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Topics - AnasAbdin

#21
<<    AGS Murder     >>







Ta Tata..   Ta Tata!


Ta Tata.. Ta Tata.. Ta Tata.. Tata Tata!


A murder has shocked the AGS community. An AGSer's body have been found brutally killed in their apartment. However, the murderer forgot that you - a simple Coloring Ball artist - managed to capture evidence that lead directly to the murderer. Help solve this crime by filling this hand crafted shape:




So far, we know that the murderer is AGS related, they could be an AGS game character, or even an AGSer. Draw clues that lead to the murderer but please do not point directly to them. Let us guess as soon as we see the filled shape. The identity of the victim should also be indicated in the drawing, also let us guess.

Criminal Laws:

You can color the outline.
The shape can be rotated 90, 180, 270, 360 degrees only.
You can flip the shape horizontally or vertically.
You are allowed to use animation.



AWARDS (1st, 2nd, 3rd, and Guest of Honor)

Murders due date is March 31st where accusations begin



Voting

Please consider the following cases and vote for your favorite witness




Murderer
Witness
Victim
Jack the Ripper

moloko

AGA

Andail

Yitcomics

Snarky

AprilSkies

Kumpel

AnasAbdin




As for selmiak's entry. I decided to give it the guest of honor medal because both the murderer and the victim were not based on AGS characters.

Voting is open until April 8th



Winner Announced!

Thank you all for voting! Three AGS-murder cases have been solved. Thanks to our great witnesses and their talent illustrating the crime scenes.


3rd place:
moloko
2nd place:
Yitcomics
1st place:
Kumpel

Our lovely selmiak got the Guest of Honor medal:


As for the murderers, the authorities are working hard to find and arrest Jack The Ripper. As for Andail and AprilSkies, we are glad to announce that they have been arrested and sentenced to make AGS games for the rest of their lives (laugh)

Our hearts and thoughts go to the victims' families: AGA, Snarky and AnasAbdin, you'll always be missed.
Now if you'll excuse me, guy at the gate won't let me in unless I complete my AGS project :-\

See you in the next Coloring Ball hosted by our winner Kumpel ;-D

P.S. Hey AprilSkies.. Every time you hear a door creak, see a flickering light.. know that I'm not done with you yet

#22
General Discussion / Planet IX
Thu 21/01/2016 16:40:52
If you are interested, a new study shows evidence that a Neptune-sized planet lurks beyond Pluto in a distant orbit that completes a spin around the sun every 15,000 years.

This is a link to the journal: EVIDENCE FOR A DISTANT GIANT PLANET IN THE SOLAR SYSTEM
It is also available as a pdf

This image shows how far the orbit of Planet IX and the current location of Voyager 1

Here's the orbit of Planet IX



An explanatory video:

[embed=640,390]http://www.youtube.com/watch?v=42GeoCVaZQg[/embed]
#23
Hello :-[

I am trying to make a sprite that is larger than the room to rotate. The sprite covers the entire room and tens of pixels more in each direction. I'm trying to make it rotate around the center of the room exactly at the point[320,200] forever. I tried using dynamic sprites but I couldn't make it work.

Question 1: Will it slow the game?
Question 2: How do I do that? ???


This is an illustration of what I'm trying to do:


#24
Let me phrase this the best I can :-[

I have an object that has a baseline less than a walkbehind area.
The object MUST be drawn behind the walkbehind.
The character shouldn't get affected by the walkbehind.
However, the character should be drawn behind the object.

I gave the character a baseline less than the object's baseline. And tried this:

Code: ags
cEgo.IgnoreWalkbehinds = true;


but still, the object is always drawn behind the character.
Is there a way to solve this?
Thanks ???
#25
I'm trying to make a character do something when stepping into a region. In theory this should work perfectly. But practically and under the conditions I'm using this is not the case. It works sometimes; and doesn't work in other times...

AGS version 3.3.3, December 2014
The game is 320x200 32 bit
The character is 5x5 pixels
Tween module v2.0.1 by Edmundo Ruiz et al. (I'm using the EaseOutSineTween)


-Sometimes the character moves (NoBlock) into the region without any reaction. When he stops completely the region's 'belated' action is executed.
-Sometimes the character ignored the region completely

For the first case, I suspected that the tween module might have been the problem, specially that I'm using an EaseOutSineTween which tends to slow down the movement towards the end right before stopping completely. Yet still when the character is at the beginning of his movement he can ignore the region completely.

The region is about 100x30 pixels which is quite large for the little 5x5 character to be detected. But even though, I still have to create 1 pixel thin regions for later. Is this going to be a problem? Should I consider using objects instead? If so, will they collide better?

Thanks ???
#26
<<        Tiles        >>



This coloring ball theme is Tiles. Prepare you interior designer skills and create 3 different tiles for any purpose. It can be for a kitchen, spaceship, bathroom, spaceship bathroom, living room parket flooring, sidewalks, spaceship. It is compeltely up to you, you can even use the tiles for a spaceship. You may use any material, design and color. Although they say gray metal is best for spaceships. But it's all up to you.

You get to fill these beautifully hand crafted shapes:

          

After filling the tiles, show us your awesome arrangement(s) so we can install them according to your design and decorate our houses, sidewalks and spaceships...

Rules:

Tile filling phase:
All 3 shapes must be filled.
You can color the outline.
The two squared shapes must not be filled the same.
All shapes can be rotated 90, 180, 270, 360 degrees only.
You cannot flip any of the shapes horizontally or vertically.
You are not allowed to use transparency or animation.

Arrangement phase: [optional]
You created the tiles, you have unlimited supply of each.
The arrangement must have at least one of each of the three tiles.
You cannot make gaps between the tiles.
Gaps are allowed only in examples such as walls containing windows and/or doors.
The final arrangement can take any shape, even if a square wave appeared due to the rectangle tile it's still accepted.

Submission deadline is October 31st where the voting begins November 1st

Trophies

1st         2nd         3rd
          

From now on, I'd like to ask whoever hosts a CB to use '<< previous' and 'next >>' hyperlinks to connect all AGS Coloring Ball competitions :)



Voting Time!

Please vote for your top 3 favorite entries for this coloring ball!
The entries are (in order of manufacturing) :
(Please click the link of each entry to check out the arrangements in the original post of each contestant)

1. Tiles are not their thing but look at that magnificent patternt:

       

2. They are on sale, but they are precious and guarantee a smile on your face:

         

3. Are those the best spaceship protectors or what?

       

4. Not for the weak heart. This Halloween collection is surely a treat

       

5. Brick city? I'm moving there!



6. Brick city needs infrastructure. Here come some leaky pipes

       

7. This magnificent Halloween collection is what you need for the trick part

       

Please vote for your favorite 3 entries!
Voting ends next week November 8th
Good luck all!



WINNER ANNOUNCED!

Thanks all for your votes :) The winners of this Coloring Ball are:



Third place is shared between:
Grok & Tabata
   


Second place:
Mokho



and the first place goes to:
Gurok


Congrats Gurok for the win! Your leaky pipes saved the day!

Thanks all for the wonderful entries and votes :) Hope to see you soon on the next Coloring Ball by Gurok!

#27
Well after Vincent started this thread in the Beginners' Technical Questions. I remembered trying to make a pool game with AGS a year ago. I didn't spend much time with the Math because I was too busy with my other AGS projects. So when I met my first obstacle I ran away like a kid.

Here's the situation, there is an object (1 ball only) when the user clicks and holds the mouse button a dotted line is drawn between the ball object and the mouse cursor. So when the mouse moves a little further the line gets longer, and when nearer the line gets shorter. The line also moves along with the cursor. However, there is a limit to the line (e.g not more than 50 pixels..) the length of the line indicates the strike strength. The position the ball would move to is calculated from the mouse and current ball position... of course the line is cleared when the mouse button is released.



I found an old topic with a similar idea but using old RawDraw commands which drove me elsewhere. How can I achieve this effect with AGS 3.3 and later? I'm not asking for a full code script, but the general idea on how to achieve this (dotted effect)
Many thanks in advance :)
#28
I got this error message and I have no idea what's causing it  :-\

Runtime error: Function still open, missing }    |     GlobalScript.asc     |    line -10



AGS v3.3.3, December 2014
640*400 32 bit
Windows 7 Professional
#29
I'd like to borrow a couple of minutes from your precious AGSing time *gulp*

When it comes to trailers I find myself facing a nightmare! It seems I can't capture what to put and how to present the project's elements properly. I made an unlisted video trailer demo to have your opinions and any thoughts on how to improve it. Audio is still an overlapped music track form the game... will see what to do with it :/

Here's the trailer demo:
[embed=640,390]http://www.youtube.com/watch?v=c9YoAorWHXg[/embed]

At the end, I will add logos of where the game is found (e.g steam, indiedb..) and flags of the countries of the available languages and other info.

Well..

Halp!
#30
The Rumpus Room / Where is tabata?
Sun 19/07/2015 13:47:06
:~(
#31
General Discussion / I love you dad
Tue 26/05/2015 11:47:58
The last 3 days were so hard on me and my family. My father was hospitalized for urinary infection that caused blood poisoning. His condition was severe and he was in a full coma for 72 hours. My siblings are scattered each on a different place between Texas, Sweden and Hungary. It was hard on all of us. Thankfully this morning he woke up and started recognising us and his surroundings. I was away from every social media or programming platform. I couldn't simply function or concentrate on anything except his and my mother's safety. I wish him and all your loved ones good health and safety. Take care of yourselves and your families :)
#32
Monochrome graphics is ancient technology to us. We are the future, we are the one.
Finally and after years of dedication in our labs, we finally introduce the seed of success:



CGA graphics baby! Yes! Those are colors you are observing with your eyes!
Your options are unlimited now!
Let your imagination take you to other realms and places you didn't dare to go to in the world of black and white.
Show us your talents by filling the following shape with anything that scream 80s



Rules:
You can rotate the shape 90, 180, or 270 degrees.
You can flip the shape horizontally or vertically.
You can color the outline of the shape as you like.
You cannot scale the shape. But using imagezoom is good practice.
The shape and the outline MUST only be colored using the four colors in the following palette:



Trophies: (1st 2nd 3rd)

           

Submissions deadline: May 1st 2015 1981


>>> WINNER ANNOUNCED! <<<





by WRK
by Sinsin
by AprilSkies


Congratulations AprilSkies! You won this CGA coloring ball!
Thanks to every amazing participant in this round! And thanks for all voters too! I'm glad that I couldn't vote since it was a very hard decision 8-0 See you in the next Coloring Ball by AprilSkies!
#33
Dexter Morning Routine


The idea is to complete Dexter's morning routine in the correct order before the music ends. There are three difficulty levels missing around with music duration, objects placements, and wait period events... Enjoy! :-D

This embedded video is the optimal solution of the game [spoiler alert!]:

[embed=640,390]http://www.youtube.com/watch?v=TlWVRg7-Ou4[/embed]

#34
I took a day off from AGSing Tardigrades so I decided to use my time AGSing something else :P I made a short game where you are supposed to play Dexter's intro before the music ends and with the same order of events or else lose points. I didn't upload the game or add it to the complete games forum because it was a little short game for fun and didn't want to clutter the forum and annoy the great games there ;-D

Here's the video! Hope you enjoy it!
[embed=640,390]http://www.youtube.com/watch?v=TlWVRg7-Ou4[/embed]
#35
Lately I've been heavily advised to change my project's name 'Epoch'. Since there is already a different-genre game with this title, the legal trouble I may go through would be more of a trouble than saving artistic integrity. I came up with the name 'Epoch' months after the game's general idea. I was actually still developing anastrønaut II back then.

I got very attached to the name. But I can't seem to be able to do anything about it, I feel it must be changed. I already got my second best choice which will be announced on the next GiP update. What are your thoughts and opinions about the issue of having duplicate names for the sake of art, not commercial fraud?
#36
Hi all,
The title says it all. I'm trying to make a GUI button changes its graphic to another sprite when mouse is over, making sure it won't change back to it's normal graphic when mouse moves away.

Many thanks in advance :)
#37
Hello :-[

I am not getting the desired effect when making characters walk/move outside the room's borders in the negative areas.
The same applies when moving objects as well.

AGS 3.3.0

Code: ags
cEgo.Walk(330, -30, eBlock, eAnywhere);


Some glitghy movement happens instead.
I found a previous video of the effect in action too. The asteroid is supposed to move to a negative X coordinate [0:16 seconds]:
[embed=640,390]http://www.youtube.com/watch?v=bwt-zbvoYcg#t=16[/embed]
#38
Hi all,

I am using AGS v3.3.0, March 2014
Global script is reaching 10KLOC and I have a hunch this is getting bad :-\
I am expecting 20KLOC more within the next 2 months.

Should I be concerned about Global Script Size?
If not ignore the following :-D

I am trying to create separate script files to ease the burden off the global script a little.

I have a GUI button code in the Global Script .asc:
Code: ags
function Button_Carter_OnClick(GUIControl *control, MouseButton button)
{
  gCurrentGUI.Visible = false;
  gAnotherGUI.Visible = true;
  global_variable = false;
  int var = 5;
  var ++; 
}


I created another script file 'CarterCode' and it has this function in its .asc:
Code: ags
function Button_Carter_New_OnClick(GUIControl *control, MouseButton button)
{
  gCurrentGUI.Visible = false;
  gAnotherGUI.Visible = true;
  global_variable = false;
  int var = 5;
  var ++; 
}


In order to lessen the code in the Global Script as follows:
Code: ags

function Button_Carter_OnClick(GUIControl *control, MouseButton button)
{
  function Button_Carter_New_OnClick(GUIControl *control, MouseButton button);
}


The boolean variable 'global_variable' is supposed to be invoked from this function and from other Rooms functions as well.
I am having so much trouble with imports and exports  :-[

Finally after resolving my imports and exports in both .asc and .ash
I get this error message after compilation: Runtime error: unresolved import global_variable

Please, could you help me with this issue?

Bonus Question:
Would passing functions between scripts and importing/exporting variables and functions cause more processing load during run-time?

Thanks in advance  :-*
#39
General Discussion / Verve
Wed 19/11/2014 06:16:31
Have you heard of this digital painting software?

[embed=640,390]http://www.youtube.com/watch?v=PBO2hNv_tTE[/embed]
#40
I'm working on the interface of the game. I was trying to find a way to make a use of the "built-in" properties of the engine.
There is a 'Save screenshots in save games' option under the 'Saved Games' in General Settings. I wanted to know what exactly happens when I set it to 'true' and save a game.

Does it save a screenshot IN the savegame file itself? If so, how do I call it to display on a button for the restore GUI for instance?
I've looked in the customized savegame GUIs with screenshots but I didn't find what I am referring to. Does it have to be using dynamic sprites?? :-\

Thanks in advance :)

General info:
AGS 3.3.0
640x400 32bit
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