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Messages - Herooftime1000

#1
Quote from: SonicDestroyer12 on Thu 17/12/2015 16:22:17
Thoroughly enjoyed playing the demo of this game =) The gambler's third game is a bit frustrating though, is there any way to beat him thus far?

Sorry, not in the demo you are playing. It wasn't utilized yet.
#2
Quote from: Ghost on Tue 08/09/2015 22:16:10
It sure looks like a fun game-in-the-making. I remember another pony adventure game from way back then; it used vector art I think. The pixels do look pretty good!

Best of luck with the project... and what exactly is happening in the 3rd row, middle pic? Slenderpony? Superscare? Someone painted you white? Stonyfication?

Encased in wax.
#3
Quote from: Cuiki on Tue 08/09/2015 21:17:07
And either way, judging from your screenshots, I think people who like My Little Pony are probably going to be more upset about your choice of source material than those who don't. ;)

Believe me, there are some that are upset at the level of violence. I don't mind, though, as people have enjoyed the demos I've made showcasing it. It's always nice to look up a "let's play" of this game on youtube and see people of all nations enjoy it.
#4
Inspired by the MacVenture games: Uninvited, Deja Vu, and Shadowgate



Warning: The game's universe is based on the My Little Pony cartoon show. If you don't approve of this decision, I'm sorry. Please understand that I'm doing this for fun.

Octavia Melody and Vinyl Scratch are an odd pair of friends. Their different backgrounds in life might make others believe that they don't like each others at all. However, on Nightmare Night, a holiday filled with treats and harmless spooks, these two will put their friendship to the ultimate test. Vinyl and Octavia find themselves trapped in a desolate house, thought to the location of rowdy party. The two are separated, leaving Octavia to face the horrors lurking inside the many rooms. She will need wits, cunning, and bravery to escape the cold hand of death, save her friend, and put a stop to a power-hungry necromancer for the sake of ponykind.

Two ponies go in...
[imgzoom]https://derpicdn.net/img/view/2013/4/10/293925__safe_plot_vinyl+scratch_octavia+melody_dj+pon-dash-3_octavia_pixel+art_scared_video+game_dj+pon3.png[/imgzoom]

Who's to say who will come out?
[imgzoom]https://derpicdn.net/img/view/2015/2/21/833620__safe_screencap_octavia+melody_octavia_pixel+art_game_cello_skull_cauldron_laboratory.png[/imgzoom]

The many deaths of you (so far).
[imgzoom]https://derpicdn.net/img/2015/2/14/828626/medium.png[/imgzoom]

[imgzoom]https://derpicdn.net/img/view/2015/6/10/914437__octavia+melody_semi-dash-grimdark_blood_octavia_tree_pixel+art_pain_scratching_crow_octavia+in+the+underworld%27s+cello.png[/imgzoom]

Progress:
77% Complete
House rooms: Done
Basement: 20%
Scripts: In progress. 40% Finalized
Voices: 10% done

Goals as of 1/1/2016:
The huge cutscene is done! Now to work on Vinyl's sidequests.
[imgzoom]https://derpicdn.net/img/view/2016/1/1/1057363__safe_oc_screencap_vinyl+scratch_text_dj+pon-dash-3_pixel+art_dungeon_octavia+in+the+underworld%27s+cello_artist-colon-herooftime1000.png[/imgzoom]
Each pony down below will have Vinyl (and Octavia) do something to earn ingredients for the best ending.

Goals as of 2/1/2016:
I'm working an a lengthy sidequest involving these two ponies(?). I have to make some shortcuts because school is not getting anymore lenient on me.

[imgzoom]http://orig01.deviantart.net/559f/f/2016/031/0/d/under_cover_by_herooftime1000-d9pzul7.gif[/imgzoom]
#5
BRILLIANT! I never thought to think outside the box like that. It works perfectly! I'm going to have to do some further tweaking to accomodate for the multiple speech views the character has, but this put me on the right track!

ThreeOhFour, you are officially on the credits list. Thank you SO much for this insight.
#6
Well, I tried to run it, but my game is being made using AGS v3.2.1, and v3.3.0 is required to run this script properly.

I don'y know what to do. I've made it so the reflection was a separate character and told them one to speak in the background while the other talked, but that won't work. I'm very confused. Please help me, someone, I'm mulling over the best way to do this...
#7
Quote from: Cassiebsg on Thu 16/10/2014 17:11:20
Just a sugestion, and not really a solution to your problem: But you could try the Easy Mirrors module?

I'll try it out and see what I can do. Thanks!
#8
All right. Here is the deal.



A few months ago, I was content on how I made the reflection on the mirror using an object image. It would play certain animations depending on the protaganist's mood and speech view shown on the green box by playing to animations simultaneously. There was little bit of desynchronization at the end of the speech, but it would fix itself. It was simplistic, at best, but it worked for me.

That is, only when the speeches run on a timer.

I've responded to people playing my demo who wanted to move the text along on their own accord by turning the timer off. Now, it seems that after she is finished with a speech, the character in the mood box would stop talking, but the reflection would continue with its animation.

I'm not very skilled with this program yet, but I've learned that maybe dynamic sprites could fix the problem. But the thing is, I don't know where to start. I'd get rid of the object, draw the sprite up, and update it using the execute repeatedly function, but I don't know if it would work correctly. The mood box and reflection are two separate sprites and if I were to simply copy what's on the mood box, I would probably get bordered sprite with a colored background on the mirror.

What should I do?

Thank you.
#9
Quote from: Scavenger on Tue 24/12/2013 21:39:16
Code: AGS

function Magicwords_OnActivate(GUIControl *control)
    {
        String words = Magicwords.Text;
        words = words.LowerCase ();
        if(words == "magica aqua fillerupa")
            {
                object[0].Visible = true;
                gCauldrontext.Visible = false;
            }    
    }


This should work if you don't want to worry about capitalisation. Just have the code remove all the capitalisation first. Also you forgot to close some of your brackets, namely the if block. Careful of that.

Thank you so much, sir. This is much easier.
#10
function Magicwords_OnActivate(GUIControl *control)
{
if(Magicwords.Text == "Magica Aqua Fillerupa"){
object[0].Visible = true;
gCauldrontext.Visible = false;
}


This is a nice simple code, but I want to make sure the player doesn't have to worry about capitalization. I tried the code...

{
if(Magicwords.Text.CompareTo("Magica Aqua Fillerupa")){
object[0].Visible = true;
gCauldrontext.Visible = false;
}

...but it didn't work. I admit I don't understand how this works. I just would like the player to say the magic words to fill the burning cauldron so that they might choose the spells. How could I get this to work? I'm at a loss biting off more than I can chew.
#12
What are the chances that you can include a way to use Pamela with Lucasarts speech?
#13
Quote from: Khris on Sun 23/06/2013 15:04:09
There is none. How did you "fail hardcore"? If you want lip sync, you have to use Pamela, so try and give us some more info.

I did use Pamela, but it doesn't work on LucasArts. That's the problem. I'm wondering if there is a module for it.
#14
The link to this is gone. Does anyone have it?
#15
Well, thanks, but if there is an alternative to Pamela I'd love to hear it.
#16
Ok, here is how I did it.

The character view is also the speech view so the character square is the character talking, see? Then, I use SayAt to have the chracter box talk while the text shows in the black box. Feel me? Now, I want to add lip sync, but Pamela doesn't support lip synch for LucasArts and I'm in need of an alternative.
#17
Quote from: Ghost on Sun 23/06/2013 03:01:39
Quote from: Herooftime1000 on Sun 23/06/2013 02:54:30
I use LucasArts to separate the Speech view and the text box and it works perfectly.

How exactly? You are using LucasArts speech display I assume, but how do you get the text into the text box? Which command are you using- not character.Say I guess?

.SayAt, actually.
#18
So here's the dealio. My game has an GUI that is similar to the style of Uninvited, Deja Vu, and Shadowgate. It has the face of the heroine in the center while all text dialog is displayed below in a black text box.



I use LucasArts to separate the Speech view and the text box and it works perfectly.

Then, I tried Pamela and failed hardcore...

I searched around the forums, looking for a plugins or different programs to use, but it all leads to 404s and broken links.

Is there something I'm missing?
#19
Oh! That did it. Thank you ever so much with my simple problem.
#20
Quote from: selmiak on Thu 14/03/2013 17:11:15
Code: AGS
  if (boolFearon == true){
    boolFearon = false;
    SetTimer(1, 40);
  }


try this. Otherwise you restart the timer every gameloop.

Doesn't work. I thank you for pointing out my looping, but I tried to set the timer in other scripts, and it doesn't work at all.
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