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Messages - MrNashington

#1
Weathered

Weathered is a 1950's Inspired Point and Click, set on a pier island in the middle of the sea. The game allows you to complete quests for the citizens, make decisions, purchase readable notes using the in-game currency, and is topped with a delightful soundtrack.









I would like to nominate Weathered as it has some unique artwork, three great original tracks made for especially for the game, and it's not bad for a 15 year old

You can get it from Desura here

Or you can currently get it on The Free Bundle here



Thanks! Charlie
#2
Thanks, will try it out :)
#3
Hello AGS forums,

I am working on my second game: "No Strings Attached", which is a board game made with AGS.
Anyway I was wondering if there is a good way for movement around the board. I have been stuck trying different things out and so far I haven't succeeded.
The player moves around the board monopoly style by pressing the dice button.
Any help would be appreciated!

Thanks, Charlie
#4
Hello AGS forums,

Weathered is now available for free.

Weathered is a Point and Click 1950s Inspired RPG set in the middle of the sea…

Features:

-Explore the pier island of Hestia.

-Meet a variety of Characters with unique dialogs.

-Play it how you want to play it, you are not forced to do things.

-Use your Holographic monocle to view Stats, Allies, Tasks and Inventory.

-Use Cards to buy documents from the Corgra Pumps.

-Complete quests to earn Cards.

-Choose what happens with the “Random Events”.

-A Noire style soundtrack radio.






Visit the site here
Get the game here

-Charlie
#5
AGS Games in Production / Weathered
Sat 14/09/2013 14:53:59


Weathered is in progress, therefore the screenshots do not represent final quality

Weathered is a Point and Click 1950s Inspired RPG set in the middle of the sea…

Features:

-Explore the pier island of Hestia.

-Meet a variety of Characters with unique dialogs.

-Play it how you want to play it, you are not forced to do things.

-Use your Holographic monocle to view Stats, Allies, Tasks and Inventory.

-Use Cards to buy documents from the Corgra Pumps.

-Complete quests to earn Cards.

-Choose what happens with the “Random Events”.

-A Noire style soundtrack radio.






Visit Weathered site

Get Here!Weathered is now available to download for FREE.

-Charlie
#6
Hello!

I am working on a 50s styled game called Weathered, which is set on a 'Pier Island' in the middle of the sea.
The game is coming along well and it shouldn't be too long until it is completed. But I have a problem.
I have been trying to enhance the atmosphere to make it really feel like you are in the middle of the sea and in the 1950's, but I dont think it is there yet.
If anyone knows how I could really make it feel like something special, I would much appreciate any help. And I would be happy to credit.

Thanks, Charlie

Here are some old screenshots which are quite outdated: http://www.adventuregamestudio.co.uk/forums/index.php?topic=48298.0
#7
Advanced Technical Forum / Re: Random GUI's
Fri 02/08/2013 12:51:48
Thanks monkey :) I have it all working now.
Will credit you when the game is released.

#8
Advanced Technical Forum / Re: Random GUI's
Thu 01/08/2013 12:38:13
Thanks monkey, will give that a go now :)

Crimson: Yeah, each GUI has there own different backgrounds, buttons which lead to outcomes, different sizes, and of course different texts. This is why I thought I should pursue launching random GUI's instead of the same one with different properties. :)
#9
Advanced Technical Forum / Re: Random GUI's
Thu 01/08/2013 00:13:22
But each GUI has its own decisions/choices that you make in-game which use different buttons each time.
#10
Advanced Technical Forum / Random GUI's
Wed 31/07/2013 22:26:13
Hello!

I have been struggling for a few hours trying to figure out how to make a system where every 5 minutes a random GUI pops up.
I am trying to make a random Letter/Quests mechanic where the different random GUI's will pop up on screen after a certain amount of time.
But how will I make it random for GUI's?

I'm basically aiming for this, but for GUI's not text:

Quote
String _fortune[20];
_fortune[0] = "Tonight you will find new love";
_fortune[1] = "Stay with your wife";
...


And then in the hotspots on_click you can randomly choose one string:

int ran = Random(19);
Display(_fortune[ran]);

Thanks alot, Charlie
#11
Covering up your Viagra pill emails there I see? ;)
#12
AGS Games in Production / Re: Covling
Mon 15/07/2013 22:37:54
This looks awesome, reminds me of an old fairytale style book. Is the project still in development?
#13
Looks absolutely brilliant, if you need any help then I would love to lend a hand!
#14
I'm an artist and would be happy to help. :)
#15
Quote from: Crimson Wizard on Sun 30/06/2013 16:14:32
Quote from: MrNashington on Sun 30/06/2013 16:05:33
Would it be possible to make an external text file which holds the info such as name etc that players can modify?
Yes, ofcourse. You can store any information you want in the file and then reload back, even from other game.
Files in AGS can work with both text and binary data(see File.WriteString and File.ReadStringBack in the manual).

Could I paypal you some money to do it? I am a tad bit stuck :/
#16
Quote from: Kitai on Sun 30/06/2013 12:22:56
Quote from: MrNashington on Sun 30/06/2013 11:43:01
1) How would it be possible for the player to type their name into a box and keep their name stored in a string?
You can create a GUI with a textbox, get what the player typed in with TextBox.Text and store it directly in Character.Name (assuming that you want the character to get the name the player chose). Otherwise just create a global String variable.

Would it be possible to make an external text file which holds the info such as name etc that players can modify?
#17
Hello people of the AGS forums,

I have two advanced questions.

1) How would it be possible for the player to type their name into a box and keep their name stored in a string?

2) Would it be possible to release updates of the game with new locations, characters, items etc for people to download. But the player gets to keep all their progress from the previous update?

Much appreciate any help I can get.

Thanks alot! Charlie
#18
Sorted :)
#19
Quote from: Crimson Wizard on Fri 28/06/2013 17:54:17
MrNashington, I must apologize, I was mistaken about how to use old style audio system in the new AGS.

Previously I told you should put music in folder, but new AGS does not need that.
Instead, import your music in the "Audio/Music" node in your project tree, as you usually do, and make sure its ScriptName is "aMusicX" where X is number (aMusic0, aMusic1, aMusic2 etc).

It works now! Thanks alot for the help, it is much appreciated :)
#20
Quote from: Khris on Fri 28/06/2013 17:08:18
At least show us the code you used.
SOME INFO

Code: AGS
// main global script file
#define FIRST_TUNE_ID 0  // change to real number (first tune id)
#define MAX_TUNES     3 // change to real number (total number of tunes)


Code: AGS
function Button10_OnClick(GUIControl *control, MouseButton button)
{
  PlayMusic(FIRST_TUNE_ID + Random(MAX_TUNES - 1));
}

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