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Topics - thecatamites

#1
Enter the Crime Zone. Move it, Move it. Catch the perps. You are drawn to a mysterious hotel. You are repeatedly drawn to this mysterious hotel. Protect And Serve. It's just another day in the Crime Zone.




Ludum Dare 21 entry made in 48 hours!

http://gamejolt.com/freeware/games/adventure/crime-zone/5931/
#2
quick game barfed up in less than 2 weeks!





Murder Dog is on trial in the Hague for crimes against humanity. Get involved in the proceedings. Six brutal endings.

controls: mouse clix

DOWNLOAD: http://gamejolt.com/freeware/games/murder-dog-iv-trial-of-the-murder-dog/files/murder-dog-v1-0/download/5807/7654/
#3
A mysterious death on an isolated research station! A deadly secret in the ancient caves! Can Captain Skull unravel the mystery of the Ghost Planet... before it's too late?







Basically this started out as just a way to mess around with plasticine figures and goofy spaceships, before mysteriously turning into a mid-seventies episode of Doctor Who (which has blurred in my memory into endless scenes of dour british men arguing in silver rooms before being strangled by mutants). Basically this is a more straightforwardly "adventure game" thing in that it mostly involves talking to people and looking for clues etc, complete with little notebook I ripped off from the old Discworld Noir game. I think it's fairly long and more polished than my other stuff, although that's not saying much and a lot of the content isn't strictly necessary to complete it. Anyway.

Leftclick - Walk, interact
Rightclick - Examine
Esc - Menu
Click the 'items' and 'notes' icons on the bottom left of the screen to open up the item and note inventories respectively.

Music credits in the readme.

DOWNLOAD:
http://gamejolt.com/freeware/games/the-astonishing-captain-skull/download/2976/

gimme ya crits........
#4
A short adventure game made in six days. Help Billy the Kid win his soul back from the Devil.


CONTROLS:
leftclick - walk
rightclick - interact
esc - menu
NOTE: you may need to rightclick inventory items to select them.
The soundtrack was taken from the open source audio collection at archive.org. There is a full tracklisting in the readme.

http://gamejolt.com/freeware/games/the-new-adventures-of-billy-the-kid/download/2317/
#5
Hey, I'm trying to use a DisplayAtY function that also displays a text spring. Unfortunately putting in the string name at the end of the text gives me a "wrong number of parameters" error. Here's what the line looks like:

Code: ags
DisplayAtY(180, "Thank you. You have created one Mr. %s , thirty five years old, currently residing in Frog City, USA.", myName);


Are there any workarounds for this problem? Anything I'm doing wrong? Thanks for the help!

EDIT: oh yeah, and myName is a global string variable, so it's not because I didn't define it in the room script.
#6
There are too many kittens! Can you find all the kittens? There are too many.#










leftclick - walk
rightclick - interact
esc - quit
rightclicking gorilla brings up menu
Game by thecatamites! Music by JMickle! Made in Adventure Game Studio! Please play/comment thankyou!


http://gamejolt.com/freeware/games/too-many-kittens/download/1605/
#7
Completed Game Announcements / Veggie Tales 3D
Tue 26/01/2010 20:25:00
Tom Tom's quest for an delayed onion shipment sets him on a path into the dark heart of the American Dream.

FEATURES:
- An almost 5-minute RPG
- Innovotive battle system takes place entirely in the fifth dimension, beyond the reach of human ken
- A game created in the proper dialectical spirit: rather than kowtow to bourgeois concepts of 'immersion', 'depth', 'gameplay' or 'quality' this game powerfully confronts the player with cumbersome controls, tiny text and frequent bugs. No longer being sated and tranquilized by the comforting norms of traditional 'entertainment', the perspacious gamer rises above, spirit renewed and heart soaring with dreams of the revolution!




An immersive Tolkeinish world.



Can you solve the mystery of the missing onions?



Class struggle vividly portrayed!



Custom ageing system lets you age in real time while playing



CONTROLS:
arrows - walk
z - interact
x - inventory
esc - menu

music: 'euritmix sux my dix' - computer truck

download
#8
Hello,
I'm making a short game in the style of top-down rpgs like Earthbound, etc., and I'm trying to set it up so that pressing the 'Z' key will interact with nearby people and objects. The way I'm doing this is by an on_key_press script that runs ProcessClick(player.x, player.y, eModeInteract) when Z is pressed and by having the NPCs be just part of the backround screen with a hotspot covering an area around them.

I think the problem I'm having has to do with the way the player x and y coordinates are calculated: my approach works okay for some characters at the top of the screen, when approaching them from the south, but for others near the bottom it doesn't work at all when the player is right next to/above them and then suddenly works when the character is a fair difference above them and should technically be outside the hotspot zone.

Basically I was wondering if anyone had any thoughts as to what the problem or solution here might be, or even alternate methods of pulling off the control scheme described above. Thanks!
#9
Completed Game Announcements / Ghost Voyage
Mon 21/12/2009 05:22:53
short contest entry. a young girl's attempts to remove a lion from her kitchen lead to more trouble than she'd bargained for!



CONTROLS:
leftclick to move, rightclick to interact, esc to bring up menu

music is 'snow hare' by zan-zan-zawa-veia

Download:
http://gamejolt.com/freeware/games/ghost-voyage/files/ghost-voyage/download/1256/1931/
#10
Hello,
In my game I have a custom inventory and two-click system. I can go into the inventory and select an item, and use it or deselect it with the right mouse button, just fine. The problem is that after I use/deselect it I can no longer select any items on the inventory screen! Wherever I click on the graphics there is no response. This happens to inventory items other than the one i have used, too.

I'm pretty sure this is down to my extremely ugly code in some way, but I can't figure out why!
Here's the code for on_mouse_click:

Code: ags

if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
    {
  }
  if (gInv.Visible == true)
  {
    if (button == eMouseLeft)
    {
      ProcessClick(mouse.x, mouse.y, eModePointer);
    }
    else if (button == eMouseRight)
    {
      ProcessClick(mouse.x, mouse.y, eModePointer);
      }
  }
  else if (gInv.Visible == false)
  {
    if (player.ActiveInventory == null)
    {
  if (button == eMouseLeft) 
    {
      if (GetLocationType(mouse.x, mouse.y) == eLocationNothing)
      {
    ProcessClick(mouse.x,mouse.y, eModeWalkto);
  }
  else
  {
    ProcessClick(mouse.x,mouse.y, eModeLookat);
    }
  }
  else /// on right click
    {   
    ProcessClick(mouse.x, mouse.y, eModeInteract);
}
}
else
{
  if (button == eMouseLeft)
  {
    ProcessClick(mouse.x, mouse.y, eModeUseinv);
  }
  else if (button == eMouseRight)
  {
    player.ActiveInventory = null;
    }
  }
}


gInv is the inventory screen, which is brought up by clicking a gui in the bottom left corner of the screen. Anyway, like I said this is probably some dumb coding mistake in on_mouse_click but I can't find it. Any help would be much appreciated!
#11
A kind of early halloween game, developed in about a day. It follows a vivacious twenties flapper trying to take down a hotshot DA mummy.  Try it.........if you dare >:) I guess!








CONTROLS:
left click - interact
right click - examine
clicking on main character brings up the inventory
esc - menu

Information on the music used is in the readme file.

DOWNLOAD: http://gamejolt.com/freeware/games/twenties-flappers-vs-the-mummy/download/955/
#12
Advanced Technical Forum / occasional crashing
Sun 25/10/2009 02:39:18
Hi,
When running a game I'm making I'll occasionally (about half the time) get an error message when I try to either close the window (through the top right X button, not the menu) or change room (via a hotspot click). Sometimes I can do either of these things with no problem and I'm trying to find out what the variable is but no luck so far. Here's the error report:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x77B21A56 ; program pointer is +6, ACI version 3.02.1025, gtags (3,119)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK  
---------------------------


I'm using an edited version of the default game run in 640x400 res, in AGS ver. 3.0.2.44 . I can upload the crashinfo file if necessary.


UPDATE: It looks like just before the problem occurs a sort of broken pink-and-blue line appears at the very top of the screen. Before it comes up there's apparantly no problem, after it does attempting to leave the room causes the game to crash. The two times I've noticed it are at the end of a 'cutscene' conversation and just as you try to interact with one of the characters after it. I haven't done anything strange with views or sprites as far as I know but I'm gonna keep looking.

UPDATE #2: Looked around a little and saw that some similar problems were apparantly solved by upgrading the version of AGS so I'm trying that now  ;D

UPDATE #3: Upgraded to the most recent version, now I get the same error message but without the small graphical glitch.
#13
Hey everyone this game was made in seven days for a contest at experimentalgameplay.com because i felt like lowering the tone of the proceedings. this game follows bubsy t. bobcat as he returns home from another adventure and goes to bed, however when he wakes up it is ten years later! bubsy must find out what is happening but the twist is there is a SLEEP GAUGE and whenever it reaches zero bubsy falls asleep for another ten years. can you solve the puzzle of time.........before it solves you??



the 'new' button sends you to a world of mystery and adventure while the 'quit' button returns you to boring nerd existence



there are many reasons to dislike this game and duck higgins is just one



bubsy ages and dies in real time. its the bleeding edge of gaming immersion

CONTROLS
leftclick - walk, interact
rightclick - look
esc - menu
clicking bubsy brings up inventory

heres the download link http://gamejolt.com/freeware/games/bubsy-the-bobcat-in-rip-van-bubsy-starring-bubsy/download/809/

well happy playing and hope you have a 'bubs' of a time!!!!! =l:^)-I--<
#14
Hello,
I'm trying to implement a kind of visible timer in a game I'm working on; that is, a thin horizontal bar stretching the whole length of the screen while a small sprite moves to the left every few seconds. Here's a picture:



I did it by making the bar and the cursor both seperate GUIs, setting them on top of each other, and using a small script for the movement. The movement part works fine, but I want to have the cursor GUI start at the very right-hand edge of the screen; at the moment if I set the x-coordinate to anything above 319 it says it's out of range but if I set it less it comes up too short, starting at the position in the picture. The game is 800x600, and I used the 400x300-res coordinates for the bar GUI and it worked out fine, but I can't get the bar GUI where I want it!

I'm sure there's an obvious reason I'm missing but at the moment i got nothin  :P
Thanks!
#15

Meet amazing alien species and explore deadly planets as Paul Moose in Paul Moose In Space World.

This is a short game made for the ‘Axioms’ contest on Gamejolt. The axiom used is “a picture is worth a thousand words”.




Paul Moose meets the President Of Earth




Paul Moose on another planet




Paul Moose and his robot friends


Controls:
Left click to walk.
Right click to bring up verb coin.
Esc to bring up menu.

The music is all taken from Raymond Scott’s Manhattan Research Inc. There’s a full track listing in the readme file.


DOWNLOAD LINK:
http://gamejolt.com/freeware/games/paul-moose-in-space-world/download/675/

#16
Hello,
I'm trying to set up a basic main menu controlled by keyboard presses: the 'new game', 'load game', 'quit' options are arranged vertically and selected by the up and down arrows. The way I've tried to do it is with three 'arrow' objects, one next to each option, whose visibility is controlled by an on_key_press function in the room script. The problem is that I can't get the script to work, and my three attempts to rewrite it have resulted in the exact same problem: the first arrow moves to the second when the 'up' key is pressed and does nothing when the 'down' key is pressed; the second arrow goes back to the first when either the 'up' or 'down' arrows are pressed; the third arrow remains invisible at all times. I'm sure there's something simple I'm missing but I can't seem to get it!

Here's the script (I think I'm using AGS 3.1). The first 'arrow' object is set to visible in the main room editor, the other two are set to invisible, but fiddling with this does nothing to help. '372' is the keycode for the 'up' arrow, '380' the keycode for the 'down' one, the first, second and third objects are represented as object[0], object[1] and object[2] respectively.

function on_key_press(int keycode)
{
if (keycode == 372)
{
 if (object[0].Visible == true)
 {
   object[0].Visible = false;
   object[2].Visible = true;
 }
 if (object[1].Visible == true)
 {
   object[1].Visible = false;
   object[0].Visible = true;
 }
 if (object[2].Visible == true)
 {
   object[2].Visible = false;
   object[1].Visible = true;
   }
}
if (keycode == 380)
{
 if (object[0].Visible == true)
 {
   object[0].Visible = false;
   object[1].Visible = true;
 }
 if (object[1].Visible == true)
 {
   object[1].Visible = false;
   object[2].Visible = true;
 }
 if (object[2].Visible == true)
 {
   object[2].Visible = false;
   object[0].Visible = true;
   }
 }
}
#17
Hello,
I've just finished a short AGS game for one of the bimonthly contests on www.gamingw.net and figured that I might as well post it here to get more crits, etc. It's kind of rough in places in terms of some graphics and interactions but that was more due to time limitations than anything else, so what I'm really looking for feedback on is the puzzle design: which parts are too hard, too easy, too ridiculously obtuse, stuff like that.

So yeah, the theme of the contest this was made for was 'Fangames' so this is a kind of fangame based on the 'Biggles' series of childrens books by Captain W.E. Johns. In this game you play Rupert 'Biggles' Bigglesworth, the grandson of the original pilot, who scratches out a living from protecting the entire planet of Mars in his rickety old Sopwith Camel. Can he defeat the villainous Doctor Spectro and follow his childhood dream of becoming a dessert chef?

Screenshots:









Controls:
Left click - walk, interact, talk
Right click - examine
Esc - menu
Right-clicking on Biggles brings up the inventory screen.

The soundtrack is mostly taken from the production music to Ren & Stimpy, there's a complete tracklisting in the readme file with the game. I'd have preferred custom but the time restraints meant I didn't try working with a musician.

Download (~35mb due to pictures and some MP3s): http://gamejolt.com/games/biggles-on-mars/download/55/

Thanks!
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