had this idea a long time ago, but it became a reality when I met a young artist who liked the concept and started working on the graphics.

It's the most complex project I've developed on AGS so far, so I'm pretty proud of it.

The reason why I'm posting it here is to collect suggestions and feedbacks. I would like to know what you think about the graphics style, the dialog system, the custom say function, the mechanics, etc. To be honest, it's a very ambitious project, so I don't know if I will be able to complete it, but every feedback will be helpful.

Where to download
If you want to try the demo, go here:
https://emabolo.itch.io/the-homestead


The story
The story is not strictly autobiographical, but it's based on actual events and places. The villa (called "La Colonia") exists, and the story about the orphanage and the therapeutic camp is real. My friends and I actually thought ghosts were there when we were kids. I know that supernatural+80s looks too much like Stranger Things, but it's totally unrelated.

Graphics
No pixel art here. We decided to go for 1366x768 because it's a pretty standard resolution. The pictures are sketched, the characters are just drawings, and the only animations are the walking frames.

Gameplay
There are no verbs or right-click of the mouse, only left-button click. The first click is usually a sort of "examine", while the second click performs an action, but it depends on the object.
There are 5 characters that you can control only one of them; the others will follow you. The idea is that each one has specific skills that will be useful to solve puzzles. You cannot switch between them during this prologue, but it will be possible in the game.

Screenshot



For more info/screenshots, open the spoiler.

Spoiler



Some more images:

First screen:


The exploration starts:


Entrance:


The first NPC:


[close]












#3
Hello
Not sure if this is a bug or if I did something wrong, so I post it here.

I did this in my game and it works
Code: ags
Game.ChangeTranslation("Portuguese");


it changes the game to Portuguese, which is not the default language.
But strangely, this does not work
Code: ags

labelLang.Text = String.Format("Lingua: %s", Game.TranslationFilename);


Basically, Game.TranslationFilename is empty, despite the game is using a translation. I also checked IsTranslationAvailable () and it is false.
What could be the problem?



#4
Hello
I read in the documentation that the engine supports three configuration files, read in the following order:

1) Default config file
2) Current user's global config file
3) Current user's game config file

Is it possible to know what is the file that the game has read? In other words, I'd like to know if the game is using the default config or the user game config. Something more advanced than just testing if "%USERPROFILE%/Saved Games/GAMENAME/acsetup.cfg" exists, since this changes between Mac, Windows, and Linux.

The idea is to avoid asking for some preferences (for example translation) if the user has already chosen it and saved it in the game config.

Thanks!


#5
I'm trying to understand AGS scripting language a bit better, and I'm following this guide: https://adventuregamestudio.github.io/ags-manual/ScriptKeywords.html

I declared this struct in GlobalScript.ash:
Code: ags

struct Weapon {
  int damage;
  int price;
  String name;
};


and then I added these lines to the room1.asc
Code: ags

Weapon sword;
sword.damage = 10;
sword.price = 50;
sword.name = "Fine sword";


But I receive a Parse error "unexpected 'sword'".

Can you tell me what's wrong with the code? The initial version was different, but then I decided to copy and paste from the guide, to see what happens, but it doesn't work.
Thaks!
#6
I'm sure you already noticed it but with a 3840x2160 screen resolution, the font of the AGS editor is very very small. Luckily, it's possible to increase font size in the script editor but it's not possible to change/increase font size in the room editor, character editor, properties, and all the rest of the program. I don't if this has been already planned (or maybe it's possible and I don't know?). I searched the forum but I didn't find any discussion regarding the editor font.
Is there any plan for this?
Thanks
#7
Hi everyone
I'd like to present to you Bake Off Italia - The Graphic Adventure, my first game made with AGS.

It's a simple and short graphic adventure set in the world of my favorite tv show: Bake Off Italy. Your task is to prepare a Sacher Torte to save the show from.. well... the aliens :)

The backgrounds are taken from real pictures of the TV show, modified with Graphics Gale. The sprites are made from scratch. Music found on freesound.org
For sure the game is more appealing for Italians since they know the stars of the show, but the game is fully translated into English.
There are a lot of animations still missing, but the dialogs, puzzles, and story are complete.

I hope you will enjoy it.

Some screenshots









Where to download

I created the versions for Windows, Mac, and Linux.
You can download them from https://emabolo.itch.io/bake-off-the-graphic-adventure

Or from the AGS Games DB:
https://www.adventuregamestudio.co.uk/site/games/game/2537-bake-off-italy-the-graphic-adventure

Update 0.9.6
I fixed a small bug in the dialogs and adjusted the scores so that the max score is now 1000.
I also changed the font, dropping the C64 one, for a new one that it's much more readable.
Finally, if you had problems with the Mac version, now you can try again, it should be ok.

If you try it, I'd love to receive your feedback
#8
I finally finished translating my first game. The problem is every time the string has a "\n", for example:

Code: ags

INSTRUCTIONS\n\nClick anywhere to move the character


the translation is ignored and the default language appears. How to make translations work when there is a \n ?
#9
In my game I want the player to combine two objects to create a new one. Right now my solution is the following:
- inside iObject_UseInv() I check if the active inventory is the other object, and if this is the case:
- I use player.LoseInventory to remove the old objects
- I use player.AddInventory to add the new object
- I use Display to show a message like "Cool, I combined X and Y to get Z".

The problem is this solution is quite ugly because everything happens on the inventory screen, the room and the characters are not visible, and I cannot show any animation. If one of the objects was in the room, I could have shown an animation of the character doing something. But these are two objects that the player can collect, and it makes sense that he can combine them at any time.

Any suggestion?
#10
Is there any chance to build an AGS game for MS-DOS? I was trying to build my game for macOS to allow my friends to play it, but installing Xcode and all the rest is really a mess. I was thinking that if I could build an MS-DOS executable, they could play it easily with DOSBox. Is it a stupid idea?
#11
Hello
I hope my question is not too dummy even for the beginners' forum. I have a walkable area that does not go above Y=100. However, my character is able to go above this line: the feet stop approx 10 pixels above this. The sprite of the character does not have empty lines at the bottom.
Is this normal? How is exactly detected when the character is outside the walkable area?

Thanks a lot!

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