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Messages - Kyougi

#1
Is it just me, or does the bed in the Enchanter's Castle look like the one from Mordack's bedroom in King's Quest V?
#2
This game was hilarious, and the simple music was oddly catchy. I always like games where you can spend ages interacting with the environment in increasing pointless, yet still response giving ways.

Though, most of your download links seem to be dead, or at least for me. Only the box.net link worked properly, and I was looking forward to playing with Silly Story Maker =/
#3
I watched the video, and it was pretty good. However, I'd suggest you wait for your sickness clears up before you continue, so you don't need to worry about your voice bothering you and making you cut videos short. Either way, I'm looking forward to part 2.
#4
Completed Game Announcements / Re: Deity
Thu 25/02/2010 23:08:28
I only got to play it for a few minutes before I got stuck, but so far it looks pretty good. It reminded me of 5 Days a Stranger and Clock Tower. Like Danman said, some things seem to be lacking interactions, such as the door inside the freezer and the glass case. It would also make a little more sense if Crowley walked up to a door before deducing it was locked =P
#5
Quote from: GarageGothic on Thu 25/02/2010 06:01:25
Look for games with voice acting. I watched a couple of let's plays of the early Ben Jordan games, and to be honest I can't decide which is worse, listening to the commentator doing all voices or having to read text in a YouTube-sized video.

Edit: McCarthy Chronicles could be a good one!

I remember when I made those videos. I'm surprised people still watch them, 'cause man did they suck.

Anyway, I think doing a series of LPs of just Adventure Game Studio games is a great idea. You could even try to get multiple people involved, and then create a playlist or YouTube channel of just Let's Plays of AGS games by people on the forums. I know that I've been thinking about doing Abducted: 10 Minutes!!! and Ben Jordan 3 but haven't due to my immense lazyness.
#6
Wierd, when I look in the .zip file, it only has the graphics for the inventory buttons, cursors, and .exe icons, and not the icons for the normal icon bar. But if push comes to shove, I can always edit the inventory buttons to make the icon bar graphics, I suppose.

I've looked at the new template and it's very nice, but I've been using pretty much entirely the older graphics for characters/backgrounds/etc so it's easier for me to create new room objects without them standing out like a sore thumb ^_^;;
#7
Quote from: Renegade Implementor on Thu 13/08/2009 04:32:47
QuoteHe plans to get his revenge by staying in Davy's house for the rest of eternity talking entirely in moaning noises to annoy him.

I'd of thought Cosby going through all the dialogue of his Coca-cola & Jell-O Pudding commercials would be more annoying... that or lines for Leonard Part 6 (which I've not seen). :)

QuoteCould someone please send me the graphics for the RON-styled icon bar

Which version of AGS are you using?  Do you mean the old template or the newer one?

You're right about the commercials being annoying perhaps I'll add them in some of the dialouge options or perhaps he'll start saying them if you just stand around in the room long enough.

I am currently using AGS v3.1.2 SP1 and I was referring to the old template with the iconbar that looked alot like the one from "I Spy".
#8
So after totally falling out of an adventure game making mood while making graphics for Detective Crazypants (which I do plan to finish, for the 5 of you that care ^_^;; ), I decided to look into RON games, a series I always had a vague interest for, but never got around to playing some RON games. So a few days ago I sat down and played a good handful of RON games and thought the concept was really well thought out and overall, I enjoyed the 6 or so games I played. Next I thought that perhaps I could take a stab at making a RON game. That night, I read the RON FAQ and came up with a story. The next day I downloaded a bunch of RON resources and made a couple rooms to make sure I was up to making a RON game.

Here is the story I have in mind, I made sure to do a little research on the characters I plan to use, but here it is anyway, just so I'm sure I'm not contradicting an existing RON game.

The game, titled "The Haunting of Davy Jones", takes place a nondescript amount of time after "Lunchtime of the Damned". Davy is up late one night working on a report for school when the ghost of Bill Cosby comes and says that he wishes to have his revenge on Davy for letting lose a zombie that killed him. He plans to get his revenge by staying in Davy's house for the rest of eternity talking entirely in moaning noises to annoy him. Davy looks in his spellbook to find the recipe for "Ghost-B-Gone", a potion that will repel one ghost for ~300,000 years. To make the potion Davy needs to dip a possession of the deceased in a glass filled with alcohol and rose petals and recite the magic phrase.

Other characters that I'm including is the Crazy Homeless Wierdo (as always) and Vicks who is standing guard outside Scid's while Scid is on his midnight snack break due to break-ins that had happened recently.


And that's the story. Other then that, I do have a couple of questions regarding the game.

  • When the game is finished, should I post here in the RON section or in the "Completed Game" section?
  • Could someone please send me the graphics for the RON-styled icon bar? I couldn't get the template to work and I couldn't find the graphics anywhere on the RON site

That's it I believe. Hopefully there are no big contradictions and I can continue with the game. If that's the case I should be able to finish it within the next few days (yay for not having to make my own graphics!).
#9
Kyougi Ryu Presents...
Detective Crazypants and the Case of the Murdered Rock Enthusiast

A woman has been murdered...
One detective is called to find the killer...


Story
The owner of Pebbleville's most famous pet rock has been murdered. The (lazy) detective Jim Bonds is called to investigate. Baffled (and wanting a break), he calls his good friend, Detective Craig Crazypants. Craig comes to the home of the victim and takes over the investigation. It's now up to you, as Craig Crazypants, to collect clues and ultimately find the killer.

The Cast
Craig Crazypants - Craig is a detective well known for solving the craziest of cases. Boasting a very dated outfit as if he mugged a 1960s detective on his way to work, Craig is always trying to embrace cliche and make the situation as dramatic as possible.

Jim Bonds - Jim is an old friend of Craig. He is also a detective, but he rarely does his job properly. He has a habit of getting his other detective friends to "help" and ultimately do his job for him.

"The Victim" - The unnamed victim is the 3-year champ of Pebbleville's yearly pet rock competitions.

Thadius III - The victim's pet rock.

Richard Monei - The victim's husband. He is rather jumpy and tends to assume the worse.

Mai Simmons - The victim's arch rival in the pet rock competitions. Not much is known about her, as she left town the day after the murder.

Screenshots
The Title Screen

I'm re-doing all the character sprites, so Jim Bonds (right) will have a new look soon that matches Craig

Craig investigating Thadius' room

Progress Report
Graphics ~ 75%
Scripting ~ 75%
Story - 100%
Sound ~ 85%

Credits
Concept by Kyougi Ryu
Graphics by Kyougi Ryu
Music by Kevin MacLeod

Developer Diary
June 12th, 2009 Posted "Games In-Progress" thread for Crazypants after being in development for roughly a month. Currently I'm re-working all the character sprites. It's my first time doing 100% custom character sprites, so they're bound to look a tad off. Here's a comparison of Craig's old sprite (left) and his new one (right):
#10
While most of the kids of today don't play adventure games, there's still a market for them. Two great examples of modern day commercial adventure games are the Nancy Drew PC series and the Agatha Chrisite games, and they're still popular enough to keep getting sequels.
#11
If you could help me make the GUI, that'd be great! I hope I can repay you in some way afterwards.
#12
I would have loved to make it so you could dial the numbers yourself but I really I had no idea where to start to allow the player to do that. I originally never thought the game would become anything, really, so I never thought to add such a feature to my crappy little adventure game made in a week, but now that I've gone back and polished that I might decide and try to add that for a future release. I'm glad you enjoyed the game ^_^
#13
How odd. Anywho, here's a Sendspace link, then. I hope it works.
http://www.sendspace.com/file/8pmfr9

EDIT: Alright, I fixed the MediaFire link, as well.
#14
Completed Game Announcements / Dave Generic
Sun 22/03/2009 22:48:34
Dave Generic is one of two games I made to help me learn how to use AGS. I've actually had this done for a while now but just recently I decided to go back, polish it a little and then post it here on the forums. The game tells the story of Dave, a very generic person just trying to live his generic life. On his way to hang out with some friends, his car breaks down in the middle of some woods. It's then up to him to find out how to get help and repair his car. I admit the game is seriously lacking in the graphics department, but I try to make up for it by adding alot of humor to the game. You can click almost everywhere on the screen and get a response, so I encourage doing stupid things, such as talking to trees.

~Screenshots~



~Download~
Download Dave Generic (MediaFire)
Download Dave Generic (Sendspace)
#15
Thanks, guys, for your help. The scripts work perfectly now.
#16
Well, I'm working on a game to help practice using AGS and have ended up a point where I'm not sure what to do.

The player has a map screen that is displayed whenever the player leaves a location, and it asks them where they wish to go next. It's just a room with objects on it that represent the locations the player can travel to. What I'm trying to do is, when the player asks another character something in a dialouge, he'll get directions to a new location and have this reveal the object on the map screen that represents the place he just got directions to. I looked in the manual and decided to try and use Global Variables to control it. So, I created a Global Variable. It's type was set to Int and the starting value was 0. So then at the end of the dialouge option I put in

Code: ags
set-globalint 1 1


After that I went to the map screen room and, under "Before room fade in", put in

Code: ags
if (BossHouseOn == 1){
  BossHouse.Visible = true;}


But it doesn't work. Would anybody be able to tell me what am I doing wrong?
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