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Topics - Shaneaphone

#1

Well I did my best. For reference Tom Cruise filmed part of the last mission impossible in a quarry near Stony Middleton in Derbyshire. Apparently he had a curry there.

It was early, I was mildly hungover and the breakfast show was at 7:45am.

 :grin:
#2
First of all - thank you to the genius who invented the tween script module. It's incredible. It's opened up a lot of possibilities.

One I've been struggling with for a while is this:

I have a very long room - 1200 pixels across. My game is in 320x200 pixels. There are four distinct areas that require noise. I'm using global audio channels like AMBIENCE_1 and AMBIENCE_2 to try to play them. To make things more complicated (I designed the room BEFORE i adopted tween) There are three possible entrances/exist to this room. To play the correct sound as the player enters the room I'm using this:

Code: ags

if (player.x < 200)  // L E F T   E N T R Y
{
  AMBIENCE_1 = aForestandsqueak75bpm.Play(eAudioPriorityHigh, eRepeat);
  AMBIENCE_1.TweenRoomLocation(1.0, 2, 133, 300, 100);
}

if (player.x > 1100) // R I G H T  E N T R Y
{
  AMBIENCE_2 = aBeach_Gulls.Play(eAudioPriorityHigh);
  AMBIENCE_2.TweenRoomLocation(1.0, 766, 152, 150, 100, eEaseOutCircTween, eNoBlockTween);
}

I initially thought the fromx and fromy parts of the tweenRoomLocation served this purpose. I now realise that they don't. So my audio from the far left of the room is still audible when the player is very far away from it.

I've tried using hotspots to tween volume and stop/start and fade the audio but it doesn't seem to be working any way I try. I get audio coming back in somehow or abruptly stopping or in a lot of cases breaking the game due to too many tweens being triggered. I can set if statements to see if the channel is playing but that seems to be very hit and miss.

Anyone cracked this or know a simple workaround?

Help me obi wan AGS forums, you're my only hope

Rich
#3
The final conclusion. It will be all hand drawn and made with the help of a talented audio engineer (Welcome Jono to the team). I'll be doing art/music/writing/design/programming/animation/bit of VA!


Steam Page (and demo)


Android/Browser Web version (untested)

Demo is almost complete (the entire first act)!

* 5-8 hour length over 3 distinct acts
* 6 verb GUI
* Kluberry hint system (Living trees that can predict the future if offered a kluberry).
* Full original OST this time featuring some live instrumentation (guitar/irish bouzouki) recorded in house.
* Much more depth to soundscapes and audio in general
* Light RPG elements affecting endings and choices.
* Interactive achievement room linked to steam achievements.
* A new and novel companion that will enhance and affect the way verbs are applied. These 'companions' can be interacted with. Like a small, mildly aggressive tamagotchi.

Act2-Coffee" border="0
Act2-SHITmap" border="0
Act2Map" border="0
Act3-shop" border="0
Wheeler-Jet" border="0
Shrubbery" border="0
Tellersorders" border="0
Brownies-house" border="0

Art - 60%
Programming - 40%
Music - 60%
Audio - 40%
Writing - 50%
#4
Honouring the mug!

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#5

I wanted to see if my lowly art/animation skills are getting a bit better. Did this today just forming ideas and practicing a bit. Would really appreciate more experienced eyes and brains. Thanks

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First-town-port-2" border="0
Hovel-Inside-2" border="0
Long-Road-3" border="0
north-beach-4" border="0
Peninsula-map-2" border="0
Pub-3" border="0

#6
I have completed my second game!

Have a look at the steam page


It's a dark/absurd comedy (Think Red Dwarf/Monty Python/South Park) set partly in a fantasy world with a lot of bizarre lore and also er... South Yorkshire. yes that's right! Want to learn about knife crime or post-apocalyptic supermarkets? Got you covered. Explore magical islands, cruise the ocean, walk the dangerous streets of Sheffield and halt a plot to take over the world!

A classic 1990s style with a lot of unique and original twists. I grew up with these games and I never realised that they were even more fun to make than play!

- A 5~8 hour epic adventure
- Three acts with choices/decisions that affect the ending (no dying)
- A clue system based around collecting hard to spot 'Kluberries' to avoid the old 'wandering round frustrated or searching for walkthrough' experience
- 2300+ hand drawn sprites
- 260 views/animations
- 45+ characters to interact with
- 27 Steam achievements
- Focus on original puzzles (not just inventory items)
- Over 60 unique locations across two very seperate dimensions



Really proud of this one. Hope you give it a try!



#7
Brownie's Adventure 2!
https://store.steampowered.com/agecheck/app/2905080/

After the surprisingly positive reception so far of my very 'out there' comedy solo project I decided I enjoyed it so much I'd make a sequel.

UPDATE: It's finished!



Thank you

Rich Brown




Art - 100%
Design/story - 100%
Programming - 100%
Sound/music - 100%
Blinkered enthusiasm and denial of the reality of gaming market - 1000%
#8
So I'm working on a new game. I'm using the Tumbleweed template.

I've gotten rid of the oCup and (I believe) deleted all reference from scripting. Worked on the game for a week, no issues.

I edited a Sound effect in Audacity and loaded it into the game and was hit with this error: https://imgur.com/DvelMjC

I didn't realise until I re-traced my steps. Made a new file, added it. No problem.

Now when I try to add an 11th inventory item with any name and under any condition I get this same error (https://imgur.com/DvelMjC) and I can't for the life of me figure out why. I only mentioned the cup earlier as I am worried I've done something to the inventory system by deleting it.

I've scanned the tumbleweed script on the lines mentioned and it looks like this:

Code: ags
   // Activate this to hide the action GUI while a dialog is active.
  CustomDialogGui.DialogGuiOptions[eDialogGui_hide_gui_while_dialog]   = true;  
  
  // Top-Left corner of the Dialog GUI
  CustomDialogGui.DialogGuiOptions[eDialogGui_gui_xpos]         = 0;
  CustomDialogGui.DialogGuiOptions[eDialogGui_gui_ypos]         = 145;

Looks pretty normal to me. Definitely haven't knowingly altered this.

Also line 257 of the template script looks like this:

Code: ags
function game_start()
{
  set_options();
  String tr_lang;
  // --- translate GUI action buttons ---
  tr_lang = GetTranslation("GUI_LANGUAGE");
  tr_lang = tr_lang.LowerCase();
  
  if (tr_lang == "de") {
    Verbs.VerbGuiOptions[eVerbGuiTemplateLanguage] = eLangDE;

Anyone got any ideas? I've searched around (code number etc) and can't find anything similiar or a reference.

NB: Just tested and adding one more character (I'm on 11 currently) causes the same crash.

NB2: By adding TWO inventory items I can avoid this crash (for now). So if anyone can give me any clue as to where to look please do. AGS hates the number 11 as a final item?

Thanks in advance

Rich
#9
AGS Games in Production / Our Place in Time
Fri 29/12/2023 11:18:19
'Our Place in Time'

A one person hand drawn point and click adventure.

You play as Rowan (named after my headstrong amazing daughter of the same name). It is the early noughties. You have been dragged off by your bemusing father to excavate Celtic artefacts on the west coast of Wales. A time travel historical adventure firmly rooted in real history.













This is my second game. I was working intensely on it for a month or two but sadly lost inspiration. The rudimentary combat system I had dreamed up was getting rather taxing on my amateur coding abilities. I will however return to finish it eventually. I had forgotten how much I had already done...


Art: 20%
Programming: 20%
Design/Story: 50%
Combat system: 20% (Why oh why did I want this?)
#10
Amateur. Not very good at art. Any tips on approach to making scenes? Or Ways this could be improved?

Please don't be shy!

Arch-Camp-1" border="0
#11

After a very busy 2 and 1/2 months - my game is out in the wild.
https://store.steampowered.com/app/2581560/Brownies_Adventure/

A fantasy point and click adventure in traditional 1990s style. Dark humour, player choices that have impact on your outcome and hours of daft shenanigans.

- Over 75 locations
- Thousands of lines of dialogue
- Over 120 custom made sound effects
- Original soundtrack composed for the game
- Alternate outcomes and wildly varying dialogue based on player choice

In this hilarious parody adventure set in a vaguely renaissance fantasy world you play as 'Brownie'. Brownie is a sub manager of a local pilchard press in his home town of Schtinkberg. A simple man, in the midst of a mid life crisis. He awakes from a terrible dream featuring his permanently angry boss... the rest is up to you.


Follow the twists and turns of Brownie's adventure into our world (Well, Sheffield anyway) and beyond in the funniest and most ridiculous point and click to ever be solo developed by a middle aged hippy burnout.

Make choices, solve puzzles and enjoy absurd dialogue. Remember: You will be judged!

The game is currently available at itch.io
(https://beardyramblingames.itch.io/brownies-adventure)

It's a long game. It's a funny game. Please enjoy :-)


Edit: Turns out I don't think AI images based on public domain are affected. The game may yet make it to steam. Phew. Did seem wildly unfair.


Thanks again for the engine and knowledge base that is Adventure Game Studio. Also special thanks to Monkey for AGSteam
#12
AGS Games in Production / Brownie's Adventure
Sun 20/08/2023 21:40:04
Ok. So I'm not much of an artist. But I've wanted to make my own point n' click since about 1994 and I'm finally doing it.

5.5 Alpha - Steampage set up! Lots of things re-drawn, outlandish complex space scene intro added etc. Lots of bugs squashed.

https://store.steampowered.com/app/2581560/Brownies_Adventure/

 







I've learned a lot from the forums (thank you) and the manual. Almost finished my first ever game! It's a very silly and rather amusing adventure. I've used AI to make the backgrounds to give it a little bit of style (not as easy as it seems, or ideal but enabled the game to exist).

You play as Brownie. You live in Schtinkberg and sub manage a local Pilchard press.
You have vague aspirations to become a wizard.
Embark on an epic inter-dimensional journey while causing great harm to those around you.
Through your callous and ill-considered actions you will weave a magical vague story in a derivative fantasy world... will you rise to greatness? No. Probably not...


I made a silly trailer because I'm a bit of an obsessive.

Game State:

Alpha 5.5

75 unique locations
40+ characters with thousands of lines of dialogue
15+ original music compositions
20+ choices that impact your ending
Over 1000 original sprites and 60+ original animated backgrounds
100+ Sound effects/soundscapes

Coding: 100%
Story/Endings: 100%
Art: 100%
Sound: 100%
Fixing Bugs: 90%
#13
Ok So I've spent a good hour searching and reading comments. Found some code and commands that I thought should make sense... but it doesn't work.

I'm trying to use an inventory item ON a character to generate a bit of speech and give back an item etc.

This is what I have:

Code: ags
function cHonkey_UseInv()
{
if (player.ActiveInventory == iCnana)
}
{
  player.Say("Have a cursed nana my friend");
  cHonkey.Say("Ah thanks..."); 
  cHonkey.Say ("Take this I was saving it for my master...");
}
else
{
  cHonkey.Say("No, I don't want that.");
}
{

Seems to have issue with the 'if' but alas I cannot figure out why :(
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