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#1
I have a custom textbox GUI, named gTextBox.  The default color for the text in the box is 0 (black).  I want to add a high contrast option for those with vision issues (or who prefer a higher contrast).  I realized I can't seem to set the gTextbox.TextColor value via script. 

Is there any way to programmatically change that value?  I have a button set up to toggle back and forth, but it doesn't want to let me...



And here is the code from my button on the control panel:

Code: ags
function settingTextColor_OnClick(GUIControl *control, MouseButton button)
{
if (textboxColorDefault == 0){  // Global variable for the color of the textbox
  gTextBox.TextColor = 15;  // Make text white
  textboxColorDefault = 1;  // Set global variable to say text is white
  settingTextColor.NormalGraphic = 714;  // Set the button graphic to show a white text
  }
else if (textboxColorDefault == 1){    // Global variable for the color of the textbox
  gTextBox.TextColor = 0;  // Make text black
  textboxColorDefault = 0;  // Set global variable to say text is black
  settingTextColor.NormalGraphic = 715;  // Set button graphic to show black text
}

}


EDIT

Solved the issue myself.  Here is the correct script (don't know how I missed it):

Code: ags
  gTextBox.AsTextWindow.TextColor = 15;

Thanks,

Bill
#2
Hello everyone!  After over a decade away from AGS, I'm proud to announce my next game that has been in solo production for almost a year now:

EDIT - The game is now on Steam to be wishlisted : https://store.steampowered.com/app/3652250/Nothmere/


Nothmere


The Story

You awaken on a cold, rocky beach in the middle of the night with absolutely no memory of who you are, where you came from, why you're there or what you are doing.  You plod your way through a sewer pipe that empties onto the beach, and find yourself in Nothmere, a very strange town.  The people in town are understanding, as everyone there once found themselves in the very situation you're now in.  The town is protected by magical warded gems placed upon the walls that keep the void creatures, magical monsters that roam the countryside, at bay.  The wards are tended to by Nothmere's Mage guild, the Arcane Codex, and the people are protected by Nothmere's Warriors guild, the Crimson Shield.  You find that nobody has ever been able to escape town, as Nothmere is completely surrounded by steep, impenetrable mountains on all sides.  You embark on an adventure to try to determine why you're there, who is responsible, and how to get home.  Wherever home is.

Inspired fairly heavily by the Quest for Glory series of games, this is a point-and-click RPG adventure game.  Some features:

- 1920 x 1080 resolution
- Customizable (drag-and-drop) GUI
- Play as a Warrior, Thief or Mage (or a hybrid combination)
- Full timed day and night cycle
- Puzzles which fit each character class, each with separate solution paths
- Full RPG stats, with branching dialogs depending on character intelligence, speech skills, etc
- Experience from completing quests, vanquishing monsters, and progressing the story levels the player up
- Scrolling Combat Text effect inspired by World of Warcraft so gained experience, health, magic, as well as HP and MP used/taken scroll up from the character as it happens.
- Equippable inventory system with bonus stats on armor, weapons and jewelry
- Equippable items from basic junk items to epic gear for all classes
- Potion system with temporary stat buffs, purchasable from vendors
- Full shop system with multiple vendors, each selling different types of items
- Separate buy and sell functionality, with prices dependant on reputation and speech skill
- Dynamic quest log that updates as you progress on the various quests
- Spellbook with learned spells
- Battle system with spells, special attacks, etc based on class and abilities
- Stupid humor and easter eggs to old Sierra and Lucasarts games mixed in throughout

Screenshots


Stats Screen


Buy Screen (Shops)  - Ignore the silver button.  Part of a debug button


Sell Screen (Shops) - Ignore the silver button.  Part of a debug button


Quest Log


Mage Guild


Level Up Effect (with experience visible)


Inn


Inn 2


Graveyard


Apothecary


Inventory screen, with epic mage staff equipped


Random forest screen


Development Progress

Story: 90%
Scripting: 85%
Graphics: 85%
Sound/Music: 5%

Expected completion date: January 2026

#3
Oops!!  I realized I never made a completed game thread for my Bake Sale game, Abner the Amazing.  So here we are, better late than never :)

Abner the Amazing

A nefarious deed has been done!  All across the land, the colors have gone missing!  It's a good thing that Abner the Amazing was in the bar downing pint after pint of beer when it happened!  Help Abner go on an epic (and slightly wobbly) quest to find out what happened to all the colors, and take them back! 

Assuming he can find his sword first...



Features:

-No narrator in the game.  Abner is a boastful and egotistical person, and is more than happy to tell you how everything he sees and touches relates to how awesome he is.

- 2  additional playable characters will join Abner in his quest.  Each character has interactions they can perform.  For instance, Abner can use his sword.  Dink, the thief, can pick locks and sneak through the shadows. 

- Use each character's special abilities to solve puzzles in various ways.  Most puzzles can be solved multiple ways using a brute force, stealth or magical take on things.

-The characters are all on the screen at the same time, so no picking and choosing who you have with you.  Feel free to change between any of the characters on the fly at any time.

- A 2-click interface.  The Left/Right mouse setup to walk, look and use things.

- No inventory.  You heard me right, no stuff.  The puzzles are all solved using the characters special abilities.

Screenshots:

   
   

Check out the AGS Bake Sale Website

Thanks!

Bill
#4
Weggieware Games presents Untitled (A work in progress)



There is no official title yet, but it is a game inspired by the amazing Quest For Glory series. 

Teaser Trailer - 2 minutes


STORY:
The game takes place years after Quest For Glory 5.  The Hero from the original series disappeared after he saved Silmaria from the Dragon of Doom.  After the events in Silmaria the world was a much safer place, and the demand for heroes faded.  As such, less heroes attented the F.A.C.S. (Famous Adventurer's Correspondence School), and it eventually went out of business. 

Now an ancient evil stirs in the land of Woland.  Undead are rising and attacking the town, and there are rumors of an evil cult behind it all.  Word of these events brings the Famous Adventurer out of retirement to reopen F.A.C.S. in order to train more heroes.  Due to an interdimensional copyright infringement issue (hey, it happens, right?), the name was not able to be used, so he renamed the school R.O.A.C.H. (Renowned Online Adventurer's College for Heroes).

The first student is about to graduate from the school (guess who that is!).

Will you be able to solve the mystery in Woland and stop the undead invasion?  What is with the rumors of an evil cult behind it all?  And finally, what really happened to the Great Hero after he saved Silmaria?


GAME FEATURES:

All the staples from the original QFG games including day/night cycles, a few cameo appearances from games past, and (hopefully) the same humor that made the games so amazing.

3 Classes : Fighter, Mage and Thief.  Each class has their own unique look.  Each class can be further specialized into a subclass during the game, which opens up additional ways to play.

Turn-based combat system.  One move at a time, no button mashing.

A cartoonish art-style and rotoscoped animations for characters.  Each character has different movement styles/techniques.  For instance, in the intro sequence, the Famous Adventurer has a different walk than the player.  Different people recorded the movements so their body languages are unique.

Fully voice acted script.

And much, much more!


SCREENSHOTS:




And again, the teaser trailer video : CLICKIE!


Thanks,

Bill
#5
Hi everyone,

We're working on a new project, and I've run into a bit of an issue with the main character sprite.  Over the past few days as I've worked on it, my wife keeps making "man-boob" references to it, and I wanted to get some outside perspective.

The character is dressed in period garb (think medieval peasant), which is a bit baggy on him.  He is a bit large, but somewhat muscular at the same time.  Just a generally big guy all around...  For detail on his chest I put a bit of shade-mark to denote his pecs.  My wife keeps saying he has man-boobs...  What do you think?

The art style for this game is black-outlined with minimal shading, or mostly solid colors.  Just so you don't say to add a bunch of shading or things like that.  I was thinking maybe some hair or something?



Thanks!

Bill
#6
Alrighty everyone, just curious as to your preference.  Consider this a poll without the GUI involved :)

If you were to play an adventure RPG (think along the lines of Quest for Glory), which type of cursor interface would you prefer?

1) Old-school Sierra with the Walk, Look, Use, Talk, Inventory on a taskbar/cycle via the mouse-clicks
2) Verb Coin interface
3) 2-Click interface where one mouse button looks at and the other interacts with the items

Which would you prefer?  Also, for those using the 2-click on any game at all, which layout do you like best?  Do you prefer left-click to look and right-click to interact or vice versa?  I've had beta testers on my Bake Sale game tell me they liked each of the two.  I was curious what the majority preferred :)

Thanks!

Bill
#7
My wife forwarded me this, and though it is a bit overly thought out, I am reposting it since it is funny nonetheless.

------------------

Aladdin: In one scene, Genie calls Al's clothes "so 3rd century."  Genie says he has been in the lamp for 10,000 years, so there's no way he could know of the fashion trends which have happened since he's been trapped.  Which means the latest Genie could've been trapped in the lamp is the 3rd century.  If he spent 10,000 years in there, it is now AT LEAST the year 10,300 AD when he gets out.

Conclusion: Aladdin takes place IN THE FUTURE.  A post-apolcalyptic world where only Arab culture (and some Greek) survived.  It has been so long that the name "Arabia" has been corrupted to "Agrabah".  The Muslim religion has atrophied to the point where there are no mosques, Imams, or prayer mats, but people still give praise to Allah in moments of happiness.  Amazing technological marvels left behind by the previous civilations, like sentient flying carpets or genetically engineered parrots which comprehend human speech instead of just mimicing it, are taken for granted by the locals or considered "magic."

The Genie proves this my making impressions of ancient, long-dead celebrities like Groucho Marx, Jack Nicholson, etc.



-Bill
#8
Speaking in terms of adventure games, what kind of RPG is your favorite?  More realistic graphics like Quest For Glory, or more cartoony like Secret of Mana or Zelda?  More modern setting like Deus Ex, or more fantasy like Elder Scrolls?

Or do you just dislike RPGs?  :)

-Bill
#9
Hi all,

Just wanted to let anyone who was interested know that I wrote my first article for the AGS blog dealing with character development, how to work on it, what to do and not to do, etc. 

If anyone was interested, it can be seen at http://ags-ssh.blogspot.com/2011/11/character-development.html

There might be a few tips you can use when developing your next game.

-Bill


#10
I am working on my entry for the Bake Sale, and I noticed a weird bug..  This is my first attempt using the new AGS (all other games have been in 2.7).

When I use the save or load GUI, which is the default GUI for now, for testing purposes, the game works fine, saves, loads, etc.

Now the problem is when I close the GUI.  Whether I save/load or not, it doesn't matter.  The screen is cut.  The background vanishes about 20-30 pixels or so from the top.  The mouse can still go up over it, and be visible, and my Mouse-To-Top-Of-Screen GUI which is bigger than the black cutoff area still shows up, but only under the area which is now cut off.

I don't have any custom GUIs which would cause it.  It happens on any room I am on.

Screenshot:



Anyone have any ideas?

Thanks,

Bill
#11
This is my and Locutusofbored's entry for the bake sale, edited on December 12, 2011.

STATUS: Completed!

Thanks!

Game info :

Abner the Amazing

A nefarious deed has been done!  All across the land, the colors have gone missing!  It's a good thing that Abner the Amazing was in the bar downing pint after pint of beer when it happened!  Help Abner go on an epic (and slightly wobbly) quest to find out what happened to all the colors, and take them back!  

Assuming he can find his sword first...



Features:

-No narrator in the game.  Abner is a boastful and egotistical person, and is more than happy to tell you how everything he sees and touches relates to how awesome he is.

- 2  additional playable characters will join Abner in his quest.  Each character has interactions they can perform.  For instance, Abner can use his sword.  Dink, the thief, can pick locks and sneak through the shadows.  

- Use each character's special abilities to solve puzzles in various ways.  Most puzzles can be solved multiple ways using a brute force, stealth or magical take on things.

-The characters are all on the screen at the same time, so no picking and choosing who you have with you.  Feel free to change between any of the characters on the fly at any time.

- A 2-click interface.  The Left/Right mouse setup to walk, look and use things.

- No inventory.  You heard me right, no stuff.  The puzzles are all solved using the characters special abilities.

WORK IN PROGRESS SCREENSHOTS


Abner finding Dink bound and gagged on the side of the road.


Abner, slightly intoxicated, has determined the bushes stole all the colors from the world.


Abner and Dink follow a lead to go looking for the wizard Mallystra. (Animated boat, lake effect, and birds circling the tower)


The GUI that allows you to switch between various party members.


A room's screenshot.

Thanks,

-Bill
#12
I've decided to finally do a real website for Weggieware Games instead of the little dinky site I did like 5 years ago, and get my own domain instead of running it off of my personal website.

So, I am about done with the site, and am working on a logo for it.  On the logo, I wanted to somehow incorporate that all the games are AGS games, and I figured what better way than to use the sexy ol' "Big Blue Cup" in there.  

Then I got to wonder about it...  I don't want people to think I am in any way related to the development of AGS, or to think that (God forbid) I am CJ.  That would be a serious detriment to CJ's reputation :) 

Anyone have any thoughts on that?  Is the blue cup symbol copywrited?  Is it just tacky (in your opinion) to use it?  

I was thinking something like this (draft version) :



Thanks,

Bill
#13
EDIT**  = I've done the rotoscope (or attempted it).  Image is below...



We are looking to do rotoscoped animation for the next Murran game instead of having Neil free-hand all the animations.  I saw how good it looks in the latest Ben Jordan promo video, and am excited about how it could look.

Since I don't have a video camera to use to capture green-screen footage, I was wondering if anyone knew of any online resources where I could download some free-to-use footage of people walking, waving, scratching their heads, crouching, standing up, sitting down, drinking, etc, etc.  Just normal everyday activities in case we need to use that kind of animation.  I don't want Neil to have to record all the video to use in the rotoscoping process.

Then again, maybe I should just suck it up and buy a camera that was made after the year 2000 that can record video...

-Bill
#14
I have an object which has a movement speed of 1.

It is set to scale with the walk-area, and does so nicely.

I've noticed though that it doesn't scale speed-wise, only size-wise.

The object is set at speed 1 right now since it is the slowest, but it is still way too fast for my liking, even when scaled down to 10% size.

Can speed be controlled?

Thanks,

Bill
#15
In the intro sequence for my new game, I want the two characters to be walking on the screen, having a conversation.  I don't want them to stop each time they talk.

I am using lip synch and speech portraits, along with voice acting.  I looked at the various modules available, and most look ok, but are missing one feature or another.  The one that I think fits most closely is Electroshokker's, but it doesn't do lip synching.

Lip Synch + speech portrait + voice acting + characters walking = happy me.

I figured one workaround was to create two dummy characters with the walkcycles of the 2 in question, and just have them walk while the 2 doing the talking are hidden on-screen.

Is it possible to code it in?  I didn't see any way to, but I figured I'd ask if it were possible to get my cake and eat it too without taking the cheap route of doppelgangers doing the walking in the game.


Thoughts or ideas?

Thanks,

Bill
#16
The Murran Chronicles: Episode 3 - Lifedrinker of Landsdowne





After three years of development, the latest chapter in the Murran Chronicles series is finally out!



*UPDATE* - Lifedrinker was reviewed and recommended in September 2011 Following Freeware on Adventure Gamers.com : Link - http://www.adventuregamers.com/article/id,1375/p,2



Game Download Link (120mb):
Click Here To Download!




Plot/Storyline
-------------------

Shortly after your adventure with the mystery in Montana, you are given a case involving mysterious deaths in Landsdowne, Massachusetts. The bodies of two men in their early twenties have been found recently, and according to local authorities both dead men looked to be in their seventies when their bodies were found. There is no explanation as both men were thought to be healthy, and in the prime of their lives. Add to this the odd reports of a pack of strange animals roaming the town at night, and you have your work cut out for you. Is there some sort of vampire creature on the loose as some of the town rumors suggest? What is behind the rumors of odd goat-like creatures that have been seen after nightfall? Are the two related? You are thrown into the midst of an age long battle between good and evil as you investigate the case of the Life Drinker of Landsdowne.
 
About The Game
------------------------

Life Drinker of Landsdowne is in 640x480 resolution, running in Hi-Color mode.   This game is more than twice as long as the second game, and contains much more content, many more characters: some with dynamic locations, and 3 different endings depending on the paths and choices you make as the player.  

This third game in the series is the first to not feature the police cruiser as your primary mode of transportation.  Dust off those walking shoes, there is much to see in the town of Landsdowne.

This game will also feature something new to the Murran Chronicles: day and night cycles.  Explore the town during the day, and return to places as night for a whole new look at them.  

Specs:

Total Playable/Interactable Rooms : 45 (More than 1/2 of them with Day/Night versions)
Additional cutscene/other Rooms : 23
In-game specs
------------------



Screenshots:








Download Link (120mb) :
Click Here To Download!




Thanks,

Bill
#17
I had a parallyzing thought a few moments ago that I had to share.  My blood ran cold and my heart fluttered.

I realized that after 3 years of development, my new game is about ready to be released...

But so is the new Blackwell game, as is the final Ben Jordan (both of which I will, or course, be playing).

I was hoping to stand a small glimmer of a chance at an AGS award this year.  Well, better luck next time :)  I hear 2015 is going to be a good year!

-Bill
#18
So I am just beginning to learn AGS 3.2 after many many many years of using 2.7.  I like the new setup, it seams much easier to use.

My problem is figuring out how to do some basic stuff, since the Forum Search function is broken.

I began a new game using the "Verb Coin" template.

I want to setup my game to allow the hotspots and objects to have a single cursor.  When the target is left-clicked, I want one set of code to run (walk to).  When the right button is clicked on the mouse, I want another set of code to run (use, look at, etc).

I figure I need to use standard code like :

if (button == eMouseLeft) {
// Walk-to script
 }

else if (button == eMouseRight) {
// Activate script
}


But I have no idea in this new version where to put it.  When I go into the properties of the hotspots/objects in AGS 3.2, there is a line for descriptions in the @OVERHOTSPOT@ line for the various things, but I am not sure how to set this up.

Thanks,

Bill

#19
Hi guys,

I am working in AGS 2.72, so keep that in mind :(

I am working with a room in my game which is in the final days of beta testing, and in this room there is a very narrow walkable area.  I have widened it as far as I can without screwing up the artwork (walking on the wall for instance), but when the player character has another character following him in the game at certain points, sometimes the characters get stuck when trying to walk the other way.

For instance Char 1 is leading, Char 2 behind.  Char 1 turns around and walks back, but Char 2 is in the way, and they both stop.  They can't get around each other.  But if you continue a bit, char 2 moves just enough up or down that char 1 can get by.

Is there a way to turn off their ability to bump into each other?  Like, make them no-clipping mode with each other so they can just walk THROUGH each other?

It is fine on all other screens, but this one is being a pain.

Thanks,

Bill
#20
Hi all,

With Murran 3 almost done in Beta, I am beginning work on Episode 4.  This got me thinking...  I've used v2.7 up till now and the highest res I could comfortably do is 640x480 (the game has been in production for years so the AGS version is old). 

With my new game I plan on learning and using the latest version of AGS.  I know this supports higher resolutions, but am concerned it would not be true to the old school game feel.

What do you think?  Do you prefer Lo-res (up to 640x480) or do you prefer higher res AGS games?

Thanks,

Bill
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