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Messages - necroshey

#1
Thank you Khris, that worked marvellously :smiley: I'm really happy that everyone here decided to share their wisdom and help. Thanks everyone! :-D
#2
Hi Crimson Wizard,

Thanks a lot for that. I'm not a pro at coding, but I'm slowly learning and forgot about that small part where functions must be called :D Now if only I could solve that DrawImage problem it'd be great, but I'll continue experimenting. For now this was a big deal for me, so thanks for the help.
#3
Hi Danvzare,

I had a feeling the code wasn't broken, but it just doesn't trigger at all. I've put it in the end of the GlobalScrip.asc , but nothing happened. Then I tried putting it in the script fof my final final room at the end again, but same effect. I also tried just writing the if statement without a function in the global script, but it gave errors (I assume you can't not use functions), but is there a function that acts like a main and that checks all the time for the stuff ?
#4
Hi there everyone,

As the title says I cannot understand where to put my end game conditions code. As my game is small it doesn't have much, but at least I want it to have a proper way to end. I figured I can use the EndCutscene function to create my end cutscene, but where do I leave the conditions ? I tried putting them in a custom function, but it never triggers. I may have botched it a little bit.

Code: ags
 
function Ending()
{
if((cAsparuh.HasInventory(iHayPiece)) && (cSoldier_Fort.HasInventory (iSwords))){
  DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
  surface.DrawImage(270, 200, 41);
  surface.Release();
  Wait(100);
  QuitGame(1);
}
}


One more thing, as you might have seen in the code I used DrawImage. I use it a lot in my game, since all the characters don't "speak", but rather pop up speech bubbles with images in them (so as to make it more language neutral). I create a backup and then use DrawImage to draw the bubbles and then return the backup, to create the illusion of speech bubbles. However, I cannot make it in such a way that you can click with the left mouse button and the bubble disappears, I can only make it with the Wait() function. Is there someone that knows a little bit more and can help me with my problems ? All advice are appreciated. Sorry for the language, English isn't my mother tongue. 
#5
Quote from: Cassiebsg on Wed 27/01/2016 17:36:54
Keep in mind that doing a game can take a lot more time than you seem to have. However, if you look at MAGS or even OROW, you'll also notice that it's possible to do it in a very short time.
So, the question here seems to be how fast you are doing BGs and how many you thinking about; if you going to use 1st or 3rd person perspective; how many NPCs, animations and such you thinking about.

Not sure any other engine will be better for this than AGS, so can't help you there. If you going for a 1st person view, than you save on a lot of animations just for the main character.
As for speech bubbles, try using the search function above ;). But here's one thread about it not too old even: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52225.msg636514418#msg636514418

I'm going for something small (like 20-ish minutes of game play) just so I have something at least to give to the kids to play and maybe evaluate. I'm going for about 4-5 backgrounds, so not that much in terms of quantity. I don't know how to do the 1st person method that you suggested, although it does sound like it would be easier to work with. However, my main problem seems to be understanding this DrawImage function (where does it get the objects from ? Inventory ? etc.). I feel like if I manage to get these speech bubbles to pop up when you talk to someone I'm going to be sitting pretty for the rest of it.

P.S.
I'm kind of new to this so can I ask if there's a way that importing a sprite/image allows me to keep the black color ? Every time I import something it seems to cut out everything that's black and making it transparent, instead of just leaving the image as is. And the option to leave the image as is just makes the whole thing black, even though I've made it transparent.
#6
Hello everyone,

I just wanted to make a post about my final year project in uni, which is an educational game about Bulgarian history. I'm aiming for a crossover between King's Quest style of game play and Machinarium style of dialogue system, with emphasis on it being more modern. My goal is to have a game made for a younger audience (1st graders or such) that can help them get into the mindset of learning Bulgarian history. I won't have a lot of time (I don't even now as I'm writing), but I'm trying to get through at least one event.

Now my major concern is how to make the characters talk with images/pictures (in chat bubbles maybe)? All I could gather from the tutorial is that the closest thing to achieve this that I can use is the DrawImage function. I would like to ask if there is another way or if this is indeed what I should be using ?

As mentioned above, my main goal is to make the game as user friendly and "ease-of-access"-y as possible, that's why I turned to the point-and-click adventure game genre. I post this in the Discussion thread so that if interested people can discuss my idea and maybe even tell me if there is a better way/better engine I could be using to achieve best results (keeping in mind of course that I'm kind of pressed for time :D ).
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