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Topics - Joe

#1
After searching a while, this section looks like the one where i should post this. Please tell me if I'm wrong.

My suggestion is: add an option in each thread so that the creator of the thread is able to mark it as SOLVED and also select which POST solved his issue. The solved label should be atomatically added at the begining of the title and maybe in green color.
This will make the support forum to look pretty much elegant. By now you can find very different labels like [SOLVED] solved (solved) (Solved) solved: {solved} etc... and it makes the forum look a bit ugly. If all labels were like this: [SOLVED] I think it would be pretty nice and it would help other visitors to find faster the solution.

Regards,

Joe.
#2
Hello people.

I'm posting this because I remember when I started with AGS. I had never seen such a wonderful thing. I was just 15 when I discovered this little program in 2006 (the 2.71 version). You can't imagine how excited i felt when I created my first game. It was one of my dreams since I was 9 or 10 and had been looking for the way to do it for long time.
When I finally created a game (a very little one with horrible graphics and 0 programming) I realized there was something over there which I didn't know what it was for: the AGS script. Well there is no words to describe the emotion I felt when I used AGS script for the first time, it was also the first time I made some programming in my life (well maybe I wrote some lines in QBasic before). The thing is: AGS script was awesome but, like many others do right now, I needed a lot of help.

I'm 23 right now. It's been 8 years since I entered this comunity and remember my first post, asking for help for creating a LucasArts style statusline, and I also can remember who gave me the first shot: an user named "Ashen". Well, he absolutely doesn't know, but I thank him a lot his help, with his tips I learned the basics I needed for programming and nowadays I've made very interesting things in C/C++ php js python...

I know the first man I should thank is CJ. And of course I do, but I know CJ is still doing something over there or here, however I can see the user Ashen last logged in 2007 and never again. I know  many people (like me) have intense activity in the forum and then leave for long time. But I came back many times. So please, if anyone knows what happened to this man, please tell.

Regards,
Joe.
#3
Critics' Lounge / Help with comic style road
Sat 09/04/2011 17:03:48
I'm making a very comic style game and the last background I drew was this one:



But I find it very uninspired...

Critics please  :)
#4
I commented this in the AGS 3.2.1 thread

This is the situation.
I have an audio channel called fondo which is cotinuously playing music but at some point in the game I have this:

Code: ags

function room_FirstLoad(){
  AudioChannel *intr= aIntriga.Play();

  while(fondo.Volume>0){
    fondo.Volume-=2;
    Wait(1);
  }
  //Some animations

  while(intr.Volume>0){
    intr.Volume-=2;
    Wait(1);
  }
  while(fondo.Volume<100){
    fondo.Volume+=2;
    Wait(1);
  }
}


My purpose with this was start playing aIntriga, stop playing fondo's music slowly (crossfade). Make some animations with aIntiga as audio and then crossfade again. But those weren't my results...
They were: stop playing fondo's music, started the animations without any audio and when they finished fondo's volume rised up to 100 again.

NOTE: There are no any other audio playin which could be using any other audio channel, I mean the rest of channels should be free... I put a code line to test which channel was intr assigned:

Display("%d %d",fondo.ID, intr.ID);

And as I suspected I obtained the same channel.

I'm very frustrated with this because I don't know if i'm doing something wrong or not...
#5
Hi again! Just as the title says... I want my character starts walking when the room starts fading in. I thought it could be possible using player.Walk(x,y,eNoBlock); in the player entres room before fade-in event. But when I test the game it waits till the room has fully faded in to start walking...

Thanks in advance.

Joe.
#6
Please tell me whay you think of it, it's my 1º 3D character, as you can see I'm using a cartoon texture, but i find it quite plastic made...

Obviously this is not a normal walking view, I want opinions about the character, not about the movement.



Opinions storm please :)
#7
Don't know if this has been fixen in 3.2, but I was editing regions, then I turned it to edit hotspots, I pressed Ctrl+Z and all my hotspots mask converted into my regions mask, losing all the hotsports I had drew, so I had to redraw them again...
#8
General Discussion / More magic for everyone
Wed 07/07/2010 22:07:25
This is my new magic trick:

http://www.youtube.com/watch?v=KoZJzkES08o

The story I tell is in spanish, but... it's not really necesary to undestand the trick.

Hope you like it,

Joe.
#9


v1.30
Copinstar

This is a new version of the game released in 2006 by Pedro. the game has been totally polished up with new graphics, animations, powerful script-coding, and more playability. Dialogs have also been improved.

Plot: The game doesn't follow the movie plot literally. Allan and Carl have been kidnapped. When they wake up they realize they are in an old bathroom which has a locked door. So they will need to follow jigsaw's hints to solve the puzzles which will get them out that horrible room.


Some images below:
(all images are resized the game resolution is 640x400)


The old main scenario (just to compare)


The new main scenario


Zoom to the wash basin


Allan and Carl listening


WATCH TRAILER


>> DOWNLOAD NOW <<
(18 mb)



I'm sorry for being so late updating the game but I've had no time till now.
This version fixes all reported bugs and many translations issues.

The English translation was cleaned up by [Arjon]. Thanks Arjon!

Feel free to post here any bug you find in the game or any other opinion about it.
#10
Which things are compiled in the main exe?
#11
The title says everything... I've been reading its an MS-DOS application called Adventure Creator 1.0

You know where could I get it?
#12


Copinstar

This is a new version of the game released in 2006 by Pedro. the game has been totally polished up with new graphics, animations, powerful script-coding, and more playability. Dialogs have also been improved.

Plot: The game doesn't follow the movie plot literally. Allan and Carl have been kidnapped. When they wake up they realize they are in an old bathroom which has a locked door. So they will need to follow jigsaw's hints to solve the puzzles which will get them out that horrible room.


Some images below:
(all images are resized the game resolution is 640x400)


The old main scenario (just to compare)


The new main scenario


Zoom to the wash basin


Allan and Carl listening


WATCH TRAILER


Biggest bugs fixed:

*Script-design of puzzles
*GUIs design

Game Progress:

Scripting:100%
Graphics:100%
Story: 100%
Dialogs:100%
English translation:50%

As you can see the game is almost finished...

The game author is Pedro he designed graphics and dialogs, my paper in this game development has been as scripter and some help with graphics.
#13
I'm using the SetSaveGameDirectory("Saves"); at game_start() in the global and hav cleared the textbox which is next to "Save games folder name" in general settings, But when I run my game it still creates a folder in My docs...
What can I do?
#14
Maybe this sounds horrible but there is a reason to do it, for example if I'm at room 5 and a I want to turn on the visibility of of an object which is at room 10, it would be really nice to be able to do this:

room[10].object[...].Visible=true;
or
room[10].hotspot[...].Enabled=true;

I think this is much better than having to set a variable which changes it's value and then when you load the other room you make the object disappear, or even using this at global script...
Maybe I'm wrong and there is another way to do this, if so please tell.
#15
I had a 4kb image in my pc which was completely black with some transparency (alpha channel). When I imported it to AGS those 4kb turned into 1000kb. This is really frustrating. Is there any way to solve this?
I'm frighting my game size is getting really big for this reason.
#16
I don't know if this is intentional, but when I use the Unlock command it unlocks but it doesn't go to its normal loop.

EDIT:

For example:
I have a character: cChar, its normal view has 4 loops for walking and other 4 for other animations
So if I do this:
Code: ags

cChar.LockView(4);
cChar.Animate(9,6,...);
cChar.UnlockView();

And after that I move the character in the direction he's facing, then it uses the loop 9 of its normal view...
#17
I made a game using AGS 3.1.2 and then I translated it, when I tested the game with the traslation it just worked with Display function and some other, so I had to make english the default language of my game...

Sorry if this has already been said.
#18
Sorry for my lack of culture... but I really don't know what exactly is a MAGS game, the only thing I think I know is those game must be made in a Month time.
#19
Does AGS let you do something like the known params by reference in C++?

in C++ you can do this:

Code: ags

void Read(int *p, int *c){
*p=GetSomethig();
*c=GetAnotherThing();
}

//And then you call the function like this:

Read(&myInt1, &myInt2);



This is very useful to make a function return more than one value so I'd like to do it in AGS, is it possible?

Thanks.
#20

KILL JOSEDA
**NEW VERSION**
v1.12

A 2D shoot'em up game

AGS PANEL RATING


This is a non-adventure game with a symilar "Operation Wolf"'s playing mode.
Plot: Joseda, the king of disaster has colected a group of guys to end with the existence. And you are the chosen one to avoid this, of course you'll have a friend to help you in difficult situations. But it won't be easy at all, your enemies will never stop attacking you and each one has a different plan to bet you. Will you be able to kill all of them?


There is also a "Two players mode".


Start screen


Instructions screen


The first level


The second level

You can
DOWNLOAD GAME HERE
(7.5Mb)

You can even set a custom graphic to show it as one of your enemies.
Please if you find any bug or something symilar don't forget to notify me to fix it, thanks.


FIXED from v0.7 to v1.01
*The custom graphic didn't appear if you finished the game and then you began again
*When you created a player two his state didn't save
*Completely remade the 2 players mode
*Many errors with the custom graphic
*When you shot some characters they didn't die
*Minor inteface errors
*Game didn't save the current player level
*Sound errors

ADDED from v0.7 to v1.01
*An instructions screen tat tells you each enemy properties
*An option to continue the game inthe last level you entered
*A score restriction to let you pass to the next level

FIXED from v1.01 to v1.02
*Some enemies bombs had bad behaviour
*Some sounds were played when they shouldn't
*Mutition had no limit making the interface looks bad

FIXED from v1.02 to v1.12
*Vista compatibility
*Enemies are better distributed
*English translation fixed

Joe.
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