Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ncw911

#1
Quote from: Ryan Timoothy on Wed 16/04/2014 03:21:20
What games?
I only have one app available on the App Store for iPhone called "Alien Tractor Beam" as of right now, and its free. I have another one called "MegaFish" that's still waiting on Apple to review before its available, and I'm working on an "Untitled Jester Game" right now. They're pretty simple games but it still feels good to finally be able to produce a product. I didn't name my games earlier because I thought advertising "non AGS games" on the AGS forums would be a little inappropriate.

and I'm happy to hear how AGS has helped those of you who posted, and I hope others continue to post ;-D



My game "MegaFish" is also now available on the App Store for free.
#2
I started playing around with AGS sometime around 4 years ago, I created multiple projects in the period of time that I worked with AGS but they were all duds. Recently I became interested in IOS Development and shifted towards that. I was very surprised at how simple it was to work on iPhone games, but I'm now not surprised after recently reviewing my old AGS projects. I've noticed that my success in IOS Development was made possible due to my AGS experience. Without the tools that I learned from AGS it would have been very difficult for me to complete the recent IOS projects that I've completed.

Im interested in hearing how learning to work with AGS has helped others to succeed through AGS or through anything else.

So, How has AGS helped you in the long run?

#3
Critics' Lounge / Re: Cowboy Walking Animation
Wed 09/04/2014 18:58:16
Thanks, but Im still kind of worried about one of his legs. It looks like he's dragging it across the ground instead of walking with it and everything I do to fix it comes out looking terrible.
#4
Critics' Lounge / Cowboy Walking Animation
Tue 08/04/2014 21:03:06
I've drawn out a walking animation for a "Western Style" character but the walk animation looks a little sloppy, I've never worked on images where both legs are visible while not moving and its causing some confusion as to how to animate. Any suggestions, advice, etc is greatly appreciated, thanks.

I don't know how to make my pictures animate on a forum, so here are the individual frames

[IMGzoom]http://i738.photobucket.com/albums/xx24/wettanick/Cowboy1sample_zpsfcbd93eb.gif[/IMGzoom]

[IMGzoom]http://i738.photobucket.com/albums/xx24/wettanick/Cowboy2sample_zps0526c3d3.gif[/IMGzoom]

[IMGzoom]http://i738.photobucket.com/albums/xx24/wettanick/Cowboy3sample_zpsa1fbd099.gif[/IMGzoom]

[IMGzoom]http://i738.photobucket.com/albums/xx24/wettanick/Cowboy4sample_zps5b84c0ee.gif[/IMGzoom]

[IMGzoom]http://i738.photobucket.com/albums/xx24/wettanick/Cowboy5sample_zpse9d5f88b.gif[/IMGzoom]

and the first frame plays again after the third frame.
#5
Yes it's done in AGS. and again the game is still somewhat early in development and I am still an amateur at scripting. I plan to continue fixing the jumping mechanics as best as I can, as I too have noticed it doesnt work very well.



*Jumping has been greatly improved. Im currently working on a few bug fixes, starting to add a few more levels, and then I'll put up the "Updated Demo".*
#6
AGS Games in Production / Above The Influence
Mon 09/09/2013 20:57:24
Above The Influence

Above the Influence is a minimalist action/arcade game, it's one of the first games that I have worked on.




Plot Summary

In an effort to clean up the drug filled world, a man travels through dangerous narcotic filled areas to stop the drug dealers that have control over them. Jump on top of narcotics to destroy them. Whatever you do, Stay Above The Influence!!!





Some Walkable areas need to be reajusted and "jumping" is not yet 100%
I also plan on adding more levels as I continue with the project.
#7
Wow! I didnt even think it was possible without making the sprite much larger, thanks much!
#8
Critics' Lounge / Minimalist Weed Leaf Sprite
Thu 25/07/2013 19:22:29
[imgzoom]http://i1277.photobucket.com/albums/y490/ncw911/abovetheinfluencecharacters1_zpsc841b275.png[/imgzoom]

The picture above has 3 potential enemys in a "minimalist style platformer game" that I've been working on and I'd rather not say much about yet.

Im satisfied with many of the enemies I've drawn exept for the weed leaf "furthest to the left". I cant seem to wrap my mind around what to improve without making the sprite larger, to me personally, I think the pot leaf looks more like a cactus than anything. I only added some other enemies in the picture for a reference to size. If I can get any advice or critique on making the weed leaf "look like an actual weed leaf" I'd greatly appreciate it.
#9
AGS Games in Production / Re: Wizard World
Sat 06/07/2013 23:01:28
Its definitely more of an action/arcade game, thanks for the correction.
#10
Wizard World is a short action/arcade game.
This is my first game and its somewhat near completion.

DOWNLOAD AN EARLY DEMO HERE
Any and all feedback is appreciated

*I uploaded the last version of the demo incorrectly, I think its fixed now though."


PLOT SUMMARY
An Evil King uses dark magic to predict his future death from the hands of a blue wizard. He sends out wizards, knights, ect to kill the blue wizard and prevent his death from happening. Ironically this triggers the Blue Wizard's quest to kill the king in the first place. (you play as the Blue Wizard.)










DEVELOPMENT
- graphics 90%
- combat/movement 95%
- scripting 80%
- music/sound 0%


CONTROLS
Left and Right arrow = walking
Down arrow = duck
Spacebar = shoot yellow star in the direction your facing.
#11
Thanks for the help! Its working fine now.
#12
Im currently using the "keboard movement module" and I've encountered a problem. I have the movement set to "pressing" and everything seemed to work fine until I recently realized a problem.

If I hold the right key, my character walks right as expected. If while im still holding the right key, I also hold the Left key, my character will turn and walk left. If I were to let go of the Left key while I am still holding the Right key, my character will turn and walk right again. This is the desired movement and not the problem, however, it does not work this way vice versa.

"for example"

If I hold the Left key, my character walks left. If while im still holding the Left key, I also hold the Right key, my character just continues to walk left, and will not turn to walk right as I intend for it to do.
'
so, I am wondering if there is a fix to this problem, that would make my character (who is walking left) turn to walk right if I hold the Right button while I am still holding the Left button from earlier.

I hope I explained the problem well, I'd appreciate the help.


Pretty sure this doesnt belong in the Modules & Plugins forum, not sure how to move it......
#13
in room 1, i have it set up so when you push the spacebar the Character "STAR" is used as a bullet and moves upward untill it reaches the end of the screen or collides with an enemy,
most of my script works but im having problems with the - if (AreThingsOverlapping(Asteroid1.ID, STAR.ID)) { - code.

The Star will shoot, collide, and trigger the commands the main problem im having is that sometimes before the Star collides with the Asteroid it will stopmoving and wait, i cannot find out what causes this but here are some codes that ive been using that i think the problem belongs in, i want the STAR to not stop moving in the middle of a spacebar use of it
Asteroid1 = enemy
Darkenergy = another enemy with same problem
STAR = weapon
cEgo = Main character


//ROOM1
//Repeatedly Execute Script

if (AreThingsOverlapping(Asteroid1.ID, STAR.ID)) {

              Asteroid1.LockView(6);
              Asteroid1.Animate(0, 1, eOnce, eNoBlock);                                       
              Asteroid1.UnlockView();
             
              Asteroid1.x = Random(200);
              Asteroid1.y = (0); 
              Asteroid1.Walk(Asteroid1.x, 350, eNoBlock, eAnywhere);
             
}


if (AreThingsOverlapping(DarkEnergy.ID, STAR.ID)) {
   
              DarkEnergy.LockView(7);
              DarkEnergy.Animate(3, 1, eOnce, eNoBlock);
              DarkEnergy.UnlockView();
             
              DarkEnergy.x = Random(200);
              DarkEnergy.y = (0); 
              DarkEnergy.Walk(DarkEnergy.x, 350, eNoBlock, eAnywhere);             
             
}












// Codes Below in Global asc
//function keycode


if (cEgo.Room == (1)) {
  if (keycode == eKeySpace){
     

     
   
            if (GetGlobalInt(2)==100){
             
              cEgo.LockView(3);
          cEgo.Animate(0, 5, eOnce, eNoBlock);
          cEgo.UnlockView();
              STAR.x = (cEgo.x-1);
              STAR.y = (cEgo.y-12);
              STAR.Walk(STAR.x, 0, eNoBlock, eAnywhere);
             
    }
            if (GetGlobalInt(2)!=100) {
           
              cEgo.LockView(3);
              cEgo.Animate(0, 5, eOnce, eNoBlock);
              cEgo.UnlockView();
              STAR.x = (cEgo.x+2);
              STAR.y = (cEgo.y+2);
         STAR.Walk(STAR.x, 0, eNoBlock, eAnywhere);
             
}
}

}
#14
WELL, it doesnt really crash, just is unplayable... my game glitches out when room 1 loads, it starts and is very choppy and rarely responds,it seems like no characters respond and the mouse doesnt follow either and at random times the game loads to where it should be but then repeats and is unplayable, and characters warp around as if they are walking but without animating or walking to location, its a mess. my last game i was working on had the same problem so i started a new one and a good ways into it this happens and i cant identify which line of code caused it. my room 1 script is

// room script file

function room_Load()
{
  SetGlobalInt(3, 100);
  SetGlobalInt(4, 100);

if (GetGlobalInt(3)==100) {
      Asteroid1.Walk(Asteroid1.x, 350, eNoBlock, eAnywhere);

   
   

}}

function room_RepExec()
{

   if (AreThingsOverlapping(Asteroid1.ID, STAR.ID)) {
      SetGlobalInt(3, GetGlobalInt(3) - 50);
    }
    if (GetGlobalInt(3)<=0) {
              Asteroid1.LockView(6);
              Asteroid1.Animate(0, 1, eOnce);
              Asteroid1.UnlockView();
              Asteroid1.StopMoving();
              Asteroid1.x = Random(200);
              Asteroid1.y = (0);
              SetGlobalInt(4, 99);
              SetGlobalInt(3, 100);
    }
   
            if (GetGlobalInt(4)==99) {
            if (Asteroid1.y == 0) {
              Asteroid1.Walk(Asteroid1.x, 350, eNoBlock, eAnywhere);
            }
             
             
                 
           
           
}}



Asteroid1 starts at the top and falls down
STAR is a character that is used as a weapon that cEGO throws directly upward
cEgo walks only left and right
i used the default template which might have something to do with it
SMF spam blocked by CleanTalk