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Topics - Magic

#1
Hi there,

I'm getting back into AGS after having last used it over 5 years ago (Yikes!) for a university project. Now I'm hoping to construct an actual game where the player is a judge in a court of law. See this thread for more information.

I'll stick to using this thread for any technical queries I have - any help is appreciated.

1. Dialog after entering a room. The first trial begins in the court room, here's the room script:

--
if (case1_start == true)
Ace_Attorney_Court_Suite.Play();
{Display("Welcome to the courtroom.");
SenJudge.ChangeRoom(2, 250, 650);
{Display("A Senior Judge approaches you.");
d1SenJudge.Start();
SenJudge.ChangeRoom(0, 250, 650);
{Display("You switch on the court's computer system.");}
Computer.ChangeRoom(2, 250, 650);
}
}
}
--
I'm moving the player to the main court room, playing some music (It's placeholder) and want to have a senior judge character appear (It's just a static image), he speaks his dialog script and then leaves. A computer 'character' will then appear for the player to interact with so they can do their research and the trial can begin.

However, at the moment the dialog is happening _after_ the other parts (The judge moves to another room, the display message about the computer appears). The dialog file is just a series of text displays followed by a 'stop'.

I've had a look through the help file and tried different functions but nothing works so far. I've now realised that with the dialog:

"NOTE: The conversation will not start immediately; instead, it will be run when the current script function finishes executing."

How can I get around that?
#2
Overview:

You are a judge of the court.

It is your responsibility to oversee trials where you will select witnesses, arrange testimonies and ultimately decide the verdict of the parties before you.

Can you establish the facts? Can you see through falsehood and reach the truth? Can you issue a fair verdict? Will justice be done?

The defendant's fate is in your hands.


I'm considering making a prototype in AGS for a game where the player is - you guessed it- a judge. You will deal with criminal cases and decide on the verdict. Naturally it's inspired by the Phoenix Wright (Ace Attorney) games but also by the "You be the Judge" books I read as a child (You'd get a short story and pictures to examine, there would be a single clue to decide whether the claimant was guilty or not). I've also found that there are also some 'Judge simulations' on the net though they're not quite adventure games.

I've put up the brief concept, some links and (most importantly) the script for what would be the first case in the game:

http://ge.tt/6BUKJ2l/v/0?c
(If anyone is concerned about that site then just ask and I can email it, as it's only a 10KB zip file)

I'm aware of the obvious flaws with the concept - that it will be text-heavy and without much for the player to do compared to other games, just like Phoenix Wright, but I think getting to make sense of a criminal case and reach a verdict will be interesting. There is scope in allowing the player to make other decisions like which witnesses to hear from, what questions to ask (you'd have a limited number to ask depending on the difficulty of the case) and so on.

I've been wanting to construct a full game to show off my skills (The closest I've made in the past was an IT technician simulation for university, made in AGS) and I think this is a feasible project since I could make as many cases as I feel like. For further inspiration I'm even considering going to a public gallery to watch a trial and there are plenty of case studies available online.

I also know that it has to be more of a game than a simulation so it will take plenty of liberties with the court system (Again, like Phoenix Wright) and would be about the player's sense of justice and conscience rather than legal wranglings.

What do you think? Is it worth making? Any feedback would be welcome.
#3
Hello there.

I run Samods, a modding website with a history stretching back to the original StarCraft and the fan-made campaigns people produced for it. We've long since branched out to other games and genres.

You can read about the group here: http://samods.org/about

You can also read about our hosting policy here: http://samods.org/hosting

I say "policy" but there's not much to it - it's free hosting for fan-made work, because I hate it when people use those advert-filled free hosting sites. You can have simple file hosting and I'll effectively mirror them, or you can have that plus a domain and pages on our front page (Like this: http://samods.org/144 ).

So just email (ben.brown@talk21.com) or IM me if you're interested. Easy. ;)
#4
Critics' Lounge / My voice acting samples.
Sun 07/12/2008 11:35:42
Achtung! I have finished recording some new samples of my voice:

Download

Readme:
MAGIC'S VOICE ACTING SAMPLES
============================

By Ben 'Magic' Brown - ben.brown@talk21.com

Included in this rar file are some voice acting samples I've put together, primarily for producers to judge if I'm suitable for any roles. I'm available for any work (Paid or free) and willing to give anything a try so feel free to contact me.

Sample Notes:

Chorus-1-1 - This is the opening line of the chorus from Henry V. I've never done any actual real-life acting of Shakespeare but I really enjoyed studying the play at school, as well as the Kenneth Branagh film adaption, and so decided to recreate it. I think the acting is well performed, though the voice not perfect and a few minor slip ups.

Frodo&Gandalf - A take of myself as both characters in one the most quoted scenes of JRR Tolkien's The Lord of the Rings, which shows off both a lighter, simple voice (Frodo) and a deep, wise one (Gandalf).

MaxPayne1 - A recording of Max's first line from the original video game. I focussed more on the raspy, daunting voice than the accent. A pitched version is included to show the effect that a simple effect has.

OrcWarChief-Speech - An attempt at imitating a character akin to Thrall from WarCraft 3, a noble and courageous Orc warchief.

Knight - A quick line showing off a focussed English accent, including a pitch version.



Let me know what you think of them.

Note: I run a voice acting guild (SAVAGE) but it is mostly quiet at the moment. I have a few active requests at the moment but will consider anything you have for me. PMs or mails to ben.brown@talk21.com are best.
#5
Hi guys.

I've imported an old game I was working on a year ago and it's generally fine except for this error message I get whenever I enter (as you can tell below) room 9.

Quote
An internal has occurred ... (blah blah)

(ACI version 3.01.1018)

Error: prepare_script: error -18 (no such function in script) trying to run 'room_AfterFadeIn' (Room 9)

I've tried removing the AfterFadeIn script but still get the error while I can't find any mention of 'prepare_script' in the script files. Any suggestions?
#6
I think the title shows the general gist of what I'm going to say here - I run a mod gaming site (www.samods.org) that hosts mods, articles and 'stuff' for the fans that make it and we've started hosting indie games, mainly a wholly fan-made RTS at the moment.

Since I've come into contact with the AGS forum during my Techs project, I'm wondering if adventure game makers here (with finished versions) need hosting. It would be entirely free (The only thing I ever want out of hosted projects is for them to bring attention to the rest of the site  :D) but initially users would be left to set up their own site over FTP as we're redeveloping our main site.

Any thoughts?
#7
Overview

Techs was created for my final year university project. I've used AGS to create a 'serious' production that acts as a "simulation" where the user is an IT Technician and has to solve different computing problems in each of the five scenarios. There's a full tutorial and introduction sequence too.

The following release is not a full game but rather the final 'prototype' that I created since I had a deadline (29th of March) that I had to stick to but I do plan to continue to develop it in the future. This version doesn't have music due to the possbile legalities that I wanted to avoid for the hand-in so simply hum your favourite tunes while playing.

Feedback is welcome - indeed, interest may spur me on to do more with the simulation.

Screenshots

Title Screen:


Tutorial:


A help request:


Problem analysis in progress!


Download.
#8
Ben 'Magic' Brown (ben.brown@talk21.com) is proud to present ...

Techs - A Helpdesk Simulation

Overview:

"Techs" is the main component of my final year project as part of a degree in Business Computing. My focus has been on producing a helpdesk simulation where users are challenged with running an IT support service and have to solve computer-based problems for fellow staff members. I am using the Adventure Game Studio software to create it.

At present I have created ten functional rooms and scenarios encompassing an introduction sequence, a tutorial instructing new users on how to use the interface and a sample scenario of an IT problem, along with three sets of character sprites (Two are borrowed from the Reality on the Norm Pack with permission), sprites and interactions for the various objects (Computers, desks, doors, etc) and character dialog.

The current date of writing is the 14th of March and the hand-in date is the 29th, so I have yet to add several more scenarios for the simulation itself to be complete.

Screenshots:

Title Screen:


Tutorial:


A help request:


Problem analysis in progress!


Development Progress:

Design: 100%
Scripting: 75%
Graphics: 75%
Sound/Music: 90%

Expected completion date: 29th March, 2007
(Because it has to be handed in then!)

Demo

Here is the current version of the software. Feel free to e-mail or post feedback or bugs.
Download.
(NOTE: Check the Winsetup.exe to ensure you have the appropriate settings, including music activation)
#9
In short, does anyone know of any examples where people have used AGS for a 'serious' production?

I'm doing an IT helpdesk 'simulation' for a uni project and since I'm just writing up my documentation I'm wondering if I could mention non-gaming usages of AGS-made products as comparisons.

Here are a few screenshots for the curious (It's not finished so don't verbally hurt me!):

#10
Hi there.

Short version: How do I set a variable properly in a dialog script and have it carry over to when the user interacts with an object through a condition of if it is set or not?

I'm actually doing a "Simulation" as opposed to a game for a university project where the 'user' is an IT Technician whom has to solve computer-based problems. I'm a novice AGS user and have been using it for several months and only recently have I needed to do proper scripting rather than creating rooms and objects. Onto my problem:

The first scenario I'm creating requires the player to talk to an NPC to find out the nature of the issue (Setting up Out Of Office Assistant in Outlook :D) and only then can they go through the 'solve' process when they interact with the PC. So I have the following dialog with a set-globalint variable as mentioned in the AGS Helpfile:

Quote// dialog script file
@S  // dialog startup entry point
Bruce: Lisa...
Lisa: Yes?
return
@1  // option 1
Lisa: I'm fine, thank you.
return
@2  // option 2
Lisa: I'm going on holiday for a week and I will be expecting a lot of emails.
Lisa: So I'd like those people to get mailed automatically when they mail me.
Lisa: Can you make it do that?
Bruce: I think I know what you mean.
Bruce: I'll have a look now.
set-globalint 1lisatlk 1
return
@3  // option 3
Lisa: Ok.
stop

Then on the 'room' for Lisa's desktop, the Player Character uses her Outlook:


And the variable settings:


So if the user hasn't spoken to Lisa about the problem, they get a message saying they don't have enough information, while if they have spoken to her then dialog2 (The dialog where the user has to select the correct solution) runs.

However, whenever I run the game it acts as if the variable isn't actually set. What am I doing wrong?
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