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Topics - Ionias

#1
Recruitment / Looking for a composer.
Tue 07/12/2021 05:44:13
Hello AGSers!

  This is Michael Doak author of The Adventures of Fatman. I've started a new project and I'm looking for a composer. The job would be to compose an entire soundtrack for my new Fatman game. Yes, it would be paid work. If you're interested or know anyone who would be, please email me at mdoaks330@gmail.com.

Cheers!
#2
I'm stuck. I'm stuck in the mud, any tips?
#3


The Amazing Adventures of Fatman in Intergalactic Indigestion.

Tired of being ordinary?
Feel an overwhelming desire to save the world?
Tired of wearing your underwear inside your pants?

Then rejoin our hero Fatman in this classic adventure game designed for your android tablet. (Warning: designed for tablets only, may not work on your smartphone)

https://play.google.com/store/apps/details?id=com.SOCKO.Fatman_II
#4
UPDATE 03-08-16:
  I have decided to use Game Maker Studio instead. Sorry folks.

SOCKO! Entertainment and Screen 7 are proud to announce...



The Amazing Adventures of Fatman in Intergalactic Indigestion.

  (Ignore the title on the comic book cover, this was for a planned remake of the original game.)

The Story:
 
  A space craft's crash landing in Shadowlawn forces Fatman out of retirement and back into action. This time he's got to save more then just his beloved city. Will the ring of Tabbiarian fall in to the wrong hands dooming the entire universe?

Screenshots:


Fatman S.O.S. original playable characters.


Fatman revamp.


Fatman's home gym.


The Fat-cave.


The Fat-mobile.


Inside Doughnut World.


Fatman vector revamp, final.

Development Progress:

Story: 90%
Scripting: 15%
Graphics: 10%
Sound/Music: 10%

Expected completion date: Unknown.

Development Diary:

Dec 12, 2015
You can play a demo of the game here. It includes the introduction and a few small puzzles, enjoy! Feedback appreciated. :-D




#5
Adventure Related Talk & Chat / Fatman 2.
Sun 21/12/2008 23:41:37
Hey, wasn’t really sure where I should post this but I just finished up a promotional wall paper for Fatman 2 and wanted to share it. Enjoy…


#6
Ok, I’ve got a character I’ve designed and drawn and I’m not very good at drawing just ordinary people. They all seem to turn out very “super-heroish” so I was wondering what your first impressions of this are:



Boy or Girl?
Spoiler
Girl.
[close]
Mood?
Spoiler
A tad grumpy.
[close]
Age?
Spoiler
16.
[close]

Your feedback is greatly appreciated. Like I said already I’m not that good at not drawing a normal character so I’m wondering what your first impressions are.
#7
Critics' Lounge / Which Fatman is better?
Wed 16/05/2007 16:38:30
I'm about to start on Fatman's walking animations and I can't decide between these two incarnations of him.


I like the one on the left because he's so fat, but the one on the right has that superhero quality about him. Help me decide which one to use in the game. Which Fatman do you like better and why? Oh, and if you have any C&C on either of the two it would be much appreciated.

#8
I have a custom save and load GUI in my game. It has six buttons that handle the save or load actions. I'm creating the thumbnails by sending a sprite to the button like this…

Code: ags

butSprite1 = DynamicSprite.CreateFromSaveGame(1, 60, 30); // screenshot resized 120x60 from savegame slot 1


Now when the thumbnail sprite is displayed on the GUI the image has been resized with out any anti aliasing. Is this the way DynamicSprite resizing works? Any work around that would produce a better looking 120x60 screenshot/thumbnail for my save games? I could always do what I did with Fatman and just use my own thumbnails again but that was a lot of extra work.
#9
Ok, I have a custom function:

Code: ags

function Speech(Character *who, String msg) {
  // custom display speech on the screen function
  }

Now that works. However, I would like to pass this to my function:

Code: ags

// global script
struct ExtendedCharacter {
  int mad_loop;
  int happy_loop;
  Character* Char;
  };

ExtendedCharacter ecFatman;

function Speech(ExtendedCharacter *who, String msg) {
  // custom display speech on the screen function
  }


So this way I keep my function all nice and neat. However, whenever I try to compile the script I get this error:

There was an error compiling your script. The problem was:

In: 'Global script'

Error (line 43): Cannot declare pointer to non-managed type

I just can't wrap my brain around what I'm doing wrong.  :(
#10
Ok, I must be doing something wrong. I need to pull the hotspot property from the global script. Is this even possible?

What I'm trying to accomplish is this. Let's say Room1.crm has a hotspot called hExit. That hotspot has the property called Sprite. That Sprite property stores the variable of the sprite image I want the mouse to turn into when it's over top of the hotspot.

Here is what I have so far:

Code: ags

				if (GetLocationType(mouse.x, mouse.y) == eLocationHotspot) { // mouse over an EXIT hotspot?
						if (Game.GetLocationName(mouse.x, mouse.y) == "eNorth") { // mouse is over the north EXIT hotspot
								Mouse.Mode = eModeEXIT;
								TRUE_mouse_mode = 4; // exit
								Mouse.ChangeModeGraphic(eModeEXIT, GetGlobalInt(1)); // north sprite


Now I want to change that GetGlobalInt(1) to the hotspot property sprite, but I have no idea how. Anytime I try to put hExit in it's place I get compiling errors. Any help with what I'm doing wrong? :/
#11
Ok, I have a quick question on how AGS handles its repeat execute script. My current game design template has all of the inventory scripting entrenched in the #sectionstart repeatedly_execute section of my game's code. All of my interactions with the inventory are handled here, everything from look to select etc…

How badly will this effect my game's speed? I'm already using 32bit color with a 640x480 resolution, so I don't want to take any speed hits if I can help it.
#12
Greetings, after some extensive forum searches and help file searches I can' nt seem to find what I'm looking for. Let me explain my situation...

My left mouse button does the default mouse mode action, while the right mouse button cycles the mouse modes. Except that when the mouse is over top of the inventory GUI the game doesn't detect any clicks. However, if the mouse is over top of an inventory ITEM, the game does detect the clicks, right or left respectively. Now I've set the inventory GUI to clickable and the game settings toggle of handle inventory clicks in script. My only cursor mode is MODE 0. I'm not using the standard AGS cursor modes. I am handling all the events in script.

Please help me, I can't figure out how to detect those vital mouse clicks over top of the inventory GUI itself. Again, if the mouse is over the inventory GUI but over an inventory ITEM everything works peachy.

I'm lost…
#13
Ok, after four years, I just loaded Fatman into AGS 2.72. When I compile the game and run it, I get no music. All the music is in .MIDI form and in the /MUSIC/ folder. The voices and soundfx all play fine, just no music. What am I doing wrong? :/
#14
Critics' Lounge / Jedi C&C
Tue 08/03/2005 02:31:57
Howdy. This picture I drew by pencil. Then I scanned it in PSP and colored it in Flash. Tell me what you think. This is my first time trying a Light source. I normally just do shading and no highlights. I think it all works but you tell me.

Here is the pic ...

#15
I love the new 32bit support CJ! My sprites look so good. All except for one small issue. I need to know if this is a bug or as you say a "feature" :)

When I display a sprite with the alpha channel all is good. When I display a mouse with the alpha channel all is good. The trouble is when I display a GUI.

The GUI background image with the alpha channel is displayed correctly. However, when I display a GUI button over this GUI background image it is displayed without the alpha channel. This cropped screenshot should shed some light on what I mean.



The eyeball icon on the left is the GUI button. The eyeball icon on the right is a room object. Both are the same imported graphic. The bubbles are the GUI background image.
#16
Heyah!

Yes, the subject says it all. I'm starting a Space Quest fangame. I want something small and fun to work on, as I develop my flash skills, before I go on to my next commercial game. Here are the details: http://wiw.org/~jess/forum/viewtopic.php?p=67796#67796

Good luck!
#17
I am loving this Flash program!



 I drew up a few test backgrounds to try and find my style within Flash for my next game ... and this is the one I've settled on. Tell me what you think. As usual I'm comic and DOTT inspired, I think I've blended the two styles nicely, but you tell me. :)
#18
Ok I drew up my test Rodekill in Flash, and of course when I goto export my vector drawing as a .bmp raster drawing I get the nasty antialias as shown here:



Now, I can take this to Paint Shop Pro and pixel push my way to a nice spirte devoid of these nasty artifacts, but needless to say that would be quite time consuming. :)

Any of you flash artists have any tricks up your sleeves for this?

#19
Ok all you graphic artists. Help me out here.

Is Flash worth that price-tag? (It's a good $300 more than ToonBoom Studio.)

I've downloaded both and my 30 day trial period is about to expire. I've got to make a decision. On the one hand Flash is a well known product that has loads of how-to books. On the other hand (at least with my limited knowledge) ToonBoom studio appears to do everything Flash can ... for MUCH less. :)

Anyone that has had any experience with either of these, that can shed some light on the subject?
#20
  Hey guys it's been a great run. However due to tax reasons SOCKO! Entertainment will be closing its doors at the end of the 2003 year. I've lowered the price of the game to $9.99 and you still get the free shipping. However, after the 2003  year is up I will no longer be accepting orders and The Adventures of Fatman will be announced as abandonware. I have no plans to host the game or support its move into abandonware.

 Thanks again everyone who helped etc ... and don't think this is the last time you'll see me because the heart of a true adventure gamer beats within me.

So as CJ would say ... cheers.
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