Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Alynn

#661
Download the program, unzip it, run the exe with the blue cup icon. Choose Start New Game option click OK...

There you go!

Actually, you need to start with an idea, come up with a rough storyline, what you want to happen (major events) then break between each major event how the main char finishes that major event, then how each step goes for that solution (If you havent noticed its pretty much just like making an outline, go from general topics down to minute details). This includes all objects, and how the character gets that object. Then from there its up to you if you want to start with artwork, and what artwork you want to start with (backgrounds or items or character sprites)

In the end, how you want to go about it is up to you...
#662
The bluriness comes from the fact that the origional size if the trees are basicly 32X32 pixels, I basicly copy/pasted the trees and increased the size, the bluriness comes from the antialiasing after expansion. I'll see if maybe I can take away some of the pixelation in the background trees...

As for the shadows, actually the carpet is just darker in the middle, but it does look like the table is throwing the shadow, especially with the chandaler being right above it, however, final cut will have light switches that will turn on the lights (for no reason really other than a fun little detail) which will turn on objects for the lights and shadowing, at least I have been thinking about it, I wanted to keep it kinda flat, cartoonish, and yes; like the old 8/16 bit sega and nintendo games.

Doorframe is the correct size for the size of the char, he also looks like a small 16bit sprite (I'll post him later) his full sprite size is 24X32 but stands about 18-20 pixels wide and 24 pixels tall, (I have some taller chars that take up about 30 pixels tall) the doorframe is 24 pixels at its smallest point and 27 pixels at its largest height, with the character being about 80-90% on the back wall, he will fit through the door frame nicely at least I belive so.

Most of the patterns I actually stole from the RTP of the RM2K (RPG Maker) which has a cartoonish style I like, the trees came from that, as well as the grass pattern, the wooden slat floor, and the colors on the wall. Everything else is mine.

The game itself is based of my job as a forum moderator and staff member of an RM2K website (out of respect for not advertising I wont post a link) Basic premise the Skytower (SkytowerGames is the site) has been taken over by evil n00bs holding the pincess (LadyKiKi our only female staff member) hostage, Alynn our sexy and perverted hero finds out due to a paper airplane hitting him (KiKi tossed it out the window) and goes off to rid the tower of the n00bs and save KiKi (with the alterior motive of getting some) Origionally I was going to have alot of inside jokes, but as I worked on the outline I found that even with some of the inside jokes others might like it.... I started this due to the fact that RM2K was burning me out with the size of the RPG I was making so I wanted a change, I played 5days a stranger and decided to check AGS out... when I found out I can actually code in it, I was hooked (I code faster than I point and click) and here I am...</LIFE_STORY>

Anyway Name of the Game is Skytower Rescue.. And here is a few more screens.

Alynn Studio Logo(Its a bmp posting a link)
Logo
TitleScreen (BMP again
Title
And one of the intro rooms (Where KiKi throws the airplane from)

#663
Critics' Lounge / C&C For first 3 backgrounds
Thu 18/12/2003 13:59:21
Ok, I have the first 3 backgrounds for my game finished the first 2 I will display the third one is larger (scrolling) so I'll post a link




and the link HERERERERE!!
#664
Hints & Tips / Odyssius Kent
Wed 17/12/2003 15:55:51
Ok, I have no idea what to do next...

Spoiler
I have already gotten the flower, what I have in inv is a dress, shovel, treasure map, toupe, wooden cross, list of items, I think thats it...

I have already put the thorn in the blowup doll, the dude in the hallway wont talk to me, I cant get a video card, I have tried using inventory on everyone and everything, still nothing... Anyone give me a nudge in the right direction?
[close]

Thanks...

EDIT: Oops I didnt see the other thread on this :(
#665
if (GetHotspotAt (mouse.x, mouse.y)==0) {
 MoveCharacter(CHARID, mouse.x, mouse.y)
}
else {
 //interaction code here
}
#666
Ok this is with the option When interface disabled turn GUI's off (if it is left as grayed out or state not changed and so on the text appears behind the inv gui) Now Dont worry about he colors, I toned down the colors when I saved it as BMP (before converting it to JPG)... Dont worry about the graphics or the extra GUI in the upper left, this is my test room where I play with scripts and what not... anyway here we go

Inventory screen on:


First line of speach:


Second line of speach:
#667
Well if you have extra hotspots available you can set the walkable area as a hotspot with the interaction

MoveCharacter(CHARID, mouse.x, mouse.y);

Thats one way at least
#668
Ok, that did it, now I just have to remember to do that with all of my inv interactions :)

Thanks.
#669
Anyone have a workaround I can use for it, its really rather annoying...

(second thought is that it might not be a period it is showing, but the top left side of the T... either way its not displaying correctly)

could this have anything to do with having a custom inventory GUI? They are set to disable when not in use.

Just wondering... maybe this should be moved to Tech forum so CJ can see why it does this.

Thanks.
#670
I have a simple interatction with one of my inventory items you first get A pet rock (inv item 1) and Yorrik (inv item 2) both for all intents and purposes are the exact same item. When you look at the pet rock this code executes:

Code: ags
  DisplaySpeech(0, "This is my pet rock, Yorrik.");
  DisplaySpeech(0, "Doesn't he have the cutest little smile?");  
  LoseInventory(1);
  AddInventory(2);


This works, normally, now the petrock is named Yorrik which has similar code without the Add and Lose inventory lines... The strange behavior is when the PC is near the right side of the screen. on the first line where it should say "This is my pet rock, Yorrik. all you see is the period and nothing else, while the second line displays normally...

Any idea why this is doing it

This is version 2.56d (waiting patiently for the 2.6 release version to be finalized ;))

Anyway thanks in advance.
#671
Well, like I said its all suggestion, I dont expect anything I ever suggest to make it in, after all in my program for my MUD I got tons of suggestions, I didn't use most of them, but the important ones I did. So I understand things that seem more important. I'm just an organized guy, and my sprites dont always get created in the same order, one day I'll work on icons, the next character sprites, and it just makes no sense to me to have a char ani that is numbered 18, 24, 40, 56 and so on and so forth, I'd rather them be 100, 101, 102, 103 (north) 110, 111, 112, 113 and so on...

And yes I do have multiple folders, I just thought this would be something nice, plus I hate going back to check on a sprite number, with the system I use now I never have to check, I already know exaxtly what sprite I am looking for.

But thats me, maybe I'm just crazy... wait... I AM!!! Horray....

I'm going to go drool in the corner now...
#672
Hints & Tips / Re:king's quest I (condor)
Mon 15/12/2003 19:33:56
Spoiler
Stand behind the right side of the left hand pile of rocks (near the smaller ones). It was a one shot one kill (then again I remember the first one)
[close]
#673
Well if you dont mind the GUIs just graying out you can always set that option, unless you need that gui to disappear (IE you need to see the whole screen and what not....)

Personally my GUI's just gray out for the most part.
#674
Wellllllll... GUIOff(0).... you probably need to manually do that. and GUIOn(0) to turn them back on.
#675
This isn't huge, but it would be a nice feature for some people (me included).

Basicly when importing sprites it automaticly numbers the sprites with the lowest number available and then numbers the rest (if you did a multiple import) after that. I like to keep a certain numbering scheme (100-199 is main char sprites, 200-299 is another character, 0-50 are inventory items and 51-99 are their corrisponding cursor icons). But when I import the sprite sheets I would like to specifiy what numbers I want them to be instead of manually having to go in and change each number before I use them. When you are importing a sprite sheet with all character animations and it has 50 sprites on it, it takes quite awhile to renumber all of those, I would rather import the sprite sheet and tell the program start numbering from number 200 and go from there. Of course it would have to check if the number of sprites its importing overwrites any existing sprites in the folder. I leave it up to CJ how he wants to do that.....

Anyway just a suggestion :)
#676
Do you have the When interface Disabled set to GUIs turn off?

If'n I am thinking right, the wait command will disable the gui if that option is set the gui will turn off.
#677
General Discussion / Re:If Mario was Neo
Wed 10/12/2003 21:05:30
Quote from: Trapezoid on Wed 10/12/2003 20:47:58
http://www.studioduma.nl/zooi/gellieman.wmv

This kid could be the new Ghyslain...

That was the most non heterosexual thing I have ever seen, and Ive seen queer eye for the straight guy (only once out of morbid curiosity).
#678
I actually think the term for that is 3/4 view.
#679
General Discussion / Re:If Mario was Neo
Wed 10/12/2003 18:51:35
Someone with WAAAAAAY too much time on their hands.

It would take months of trial and error and tons of practice to get the patterns down like that. Not to mention memorizing it.
#680
Hints & Tips / Re:FLASHBAX
Wed 10/12/2003 14:31:34
First off, use the post already there for flashbax, no reason to start a new thread for the same game.

Spoiler
Well the robot is already shorted out, maybe you need to use it to short out another electrical device, hrm, I wonder what you can use to attach an electrical device to another electrical device.

I wonder if that yellow striped area has anything to do with that.
[close]

SMF spam blocked by CleanTalk