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Topics - theatrx

#1
Is life scripted or lived? Is a script provided and we live it or do we make a new reality? I've always had a problem with this since I think that WE make the reality.  So, in an adventure game shouldn't it be a little off the wall?  Ask you to do something out of the ordinary?  I'm ranting.  Thanking Chris at this point for the ability to make that alternate reality.  What's your view?  Should adventure games be as they were 25 years ago or new and provacative.  I'm thinking new and provacative.
#2
Hints & Tips / Lost in the Woods
Sat 05/01/2008 14:18:59
This is where you'd go if you need help for Lost in the Woods.
#3
I've finished a short little game called "Lost in the Woods".  It should take about an hour to complete.  I wanted to finish it before New Years but the year got away from me.  I try to learn something new about AGS with every game... This one was about mirrors and switching from graphical variables to global Ints.  More notes!!!  I love AGS!  Thanks Chris for a great engine.  I'm still too chicken to try the new version though.

The story:
You decide to go on a little vacation but you forgot the map.  You need to find your way home.

Here's the link.
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=978

And some screenshots:

Cool Reflection!  With  no Lake Module.  Damn!
A Little Wizard of Oz but what the hell.  With no Fire Module. Damn!
In the sewer with the mosquito larvae.  With no Water Module. Damn!
The mysterious disappearing temple.  With the FANTASTIC FADING THING MODULE!
Lost in the Woods but I found a cool rock.  Like who hasn't in an adventure game?  With no Rock Module.  There's a Rock Module?!
Also, I was sort of experimenting with photoshop water color backgrounds.  Hope you enjoy this little diversion.

Special thanks to splatt44 and Ashen for all their help.
#4
This code works perfectly for the player character...

Code: ags

character[MYKAL].x=character[GetPlayerCharacter()].x;
michael_dist_from_mirror=character[GetPlayerCharacter()].y-mirrorbase;
mykal_dist_from_mirror=michael_dist_from_mirror/scale;
character[MYKAL].y=mirrorbase-mykal_dist_from_mirror;
character[MYKAL].loop=character[GetPlayerCharacter()].loop;
character[MYKAL].frame=character[GetPlayerCharacter()].frame;
}


is there a way to code this for a non playing character as in for a swan swimming on a lake?
#5
Completed Game Announcements / The Seven Doors
Fri 07/12/2007 21:45:15
The Seven Doors is ready for release!



You find yourself in a long hallway with seven doors.  Each doorway holds a different task... some are interlinked.  Your Quest is to find out what your quest is and whether you will solve your tasks peacefully or otherwise. There are multiple ways to solve some of the tasks.

http://theatrx.8m.com/7DOORS.rar
#6
AGS Games in Production / The Seven Doors
Tue 30/10/2007 07:08:56
The Seven Doors will be released before Christmas... hopefully by the end of November.  It has lots of puzzles and each puzzle has to be solved by solving other puzzles behind one of the doors... but Splat44 has to beta test first.

The Story:
James, our hero, (you) find yourself in a long hallway with seven doors.  There are many items found in the room.  Some useful and all necessary at some point in time.  Your mission is to find out what your mission is using the items in the rooms.  Is your mission to be a fighter or peacemaker? There are multiple ways to solve most of the puzzles.

Here are some screenshots.


James and the smoking Dinoconda.


The Evil Skull.


I need to fill the moat.


Filling the Moat.


The Fire Breathing Dragon.


Nosferatu's Castle.


The Weed Guys.


The Fight against Weed.


The Crow and the Ring.


The Good Fairy needs rubbers.


St. Riddleus and the Riddle Room.


Slut Jessica doing her thing.

It's a bit different than my other games in that it has more puzzles and it's got animals all over the place... Birds, Dogs, Horses.  I had a lot of fun making the animals.  It has a few rooms that the clouds move across the sky continuously.  So neat!  Thanks to everyone on the Forums.  STRAZER the Inventory animations are so cool!
#7
I don't want the player to use the keyboard for this.

There are a bunch of letters (objects).  I would like the player to press the mouse to catch the letter and then put that letter in the GUI textbox.

I have this but it doesn't seem to work.

NETEXT.Text.Append("e");

Any suggestions?

#8
Is it possible to stop an animation if a frame in a loop is on?

sort of like

I don't know how to do this but

If object[0] is animating in view 88 and loop 3, frame 2 is visible when you click on it (but only when you click on it at this point)  can I change the graphic... stop the animation and change a graphical element "catbird1"?

I'm not sure how to script this.  theatrx
#9
I've just finished STRANDED for the MAGS Competition.  It's short but fun and splat44 worked his tail off testing it.
Here is a screenshot...

and here is the link...
http://theatrx.8m.com/STRANDED.zip

You have to find food, solve a seagull problem... solve a shark problem... you also have to solve the talking heads problem... and then there's the building a raft problem... You're stranded so everything's a problem.
#10
I'm not sure if this is possible or not but it seems like it should be but I'm coding it wrong.

While animating the gui button "MICHAELHEALTH"  when it gets to the second loop, 15th frame I would like to display a message.

So far I have

if (ViewFrame *frame = Game.GetViewFrame(MICHAELHEALTH) == 2, 15);
Display("I'm getting really thirsty and hungry.");

Can this be an if statement?
#11
I started a new game based on the book "A Brief History of the Dead"
It's wacked!  This is only the intro!!!

Screenshots:

Title:


Permberton Station:


Laura's Office:


Operations:


Intro Link:
http://theatrx.8m.com/DIOTB.zip

It's sort of involved.  Watch the intro to know what you're getting into.
#12
I thought you might enjoy this one.  Your job is to:

Animate Chris Jones creating the next version of AGS
There is no restriction for colours or size but try not to make it gigantic. 

Here is the sprite



There are trophies!
#13
Advanced Technical Forum / 300 Room Limit
Fri 06/04/2007 00:52:23
I never thought I'd be in the situation to ask this question but is it possible that there could be more rooms than 300?

I'm building an interactive tour of my downtown where the 'mayor' tells you about each store and you can enter and talk to the shop owner.  I've finished one block and have already used 44 rooms.  I still have 11 blocks to go so I know I'm going to be running out of rooms.  I'm not sure I want to continue this project although I think it would be a very nice thing for my city to have, if I can't finish the whole downtown area.

Even if I only did the 8 core blocks I would need 352 rooms... but that is only if I have one room for each store.  I would like to have more than one room for each store interior since there is a lot to see in some of these stores. 

Am I dreaming?  Or is there hope for more rooms?   

Ideally, I would like to have 600 rooms available.  theatrx
#14
Is it possible at all to print from the AGS game and hyperlink to another website?

I have these business cards that will be collected during the game (treated as individual gui's) which will end up as inventory items.  Is it possible that they can be printed by the player?

Also, can a hyperlink be attributed to a button on the gui so the player can go to the 'business cards' home page?  theatrx
#15
Completed Game Announcements / Scared Stiff
Mon 02/04/2007 15:36:39
Scared Stiff is a short little game about this guy that gets stuck in a haunted house.



Enjoy.  THEATRX

http://theatrx.8m.com/ScaredStiff.zip
#16
I looked and I couldn't find it.  Chris is gonna be pissed. 

I only had two things.

More timers and

More regions.  That's it!

There are modules that accomodate both of these but it would be nice if it were actually in AGS.  Modules are cool but it means you have to learn more stuff.

Chris is brilliant already!  Everything is there.  I just need more of it.

He's accomodated 50 characters in the same room.  Cool.  I can deal with 25 without going nuts.  Actually, I did go nuts at 25!  Strazer has a great module though.  I'm still too stupid though for that one!!!

More Regions on the other hand would be great since it would allow for more advanced puzzles.

I'm still having a problem with scripting between  the old and the new... sometimes cCharacter works and sometime oName works better.  Character actually works better than Object.  It allows for more options.
Options are good.

What's the difference between c* Animate and c*Move?  Sometimes it works great and sometimes it doesn't.

I had a really hard problem with o* getting to work like I wanted.  I changed all the o*'s to c*'s and everything worked perfectly.  So, o*'s don't work like c*'s?  I would think they would.  Especially when it came to "is 'I can't remember' is bumping into..."

C's are way better than O's. 

I asked about a hybrid Char that had all the ability of a GUI, a Char, and an Object... I know this is a hard one.  It's just that sometimes you get into a situation that you wish the 'thing' (the hybrid thing) had all the capability that you know is possible  but doesn't yet exist.

I know this is REALLY WIERD... Is it possible to have "If the player does NOT have an Inventory  Item if something else for that matter?" Could "Not and Had" be part of the equation?  This may seem stupid and could be handled by a SetGraphicVariable  or Get GraphicVariable but it would make some things work much better.   

I don't get the impression that scripting is all that compatible yet.  Sometimes a number is more important than a name.  Sometimes the reverse.  Not that I'm complaining.  Chris has done extraordinary work turning this into a script based complex.  I guess it's a work in progress.

I guess the next question is... Does Chris have a life after AGS?

My next question is "How much would it cost to have a 'real' AGS website without the AmericanGirlScouts attached?  I'd be interested in that project.

I think Chris is important.  I think everyone involved with AGS is important.
It would be nice to have a site that was simply AGS.

I've updated my site to accomodate what I do.  It might be worthwhile to upgrade it more to accomodate a site for people to upload stuff free.

I love AGS.  I love the creativity.  Chris is the bong.  I think I want to help.

Steve


 








#17
AGS Games in Production / Scared Stiff
Tue 20/03/2007 07:53:55
I started a new game after Tempus Fugit.Ã,  They (the last two games) are all experiments to the end product.Ã,  Sorry.Ã,  You're a part of the experiment.Ã,  It's short but I think it's cool.Ã,  Yes... you're in a haunted house... Yes... there are ghosts... yes... You can die... a bunch!

Here are some screenshots.

The Haunted Castle


The Haunted Ballroom


Zombies

Like I said, it's short and only three major puzzles.Ã,  The Zombie room is sooo cool.Ã,  The skeleton room is pretty cool too.Ã,  Steve
#18
Completed Game Announcements / Tempus Fugit
Thu 08/03/2007 13:41:57
This is my second AGS Game and it was quite challenging.Ã,  It was originally intended for a MAGS but I couldn't finish it in time. I used Poser6 to create the characters which was another big challenge.Ã,  Screenshots were posted in another forum... but you can see them here also.Ã,  A few of you said you might be interested in doing a little beta testing.Ã,  I hope you're still up for it.





To download the file go to:
http://theatrx.8m.com/tempusfugit.zip

#19
Advanced Technical Forum / Quirky Questions
Sun 18/02/2007 06:41:18
I didn't know exactly where to post this but the Pumaman suggested that I post one question to ask for input.

That question is...

1st)Ã,  Couldn't there be a hybrid sort of gui, character, object thing that did all the things that these three things could do?Ã,  An Hthing

It could talk, it could have buttons, you could type to it, it could animate, it could have rollovers, it could go places and see new things... meet new people.Ã,  Maybe I'm dreaming.

I decided to ask a few more...

2nd)Ã,  Can timers be restarted in the same room?Ã,  Meaning once they've done their initital job... Can they be restarted to do another job?Ã,  That would sort of help the problem of not enough timers.

3rd) Along the timer thing... Can a timer... say it's going to time out at 400... Is there a way for it to do something when it hits 200?Ã,  That would mean we would have 40 timers instead of 20... or more if you could time for 100 or 300 or whatever in addition to that...Ã,  It seems to me that if you can say if timer =1... you should be able to say if timer =200.

4th) Transparencies... Ashen made a really cool module that fades in/out obj/gui/characters.Ã,  If this is possible with a module... couldn't it be possible with AGS?Ã,  Incremental transparency.Ã,  So, if a number on the timer is a certain number than the transparency is a certain number.Ã,  Right now, transparencies are sort of "blocky" unless you offset the timer.Ã,  Ã, It sort of goes along with the timer thing.Ã,  To me, a timer means every number between "400 and 1"Ã,  So every number is important.Ã,  Every number has a place. and a function... not just a place holder.Ã,  Ashen got me to understand something very basic and yet very important... almost profound.Ã,  A character or a number can be just that on face value... but it can also be an ascii figure and mean something totally different than its face value.Ã,  (But as Ashen says... that only happens with computers.Ã,  Does it?)

(5TH)Ã,  I'm really having a hard time having characters interact with one another.Ã,  The overlays are funky.Ã,  The blocking is funky.Ã,  I have to redraw them doing what they are doing (kissing) as separate characters... and yet together.Ã,  So, how do I get them to talk as separate characters if they are drawn together... other than place text here or there?Ã,  It's my problem.Ã,  I'm working with a new program.

6th) Dialog works great but could it be NoBlock inherantly? This would allow for stuff to happen while talking is happening.Ã,  Animation in the background, CEgo. moving... stuff.Ã,  Dialogs are interesting but I don't know if they hold the audience interest long enough.

This is definitely a note from me...
What I have found in live theater, is that the audience is more attuned to television, which means more stuff has to happen in a relatively short period of time. I should think this would hold true for the gaming industry as well... I guess we need more stuff.

(7th) This one is a weird on... As if they all weren't...
Can a np character actually move into a room visually (from room -1) (And withoutÃ,  appearing from no where? It seems to me that an NPC should be able to walk from room to room without affecting the room itself.Ã,  I think this was another module by Strazer ( who did an extraordinary job on this!)Ã,  But, you've got all these characters and I really don't think that we should have to rely on modules to get that character from room to room withoutÃ,  a module.

I have a room now that's just a holding room for characters (8 or 9 now) that are waiting to do something.Ã,  Seems sort of a waste of a room.Ã,  I've tried the transparent first image and that seems to work but there is still the blocking issue.Ã,  The player character can't seem to get 'around' the invisible character.Ã,  It makes them walk in a really weird way.

Okay, I'm done.Ã, 

Guys... all of you. Thank you for all your help.Ã,  There are forums, there are manuals, there is all sorts of stuff to help you through AGS but I have to tell you... When one man steps up and says " I think I know where your problem is"... It's that one guy or woman knowing that you're thrashed... and that your code is wrong but in an odd way...Ã,  It could be a ( or a ) or a ; or a : or a {}[]
It could be any number of things.

I have to tell you I went through the transparency thing today and the reference in the manual stated two different ways to state this...
Ex doesn't work... or at least I couldn't get it to work.

I think it was AJA that said "why don't you just say object[2]... That worked perfectly.Ã, 

Okay, I'm a dufe, and a newb, but I'm trying to learn.

And thanks everyone for helping me to learn.Ã, 

Puma, Ashen and Strazer... Damn!Ã,  I don't know how people figure this out without you.Ã,  It's not that it is not documented.Ã,  It's that the tut's don't tell you what to put what where.Ã,  Thank god for Ashen and Strazer... they are so forgiving about what goes where.

Puma, Supposedly there are eight constructs of time.
It's pretty cool that you're the center of one of them.
That's for us to figure which one, though.

Steve







#20
Has anyone read this book?Ã,  I thought it would make a great game but the ending really sucks.Ã,  I already started working on it... Most of the Antarctica stuff is done.Ã,  And made the three main character walking/moving sprites already.Ã,  Haven't started on the 'other' world stuff yet. Anyone have any ideas about making the ending 'happier'.... well maybe not happy but more... hopeful.

edit:  Thanks Pumaman... I didn't know where to put this since it's a game in production.
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