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Messages - alkis21

#1
I have not. But I just found out that -unlike in the original- you can get another bowl of porridge from the bears' house, so there's no dead end. Thank you anyway!
#2
I was under the impression that all dead ends had been eliminated from this version of King's Quest III. So I took my time with the visits to town during Manannan's absence. I gave him all the food I had when he returned (apart from the porridge, I remember I have to cast a spell on it first), and after that I just ignored him as I thought all he'd do would be to send me to my room. However, apparently you can only fail to feed him four times, as he now kills me. Now that I have no more food to give to him, is it a dead end?
#3
Completed Game Announcements / Re: Gongbot
Fri 06/05/2022 23:29:39
Thanks, guys. It was a pleasure to work with AGS again, 14 years after my last game, and a challenge to have children (including my 9 year old daughter) as beta testers.
#4
Completed Game Announcements / Gongbot
Mon 02/05/2022 19:37:52
I hope that I am allowed to announce a game that will interest very few, if any, of you. It is aimed at a limited audience because:

  • It's a commercial game
  • It's for elementary school students
  • It's in Greek



It's an educational game, for children aged 6-12. I developed it in association with a team of educators, hoping that it will prove to be a fun learning experience and that it will allow me to teach children what an adventure game is. Featuring an original story that draws children's attention, elegant colorful graphics, puzzles that will put their minds to test and a large sum of questions from their school's curriculum, the game helps the children learn while they're too busy having fun to realize it.

The story begins on a distant planet, where two alien scientists are summoned to a council of wise beings. We learn that they consider their homeland to be too boring and barren, and they wish to begin a search for a colorful planet. The two scientists, the heroes of our story, will lead this expedition aided by an all-purpose robot called Gongbot. Unfortunately for them, their spaceship malfunctions right before they crash-land on Earth, and their robot is shattered to pieces.



Gongbot plays like a classic 3rd person point & click adventure game. You walk around the area, click on hotspots to get a description, interact with your environment and pick up any object you can. You can switch between the male and female character at any point, at the press of a button. The game features professional voice acting recorded at a studio, as well as musical scores specifically hand picked to match the theme and appeal to children of that age.

In order to find all the missing pieces, the heroes will soon realize that they will need to cooperate with the fauna and flora of the woods. They will need to listen to them and help them in any way they can.



In addition to the puzzles that they need to solve, players are often asked to answer multiple choice questions. If the children select the wrong answer, they will hear a hint and they will be presented with a new question until they get it right. First and Second Grade students only have two options to choose from, while older student have four. There is a different set of questions per grade, which are displayed at random. That increases the game's replayability, as it's essentially a different game every time you start over.

The game's website is https://gongbot.gr.

This is my third AGS game, after Other Worlds and Diamonds in the Rough.
#5
Thank you for your quick reply. I tried Variant 2 and it worked, although I had to use .AsInt instead of ToInt().
#6
Hello, I know the title is not very clear but I could not think of a way of describing the problem in one phrase.

I have a GUI that requires the player to type a code. Let's say that the player types 241.

What I want to do is to identify the numbers that the player types, and run some mathematical operations with them.

I can tell what the player typed as first, second, third number by using the Chars[] property on the string that is the GUI input. So I know that Chars[0]=1, Chars[1]=4 and Chars[2]=2. But these are defined as char, which I can neither convert to int nor make them strings so that I can use the AsInt property.

How can I identify each of the characters as int?

Any help will be appreciated.
#7
I believe that they intend to create a full educational portal, with online courses etc. So they want everything to be in one place.
#8
I searched the forum and read some topics regarding commercial games, but I couldn't find anything related to my question, so here it goes:

I've been commissioned to create an educational adventure game for 1st-6th grade students (6-12 years old) in Greece. The buyer will buy the game from a portal they intend to set up, download it and then type the key they purchased to play it. The game includes educational questions, which depend on the grade the child is currently in, so the key they are buying is restricted to a specific grade. If they want to play the game for another grade later on, they will need to purchase a different key.

The above is fairly easy to set up. My question is, how do I prevent the same key from getting used again? My clients are understandably worried that classmates will just buy a single key and all use the same one. Is there a way for an AGS game to check an internet database to see if they key has been used before? How do I do that, and what do I need to tell the web developer?

Any help will be appreciated.
#9
Thank you very much, I had forgotten about Z property.
#10
My game has two player characters who randomly follow each other around and can be chosen at any time at a press of a button. My problem is that I can't seem to figure out what to do with their baselines; most of the times the character who is in front is drawn in front, but sometimes that doesn't happen and it looks weird. I tried changing their baselines based on whose 'y' is higher with repeatedly execute, but with no success. Any ideas?

EDIT: I think I figured out the problem... Although all my sprites were drawn the same size, their feet are 26 pixels apart. So in the game, even though the male character may appear to be below the female, it's really vice versa. I don't suppose that there is an easier way than replacing all sprites?
#11
That makes sense, and it works. Thank you very much.
#12
That is more or less what I initially tried to do and couldn't get it to work, because I had not activated the 'Override built-in inventory window click handling' option in the General Settings.

Now picking up inventory items works, but using one item on another doesn't.

I tried this but it processes the hotspot behind the inventory bar instead:

Code: ags
  else if (button == eMouseLeftInv) {
    if (mouse.Mode==eModeWalkto) player.ActiveInventory = inventory[game.inv_activated];
    else ProcessClick(mouse.x, mouse.y, eModeUseinv);
  }
#13
No, actually all I had to do was to change the player's active inventory using each item's OtherClick() function... for some reason I thought that would happen automatically.

And my on_mouse_click now looks like this:

Code: ags
  else if (button == eMouseLeft) {
    String location = Game.GetLocationName(mouse.x, mouse.y);
    if (location == "") ProcessClick(mouse.x, mouse.y, eModeWalkto);
    else {
      if (Mouse.Mode==eModeWalkto) ProcessClick(mouse.x, mouse.y, eModeInteract);
      else ProcessClick(mouse.x, mouse.y, eModeUseinv);
    }
  }
  else if (button == eMouseRight) mouse.Mode=eModeWalkto;


The above seems to do the trick. If I click my cursor on an empty spot, the player walk there, if I click it on a hotspot it described it and if I carry an item it tries to use it on it. Right clicking 'releases' the item.

Does this seem more or less correct?
#14
Thank you both for the answer and the welcome!

Quote from: Snarky on Sun 04/11/2018 10:15:32
Over an inventory item, button has a different value: eMouseLeftInv.

That sounds useful but I'm not sure what to do with this information, I tried adding another if-then but no matter what I do, I can't pick up those inventory items.
#15
Hello everyone, I haven't posted here in years, it's good to be back. I have a potentially embarrassing question:

I have recently started working on a new game, which, unlike the two previous ones I made, has a single cursor interface. I figured out how to get one cursor to do everything in the main game area by using the following script in on_mouse_click:

Code: ags
else if (button == eMouseLeft) {
    String location = Game.GetLocationName(mouse.x, mouse.y);
    if (location == "") ProcessClick(mouse.x, mouse.y, eModeWalkto);
    else ProcessClick(mouse.x, mouse.y, eModeInteract);
  }


but I can't get my inventory to work. The inventory is a bar on the top of the screen, always visible. I want the cursor to 'pick up' the inventory item it clicks on, and I want to be able to use one inventory item on another. Instead, clicking on an inventory item does nothing.

Any help will be appreciated.
#16
Thank you for the reply. After some trial & error, I got it to run in full screen by running it as administrator and setting the executable's properties to 640x480 resolution.
#17
Hello, congratulations on the release. I am trying to get the game to run on full screen, but no matter what options I use I can't get it to work. Is it possible?
#18
I read several Windows 7 compatibility issues threads. I am posting this because I didn't find the answer to my problem in any of them, but mostly because I appear to be having a different kind of problem than the ones I read.

I recently formatted my computer and installed Windows 7 Ultimate. When I try to run Other Worlds (a 256 colors game), the colors are all messed up. I tried all kinds of compatibility modes but the problem remains. It used to run fine on Vista. Is there any way around this? I have a Radeon HD 2400 if it helps.

Thanks in advance.
#19
My pleasure, I hope you'll enjoy it to the end.
#20
Thanks guys. I'm not sure if I'll ever make another adventure game, I feel pretty disappointed at the moment but we never know what the future may bring.
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