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Topics - Stacy Davidson

#1
Has anyone looked into why there are only 5 frames of background animation allowed and whether allowing an increase in this number would break anything?  Has anyone tried making a mod for this?
#2


Story:
When a gun run goes bad, Han Solo finds himself stranded on a strange planet somewhere along the outer rim.  Now, he must use his wits to ingratiate himself with the local crime lords and establish himself as an invaluable resource if he is to survive.  To find a way off this rock, Han will need his trusty blaster, a little money, and lot of luck.

Development Progress:
Story: 100%
Screens: 25%
Characters: 20%
Puzzles: 15%
Sound Effects: 0%
Music: 25%

Development Diary:

Aug 27, 2009
Game starts at the beginning and is playable through the first couple of puzzles.  Lots of various screens have been made, but I've recently begun working at the game's assets in a more linear fashion.  Next milestone is to get through the first "chapter" of the gameplay and introduce the first main NPC.

------------------------------


Hey guys, just wanted to announce my new pet project.  Well, I say new, but this was actually a game I started designing on paper about 20 years ago, and only now find myself drawn back to it with the ever advancing AGS editor being so easy to get into and use.  Densming's awesome video tutorial also really got me kick-started.

The game is standard 320x200, and the style is intended to mimmic the FOA SCUMM interface fairly closely, as if it had been developed along side it and released six months later, essentially.  Although the backgrounds are a little more realistic in most places.

It all began as a way to learn the basics of the engine, and I was scanning in all my old sketches just to get something up and running.  I guess seeing this design I drew up, way back when I was a teenager, actually moving around now and working onscreen, it just ignited a fire under me to drag out all my old notebooks, fire up Photoshop, and do it right!   :D

I actually used the in-game graphics to create a clip for the StarWarsUncut.com project last week, and it's already gotten some awesome response on Vimeo: http://www.vimeo.com/6174830.  Maybe some new blood will come check out AGS.


Here's the Han Solo Adventures dev site:
http://www.hansoloadventures.com


Thanks guys, and I will surely chime in with new screenshots and stuff as the project progresses!
~s

EDIT: Thanks for the reminder!  Two screens up... plus a video ;)
#3
General Discussion / Viva la Machinima!
Wed 19/08/2009 10:35:40
So, this guy apparently decided to chop up Star Wars into 15-second clips, and put up a site where people are encouraged to film their own version of the movie slice by slice:

http://www.starwarsuncut.com

Of course, this is obviously the dumbest, most ridiculous idea of all time, so I totally had to get involved in it as soon as humanly possible.  I'm happy to say, I snagged--I think--the best scene in the film. Let's just say, it's a scene I have been aiming to set right, after recent events totally screwed the blasted thing up, shooting it off in a strange direction and leaving it a bit dodgy. 

Fully intended puns aside, I just uploaded my clip tonight.

It's #196, about half way down the page on the left, with Greedo on the thumbnail.  Or just go to: http://www.starwarsuncut.com/#/scene/196

AGSers who check it out should get quite a laugh.   ;D

-s

#4
I'm using the newest MI2 template modded to work with 2.72.  I've tried to use the "Use Selected Inventory Graphic For Cursor" option, setting the CursorImage in the editor, but when I chose to "use the item",  no matter what, all I get is that blinking crosshairs cursor.

Any ideas?
#5
I'm playing with the FAO template designed by Proskrito, and I can't seem to locate any documentation on it.  I found two versions online:


This FOA link seemed to be down:
http://www.americangirlscouts.org/agsresources/Templates.html

But editing the link, I found it in this directory, and it seems to be from a 2006 version of the template:
http://www.americangirlscouts.org/agsresources/AGS%20resources/Modules/



Then there's the version on this page which is from 2004:
http://www.freewebs.com/skimbleshanks/templatesandmodules.htm


They both say "v2.0c" but the 2006 version says it's good for AGS 2.71 (I'm assuming that's Disruption's modified version)

The problem is, they both claim that there is a word format .doc file included explaining all the special functions, but neither of them do.  Upon unzipping, they both contain only the .agt file.  So does anyone have any idea where to find this .doc file?

The first oddity I've run into is that when you click on a character in "Talk" mode, the "Talk to Character" text flights up, but it does not run the dialogue code.

Thanks!
-s


Thanks!


(sorry, should have put this in the LucasArts thread)

#6
Surprisingly, I haven't found anything that really deals directly with this issue in the manual or on the site.

I need my player to walk to a table and sit down in a chair, staying in that "sitting" view until he walks again.  As soon as the walk icon is clicked on a walkable area and he begins to walk again, he should go back to the normal view.

So far, I have a hotspot, and when you walk to it, I use a WalkToPoint to get him into the right position, and a LockView to lock him into the sitting view.  That part seemed simple enough.  I'm just not sure how best to sense he's moving again and unlock the view.

I half expected to see this sort of functionality built-in, but it looks like I'll have to code it up myself.  I thought about writing some sort of loop while he's sitting to check if he's moving again, but I figured I should throw the question out there and see if anyone already has a bulletproof method before I overcomplicate it too much.

Thanks!
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