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#1
Hello!

I currently call a Wait(20) command before changing rooms, which is going to add up to a lot of repeated code, so I wondered if there was a way to create these two lines as a single custom function?

Code: ags
Wait(gvWaitTime);
player.ChangeRoom(8, 212, 126, eDirectionDown);

I gave it a shot, but ran into trouble trying to pass the CharacterDirection enum...

Thanks for any help!
#2




SLIDING DOORS

We've all had those fork-in-the-road moments that would have drastically changed the course of our lives. From bigger choices like travel, job interviews, or high school dates, to the more subtle events like missing an elevator, spilling a coffee, or holding the door for someone. Looking down the road not taken, we can look into another dimension, and see a whole other version of the life we lead.

Your mission, should you choose to accept it, is to write a short story about a fork in the road moment, and the effect it has on a character. Maybe it's a nostalgic reflection in our later years; or a two-part story that explores both outcomes; or a quantum mindbender where both paths are taken simultaneously. 

Voting will only focus on the story you enjoyed the most (if we have enough entries, we can vote for 1st and 2nd place).

RULES
-----
No minimum word count
No genre restrictions
Deadline: Friday, July 11, 2025 at 11:59pm EST

Good luck to you all!



****Note this is my first time writing a challenge, so please let me know if I can improve it or have missed anything!
#3
UPDATE: The list is now clear now on both devices. Sorry for any trouble!


Hello!

There's been a queue forming in my "Show unread posts since last visit" that I can't clear.

Each of the posts are from the Game Page Entry Reports. When I click "Mark all messages as read", nothing is cleared; instead, it sends me back to the main forum page.

Perhaps related — I've only recently discovered that you can disable alerts/notifications from an entire forum. However, when clicking "No Alerts or Emails" in the Game Page Entry Reports, a loading bar flashes at the top momentarily, and then nothing changes.

This all occurs on the latest firefox for Mac desktop, and on firefox for android (latest).

Thanks for any help!
#4
Hello!

I'm planning out the introduction credits and cut-scene for my game. Before I go too far down Beginner Lane, I wondered if anyone had any guidance or tips on how to (or not to) code scenes like these?

(There will be other cut-scenes beyond these, so I'm hoping to avoid learning something useful later on and redoing everything!)

Thank you for any insight in advance!
#5
AGS Games in Production / Manhunter: Toronto
Fri 02/05/2025 05:27:29










Manhunter: Toronto is an unofficial prequel to Sierra's cult classic Manhunter series.

The year is 2003. Earth is under the control of the Orbs: floating, eyeball-like alien invaders with an army of deadly robots. The surviving humans are implanted with tracking chips, forced into identical robes, and forbidden from communicating under penalty of death.

When an Orb ship is shot down over Toronto, you are recruited as a Manhunter: a human spy ordered to track down the culprits by infiltrating your fellow citizens and reporting them to your alien masters. The trail leads you deeper through strange cults, deranged survivors, and impossibly violent murders, as you begin to question your orders... and your allegiance. With certain death closing in, you must fight for your survival—and the survival of humanity—in a city that's becoming more alien every day.

In Manhunter: Toronto, you'll navigate the twisted remains of the city and its people, unravelling macabre mysteries that could threaten the Orb invasion itself, and ultimately setting off a chain of events that lead directly to Manhunter: New York and Manhunter: San Francisco.


Story 80%
Graphics 20%
Puzzles 20%
Scripting 15%
Music/sound 50%


-------

(Hi! I'm very excited to properly attempt this project, which began as a text file back in 2008. The amazing games you've all created, and the unending magic of the AGS developers, have kept this dream alive throughout the years. While it won't be my full-time job, I've made a lot of progress since starting this year, and I'm determined to complete it!)
#6
Hello!

I wondered if anyone has a more efficient way of making an object 'hover' or 'float' than the current plan of using animation frames.

The objects are static, and only really need to move up a couple of pixels, then down a couple of pixels, in an endless loop. I figured animation could solve it, but it feels like a waste of space to keep duplicating sprites and shifting them up/down.

I'm still getting the hang of AGS, but perhaps there's a bit of math or a tween that could take care of it?

Thank you very much!
#7
    Hello!

    I'm trying to create a main character that:
    • uses keyboard movement
    • uses one animation loop to walk in all directions
    • repeats that animation loop at all times
    • moves smoothly when moving diagonally


    EDIT: For anyone's future reference, one method that works is to position the character's X and Y coordinates directly, instead of using move/walk:

Code: ags
func repeatedly_execute()
{
	// Direct position changes based on keyboard input
	if (IsKeyPressed(eKeyUpArrow)) cEgo.y -= 2;
	if (IsKeyPressed(eKeyDownArrow)) cEgo.y += 2;
	if (IsKeyPressed(eKeyLeftArrow)) cEgo.x -= 2; 
	if (IsKeyPressed(eKeyRightArrow)) cEgo.x += 2; 

}

And running these commands at the start of the game:

Code: ags
	// Adjusting this changed the rate of position change
	SetGameSpeed(30) 

	// Set Ego to first view
	cEgo.LockView(1);
	cEgo.Animate(0, 16, eRepeat, eNoBlock, eForwards);	
[/list]
#8
Hello!

I'm starting a new project in the 4.0 engine, but I can't figure out how to update the score variable in the status bar.

In 3.6, the line 
Code: ags
 lblScore.Text = String.Format("Score: %d", game.score); 
works well,

But in 4.0 it returns the error "Expected a component of 'GameState', found 'score' instead"

Sorry if I've missed something obvious! Thank you for any help!
#9
Hello!



I was wondering if anyone has had experience using dithering to fade in/out an object.

My background is in pixel art, so my instinct is to draw this frame by frame, but maybe there's a simpler way? I poked around for a plug-in, but came up empty handed.

Thank you for your help!
#10
Hello!

I'm getting back to AGS after many years, so this may be an obvious question!

When my characters walk to the bottom edge of the screen, there's a 'transition walk': Input is disabled, they automatically walk down until they're totally offscreen, then the room changes.

But when this happens near a Walk-Behind, they appear on top of the walk-behind, because their Y coordinate is lower than the screen height.

I can't seem to set the walkbehind baseline lower than that, so I'm not sure how to fix this.

I appreciate your help!





#11

Is there a way to alter the Y coordinates of the speech portraits?

Right now when the main char talks to other characters, both portraits are shown very high up on the screen and I'd like to lower them to the center.

thanks
#12
Does anyone know if there's a way to have a Display command resolve ONLY after pressing the enter key?

My specfic situation is i'm using a game using the Space Quest 2 template, and when the game displays a message while the user is typing a command like "look wall" the message disappears because they're typing. The ideal situation would be that when a message pops up while you're typing, it would stay there until you press ENTER.

Any thoughts/help is appreciated!
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