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Messages - themaninthehat

#1
The Man in the Hat is my first project with AGS, and it features exclusive hand painted watercolour artwork, based on a character and a series of watercolour paintings I've been working on for a few years now, named also The Man in the Hat.

The game is very short and has very little narrative. The focus is on creating an atmosphere through music, sound and high-resolution (1920 x 1080), hand-painted graphics, with an attention to detail.

What's the game about?

The Man in the Hat loves travelling around the world, but now he's just back at his beach apartment, resting from his journeys while deciding where to go next.

In this game, you get to help the Man in the Hat to get ready to sit on the balcony and enjoy the sea view in this short game, featuring charming hand painted watercolour artwork. The game focuses on building a cheerful and relaxing atmosphere through charming artwork and carefully selected music and environment sounds, instead of a narrative plot like in most graphic adventures.

The game is available as a FREE download, in English & Spanish, and only for Windows.

Click here to download (Size: 150 Mb)

Alternative link

You can also visit my website www.themaninthehatart.com/game for more information about the game and to view the complete series of The Man in the Hat watercolour paintings.

Screenshots



Any feedback or comments welcome.

Thanks to the whole AGS community for making this possible and for everyone who helped out in the forums during the development!

Regards,

Antonio
#2
Thank you very much Crimson Wizard, that seems to work like a charm so far! I'm not planning to port my game to any other OS, so if I don't get any crashes, I'll definitely use this.

I had already redone the game on a lower resolution, which take a good bit of time...but I'm glad to be able to use a higher resolution again!

It would be great to have this implemented in future versions of AGS. I think having fully functional high resolutions would make a huge difference in terms of potential.

Thank you again, I will report back to say how this worked after more testing.

:)
#3
@Mandle, I'm running the game in a pretty good computer, where I usually run very demanding, current games at high settings. I've also tested this on a couple different mid-high end PCs with the same results, so I don't think that's the issue. Thanks for the suggestion though!

@Snarky, I'm using AGS 3.3.0 + Custom Resolution Build (from this thread).  Interestingly, in the Custom Resolution Build thread, they discuss several problem but nobody seems to mention the issue  with sound stuttering when using high res rooms. I will take a look now at that engine branch you mentioned.

If anyone else has any ideas they would be greatly appreciated!
#4
Hi,

I'm having issues with audio stuttering when changing rooms. I've found several threads that lead me to believe there's an issue with this for games with high resolutions (which is my case), but I couldn't find any solution that works for me, so here I am.

My game resolution es 1920 x 1080, is that what is causing the problem? I know I can avoid the stuttering but using WAV files, but they are some long, background sound files, so that increases the game size too much.

Is there any way around this? I really wouldn't want to use a lower resolution. I've tried both Direct3D 9 and DirectDraw 5 modes, tried MP3 and OGG formats for the audio files, and also changing the room transitions to "Instant" , but alas, none of these makes any difference.

Thanks for your help!
#5
Thanks for your responses guys.

I'm afraid it was a bit of a dumb moment I was having. I had already scripted the event "Use inventory on this item", I should have said that, apologies for explaining my problem so badly.

In fact, it wasn't a problem as such, I had just made a very silly mistake and I couldn't see it. What I was trying to do is to open a bottle of wine. So I had my bottle opener interacting with the closed bottle, and scripted that the closed bottle item disappears and an open bottle appears in the inventory. However, instead I had written to replace the closed bottle...with another closed bottle (I know...I'm ashamed...).

I do have one issue though, which I think it's related to the way my inventory GUI handles mouse cursors. At the moment, the mouse cursor inside the inventory GUI is always stuck in the pointer, arrow mouse cursor. I'd like the active inventory item to appear as the cursor inside the inventory GUI (as it already does outside the GUI).

My best guess at how to do this is with part of the Global Script (yes I'm building on the Default game script):

Code: ags
function show_inventory_window () 
{
  gInventory.Visible = true;
  // switch to the Use cursor (to select items with)
 mouse.Mode = eModeInteract;
  // But, override the appearance to look like the arrow
 mouse.UseModeGraphic(eModePointer);
}


So can I use "mouse.UseModeGraphic" to make the mouse cursor to use the Active inventory mouse cursor whenever there is one, and use eModePointer (or any other mode) the rest of the time? How? Am I even on the right track?

Thanks!
#6
Hi,

I'm struggling with this, and after reading related threads in forums, manuals, etc, I'm still unsure...althoug I'm pretty sure this must have been covered somewhere...

First of all, I have the option "Override built-in inventory window click handling" set as False in General Settings. I like the way that works and it fits my needs, however, I can't see how to be able to use one inventory item on another. Currently, with that setting set as "False", it seems you are unable to click at all in the Inventory GUI for anything else appart from right-click to look at inventory item, left click to make it the active inventory.

I understand that ProcessClick ignores GUIs, so what kind of script would you need to keep that general setting but still being able to use one inventory item on another one? Do I have to modify the on_mouse_click function in the Global script?

Thank you!
#7
Just writing to say this is now resolved.

After more fiddling with the SetViewport function, I managed to get the desired scrolling with this code:

Code: ags
function room_RepExec(){
SetViewport(0, cManhat.y - ((Room.Height + 500) / 2));
}


Thanks again to Gurok and Snarky for pointing me in the right direction, much appreciated.
#8
Thanks both for your responses.

The first code from Gurok's post and Snarky's one both produce the same effect that I get if I leave the scrolling room with no script at all. I will include an image of my room to help me explain my issue:



So, at the moment, without scripting or with Snarky's code or Gurok's first post, I get a TINY bit of verticall scroll when I reach the red line. What I'd like is the screen to start scrolling vertically sooner, ie when the character walks above the green line. Is there any other way to achieve this rather than using SetViewport?

Gurok's second suggestion does work, the camera follows the character vertically all the time. However, the camera movement is a very twitchy or jumpy (that's the best way I can describe it) when the character walks vertically...any ideas?

Thank you very much for your time and help.



#9
Hi all,

Newbie here, having problems setting up some script to achieve the vertical scroll I want. I've already searched and read related posts but I'm afraid I'm lost.

My game is currently set up at 1920x1080, and my room is 1920 x 1533. I want the camera to follow the character vertically, but without scripting, the scrolling activates way too late for what I want to achieve. So I want the camera to follow the character only in the Y axis.

I've tried something like this:

Code: ags

// room script file
function room_RepExec(){
SetViewport (cManhat.x, cManhat.y) ;
}


This produces no scrolling at all.

Any help would be greatly appreciated.

Thanks.
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