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Topics - gypsysnail

#1
Hi, I've come back for a visit after a long hitatus from here, being busy on artworks. I remembered iSTVAN who made Sydney Finds Employment and wondered if any of you guys remember him and know where he is? This is his profile http://www.adventuregamestudio.co.uk/forums/index.php?action=profile;u=6208 but he has not been active a long time, wonder if he is ok?
#2
Worth having a look at these two kickstarter campaigns. Amazing indie games, I don't know these people personally but I have a passion for indie games and love to see these guys supported :) here are the links:
http://www.kickstarter.com/projects/676519884/beeswing

http://www.kickstarter.com/projects/soundguy/bolt-riley-a-reggae-adventure-game

Have an awesome day :)
#3
This might be interesting and probably very complicated, but an idea I came up with, is if imagine a game is a series. Say you gain skill points/items, etc from the first game that could be transferred to the next game. Could this be possible in an AGS game, would there be any scripting for this or would it be too complicated? Can we throw around some ideas and advice if this is possible? Looking forward to hearing everyones opinions and advice.
#4
Hello, I'm back for a bit and just have a question. At the moment I am developing a large scale game and it will involve, at the start of the game, for the player to choose a few things to do throughout the game. So I am imagining an important and probably very difficult programming sequence will be needed for this aspect?.... If so... will the programming rule be like an (if) type of rule? 'if this subject is chosen, then this sequence will be.......' and an object would appear in that room later in the game in accordance to that selected choice of 'subject'?

Another question while at this, is the player will have a choice to choose from 2 main characters in the form of female or male at the start, and will this be a complicated programming sequence too? I just need to prepare myself. I am starting a programming course this year so that should help, but I am pretty hopeless at the logical stuff at this stage. I'm better at the art stuff but I really need to learn the programming myself as I am doing it on my own (cant afford to hire a programmer at this point in time, though I probably will ask you guys for help often as the game creation progresses this year)........ let me know if I have not explained the above properly, it might seem confusing to you because I don't want to say what the game is about at this stage, cos of copyright issues and its too early in its development stage.
#5
Hey guys,
I'm wondering if all games are or need to have sound effects/music/dialogue voice/sound? As most of you will know, me being deaf means that I don't know exactly if all games need to have audio or if its an option? I'm preparing for the future of my games - both freeware to begin with then commercial games. What are your opinions? I feel most of you will say many will prefer sound lol :P and if thats the case thats good, if anyone is willing to in the future to help me with sound that would be marvellous!!! You will be credited at the top of the rolling credits for the freeware games, AND paid for the commercial ones.
#6
Hi guys,
Back once again - have just lost my job so I am looking for a new job and here I need your help. I am applying for a job and I am including that I make games and the type of programming used in AGS. The question is I need to know what type of programming language does AGS use exactly? It is not quite clear to me what type it is - someone asked me which language AGS uses and I said maybe C+ but  maybe that isnt correct? Can someone tell me what the language is please?
Many thanks! :)
#7
Critics' Lounge / photoshop burn problem
Sun 18/05/2008 09:54:32
Hey you guys,
I'd been working blissfully in photoshop 5.5 when suddenly the burn tool went wrong!! It started doing this (as show in image below) it burns in circles rather than smoothly. If any of you guys know much about this, that would be great tell me maybe some settings may have gone wrong some accidential tampering without my realising it! And its not really burning properly if at all in some areas. And sometimes I have to really 'rub' hard over the area a few times to even see a burn.
#8
Hi guys heres my sound question:

Some of you guys are probably familiar with me and that I am deaf. I want to ask here if anyone would be willing to help me with the sound part for games as I am going to be marketing a few games to the public commerically (and yes keeping my games really cheap even if the graphics and all that will be good quality) and I am concerned of course that people will be expecting to hear sound as they play the games. I need to ask also how would I place the sounds in the right places in the game where they should collaborate with the characters or places in the games (such as a door slam, character talking, etc)? Would anyone be happy to help? (of course the person(s) who help me will have their names in the credits without doubt! (and some form of payment if they will accept that too!) :) Let me know soon please
Cheers :)

EDIT: Ok it will probably be midi type files that I will use cos they keep the file size of games down and they can be adjusted in volume. Now please please please guys, will someone be happy to help? Seriously, I am deaf and completely useless at the sound thing but i WONT deprive my customers of their right to listen to sounds that should go with the game (I had a friend who once, when I showed her an animation, said to me she was expecting to hear sound as the animation moved, so I was under the impression she was disappointed by no sound so that set the concrete for my thinking and consideration towards my customers)
#9
Hi guys!
Sorry if the question has been asked b4 by anyone else - yep I did a search only one thread but didnt really answer my question. So here goes... I am making a few short length games for people to download and I want to take in consideration their broadband speed and download limit allowance so I am concerned about game file size. I want to ask here if anyone knows a way to keep the file size low as possible to say... limit 15MB? Probably in my case most of my short length games should not be more than 8-9mb. I am aware that video and music/sound files do put up the file size quite a bit - I wont be using video, just graphics and sound yes.

I want to ask another question about sound - but I am going to start a new topic for that one as it does not relate to the main topic title of this thread.

Please let me know about game file size stuff above, thanks guys
#10
Hello guys, I want to ask you a sort of technical question here. I'm a bit wary about it possibly being somewhere in the earlier forums or in any help tute but it has taken ages to look for. Here goes, I would like to know how to set up a game to Run in a professional way when someone installs and then loads up the game to play it, with its own icon that can be put on the desktop? Hopefully this isnt too much to ask.
Cheers :)
#11
Hi,
Just a simple question to a problem that has been happening for awhile in my game. When I test the game, and I walk the character to the next screen, sometimes the character stalls and cant move so I have to quit the game or restore it. Yes I get the coordinates right though... the type of screen the character enters is from a corner, left bottom corner and I set the coordinates for the character to enter into that room at that point. Often works fine, but sometimes character stalls at entry. Any ideas why this might be happening?
#12
Hi everyone, first off MERRY XMAS :P Hope you all had a lovely day like I did. Anyway this question I am posing to AGS is game related but *biting my lip* unsure of what category it should go in. But here goes, I have been thinking of trying my hand at making games that fit a mobile phone. Short length games - yes I have seen quite a few games on mobiles that have the point and click and this may be good for my games that I want to make for mobile phones. Friends are asking me if I could make games that suit phones and this has gotten me excited, I reckon this is a way for me to get my foot into the door in the game makers world of selling games (just like our successful brillant member Dave Gilbert - by the way, Dave I finished the 2nd, Blackwell Unbound and LOVED it!!). I am going to ask if any of you have any ideas of how I could make the games optimised for mobile phones? The games would have to be small and of low resolution (I guess?) and how would they fit to particular versions of phones? If anyone here could please help me get a leg up in this, ideas of how I could start off, that would be great!! :) and please please no saying its impossible or that its a silly idea. Thinking caps on guys!! ;)
#13
Look! I am sorry if I have to start up a new topic, but no one has replied for quite awhile to my post and I am stuck! Besides that, the previous topic that is about this is marked as SOLVED so people are thinking no one is posting but I AM!!! so I NEED HELP! Here is what I have posted below and YES KrisMUC I have fixed the x and y offsets with numbers, I shall post that too in the code.

Ok KrisMUC I tried it and I got the error message variable already defined and it took me to the global script where I had pasted the code. I still dont fully understand the function stuff. I have copied and pasted below the current code sequence of the things i have already in the rep_exe for other functions, before the code you gave me goes in. I have tried but still doesnt recognise. Now look at where I have put KrisMUCS code in - and it still doesnt work so I know I am doing something wrong and I dont understand WHAT? And getting frustrated at my stupid brain that can't program! So please understand my reasons for starting up a new topic but if thats what it takes to get the help then I will do it and the moderators can alter this to suit the rules if they want, and I can get the help.

Code: ags
#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  int c=System.ViewportWidth-gOverhot.Width;
  int x=mouse.x+3; if (x<0) x=0; if (x>c) x=c;
  c=System.ViewportHeight-gOverhot.Height;
  int y=mouse.y+5; if (y<0) y=0; if (y>c) y=c;

  gOverhot.SetPosition(x, y);
}

function repeatedly_execute() {
  // put anything you want to happen every game cycle here
  lblTime.Text = String.Format("%02d:%02d, Day %d", GameTime.Hour(),
GameTime.Minute(), GameTime.Day());
  // Start of special Following Code
  if (cEgo.Moving == false) { // Player has stopped moving (obviously)
    if (Follow == 1) { // If Jonah is still flying
      // Change state (the 'Follow' variable), and have him fly to Ego
      cJonah.FollowCharacter(null);
      Follow = 2;
      cJonah.Walk(cEgo.x,  cEgo.y, eNoBlock);
    }
    else if (Follow == 2) { // If Jonah is on his way to Ego's shoulder
      if (cEgo.Loop == 1 || cEgo.Loop == 0) cJonah.Baseline = cEgo.y -
1; // Or '==2' for the other shoulder
      else cJonah.Baseline = cEgo.y + 1;
      if (cJonah.Moving == false) { // Jonah is at Ego's location
        // Make sure their Loops are always the same
        cJonah.Loop = cEgo.Loop;
      }
    }
  }
  else { // If Ego is Moving
    if (Follow == 2) { // If Jonah is 'at rest'
      // Change state (the 'Follow' variable), and have him start flying free
      cJonah.FollowCharacter(cEgo,0,0);  
      Follow = 1;
    }
  }
  // End of special Following Code
}

function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
  // ** DEFAULT INVENTORY WINDOW
//  InventoryScreen();

  // ** CUSTOM INVENTORY WINDOW
  gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
  mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
  mouse.UseModeGraphic(eModePointer);

}

#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
#14
Ok here, feeling stupid, have just come back to using AGS after a long hitatus (thanks to working), I have just been adding a new background and tested this. When I entered the new room then exited it, back into the original room, all the characters in the original room changed to a semi transparent, making them look washed out. I dont even know how this happened! I havent even touched anything that has anything to do with colour scaling. What happened was, I went into the character tab on AGS and added an interaction with a character (which is a wagon) so that I could enter it as a new room. Does any one know how this could have happened? I have tried to find the scaling transparency thing but being away so long I dont even remember (cursing bad memories! :D) please dont suggest the tutorials, I have looked and yes searched but its too broad sorry. I just dont have a lot of time to go through it again, and I'm sorry I have to ask this question.
#15
"A lot of rust...." there are many places that have gone rusty over the years and everywhere in the world. Use your imagination! ;) You are inspired by the beauty of the ageing building or piece of rusted object in a place.

Guidelines: Limit of colours - unlimited, not too fussed as long as it can work in the AGS editor, though the size should be kept to a maximum resolution 800x600. Matching the story above, the background could be by the sea, in the country, in the woods, in a paddock, in the city, ANYWHERE as long as it contains some form of rusty object or building that catches the eye and provides for an interesting area to explore.

Voting: Will start 23rd Feb at 00.00am and end the same day at 23.59pm on the AGS clock time at the top of the screen ;).

--- Cut and paste from previous competition posts ---
Voting categories

Idea - The underlying idea to the background. Doesn't
necessarily have to coincide perfectly with the theme of the
week, just strike you as interesting/amusing/inspiring; a place
you'd really enjoy visiting within a game.

Atmosphere - How well the image manages to evoke a certain feeling or mood.

Design - How well the elements in the image are designed,
such as landscapes, buildings, decorations, clouds, doorknobs,
etc.

Composition - How well the elements in the image work
together/are positioned in relation to each other.

Functionality - How well it would work when adding sprites, i
ncluding appropriate walking distances, a good angle for
character sprites, clever walkway solutions, easily understood
exits, etc.

Technique - How well the ideas are executed in form of
rendering.

Anyone is welcome to vote, and it would be great if all
participants could provide their own. You don't have to vote
in all categories, and if provide multiple names in a category,
then please be clear about which one is your pick.

--- end cut and paste ---
The trophy is below:


Good luck and enjoy! :)
#16
I have been trying to change the view of the characters talking to each other (the portrait that comes up when the character talks style) in between the conversations. E.g. at one point in the convo, the character Y is talking normal faced, and the other char X says something to make the character Y angry, so I need to change the view to an angry face while talking. I tried this way: made a 'new character' and named it angrychar, then I went to the display messages and changed the part of the convo's view where she is to get angry to that new char view for angry but it did not work at all. Either I got an error message or when the game did load up at Test Game, I talked and I didnt get the portrait of the angry talking one, just text. Where am I going wrong? Yep I am very new to this and this is just one new area I haven't done before :P. Any ideas on what I need/can do? If there is any extra scripting required, please can you say where I should put the script in which part of the editor, etc? Just learning with this one as well.
#17
Hints & Tips / the blackwell legacy
Mon 25/12/2006 11:26:37
Hi, just been playing the game, it is excellent! I am stuck somewhere in it at the moment... I am up to where I have now seen the ghost man in the family wedding and christmas photos and talked to Alli the ghost in the park and gotten the Deacon and Ouijia board as one entry line in the notebook... I am stuck at the part as to what I need to do to progress, how do I get the security guard to let me go and see susan lee in the bellavue hospital? Hints would be great... and how do I add in that 'spoiler' hidden text box? (never done this one before so my apologies).
Cheers
#18
Hi all, this is my first background that I have ever done for a game. It is a house of the character at the start of the game and I would like some opinions please, constructive critiscm ;). The garden will when the player clicks look at the window, will come up as a close up - as a room of its own and the water feature will be animated. I hope people will like this first background *nervous grin* ;)



Its meant to be slightly cartoonish and colouful, thats the theme of it in the game but some rooms like inside some buildings will be darkish with a soft glow. What I would also like to ask is what you all think of the background behind the image - black and purple hue? Now your opinions for this one :)
#19
Hello, I am not quite sure if there is a shadow module available for characters and objects or anything about this in the forums (yes I have searched forums for this ;) ) so for example as the character walks, or an object sits in a place that should have shadow under them to make it look a bit more realistic - if there is a module or script that can do this, please let me know. That would be really good :).
#20
Hi, this may be a noob question but I saw Plugin Manager on ags editor but it is greyed out, no option to upload a .dll file (I think) to it - how do I activate this and also is this the right place for .dll files as the module manager only accepts .scm files....?

another question relating to modules - if I am right, I must draw the animates/sprites to fit in with a module. For e.g. candlelight module would need a candle sprite with its big light glow around it right? Or add candle to character sprite and make a 'lighting' area as a seprate sprite to 'follow character' and then execute the module? I am learning about how to use modules at this stage in preparation for my actual game. Many thanks to those who can help me here :)
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