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Topics - AnasAbdin

#41
The Rumpus Room / Chef AGS
Thu 21/08/2014 17:36:37

Every time I cook something I get to share it with someone. So I thought maybe you guys wanna share your foods and recipes too! So I made an apple pie awhile ago and wanted to share it with you all :-D Let me know what you think! Share your special recipes! Show us your cooking talents. It could be a stuffed turkey, a baked potato or even a cup of hot chocolate you just prepared and wanna share it!



I know it's a little piece of pie, this is my share and you get to have the rest! (laugh)
APPLE PIE
Ingredients:
Crust:
2 cups of flour
400gm of very cold butter
1 egg
small spoon of vanilla extract
2 table spoons icing sugar

Filling:
5 apples (I used green)
1 and a half cups of sugar
juice and zest of a lemon
1 table spoon cinnamon
1 cup of walnuts (or pecans)

Method:
Preheat oven.
Sift flour and icing sugar into a bowl. Add diced butter and incorporate them well. Crack one egg and add vanilla then mix again until all are incorporated.
Wrap the dough in cling film and let it rest in the fridge for at least 30 minutes.

While cooling the dough, dice the apples and put in a saucepan with the sugar. Stir very slightly over low heat until the apples are soft and most of its water is out. Add the cinnamon and lemon zest and juice. Carefully stir slightly so you don't mash the apples. Turn off the heat and let cool a little while preparing the dough.

While the apple mix cools a little, divide the dough into 2:1 ratio (no need to be THAT precise). Spread the larger dough and put it in the baking pan covering its bottom and 1 inch of the edge. Put apple mix and add walnuts on top (break them into smaller pieces). Then use the smaller dough to make a cover on top. I usually make 1 inch wide stripes and put them crisscross.
Bake for 30 minutes at medium heat. Now ovens are different! You can have a look after 20 minutes to make sure of the baking process. Look at the color of the edges, if red remove immediately and let the pie cool.
DO NOT LET THE PIE COOL INSIDE THE TURNED OFF OVEN!
#42
Hello all,
I created an icon based dialog GUI like The Dig. I'm trying to figure out how to scroll the topic icons sideways when the corresponding arrows are clicked. I have come to the idea that only the topics could be placed inside an InventoryWindow element. This means I'll have to create 100s of inventory items... unless I can put a button inside an InventoryWindow. I am thinking about using an InventoryWindow because of its elements queuing advantage (for adding/deleting dialog topics...)

My first question is mainly am I on the right track here or are there any other suggestions?

Then while trying to implement this method, I got stuck trying to scroll a single-item-height-InventoryWindow sideways.

I hope I'm explaining my case here clearly, also here's a png for better understanding:
(I've tinted the area where I'm thinking an InventoryWindow would exist)

#43
Critics' Lounge / Point and Clicks and more
Sat 05/07/2014 22:09:59
Not sure if this is discussed before. For diversity, I like to add alternative solutions to some of the puzzles in my projects. Sometimes the alternative solutions use the player's skills handling the mouse! (laugh) For instance, in my first game, the player has to grab tightly into a dent to avoid being sucked in space from a leak in a spaceship. The player has to hold the mouse button down until all the atmosphere is sucked out (mimicking a tight grab)... I am working with this concept in Epoch. I just finished a part where the player is hanging to a horizontal pipe and tries to hop his way to safety. A single click makes the player hop one step. If the mouse wasn't clicked for enough time he would slip and fall, and if the time between two clicks is short the player would slip too. So it is a combination of clicking times that the player has to develop. Of course this is not obligatory since there are other ways to reach the goal without using "clicking tricks".



Please let me know what you think about adding these ideas in an adventure game and whether it adds or ruins the idea of "Point and Click" games.
#44
General Discussion / Pixel Trek
Sun 15/06/2014 07:09:53
A trekky friend showed me this, thought I might as well share it with you AGSers :)

PixelTrek
#45
AGS Games in Production / Tardigrades ©
Thu 08/05/2014 17:29:56

Thanks for all of your support! Because of you, Tardigrades has been Greenlit! <3






In our understanding of time, it is the year 20,000 BC where civilizations are about to discover galactic travel through the latest technology of their time. Earth was different back then. The deserts of south Egypt and Ethiopia are green and full of advanced technology.

Carter is a botanist at the space station Marsi-3 orbiting Jupiter. Along with his girlfriend Alex, and your guidance, they might be able to witness their civilization shifting into a higher type.

Game Info:
Resolution: 640x400 32bit
Music: Midi
Sound effects: MP3 (All self recorded and constructed)
Full Speech.

'Tardigrades' can be finished with different ways, there are two possible endings and 10s of ways to complete its puzzles. Each time the game starts is guaranteed to be a new experience due to some events and puzzles triggered randomly at any time of the gameplay. The story depends on your attitude in dialogs, tasks, choices and/or random events. So basically you'd be writing the story of the game.

The story has a plot twist and deals with slavery, secrecy, espionage and other issues that are too early to reveal at this stage of production.


Screenshots:







Captain's Log:
[May 8th 2014]


Scripting 10%
Graphics 5%
Audio 0%
Music 10%
Story 100%
Puzzles      10%

Teaser #1:

[embed=640,390]http://www.youtube.com/watch?v=6S1bRyZ0vhk[/embed]

UPDATE #2
[July 12th 2014]

UPDATE #3
[August 1st 2014]

UPDATE #4
[August 24th 2014]

UPDATE #5
[September 21st 2014]

UPDATE #6
[November 5th 2014]

UPDATE #7
[November 20th 2014]

UPDATE #8
[December 18th 2014]

UPDATE #9
[January 18th 2015]

UPDATE #10
[February 11th 2015]

UPDATE #11
[March 23rd 2015]

UPDATE #12
[June 20th 2015]

UPDATE #13
[July 17th 2015]

UPDATE #14
[August 26th 2015]

UPDATE #15
[September 28th 2015]

UPDATE #16
[November 11th 2015]

UPDATE #17
[December 10th 2015]

UPDATE #18
[January 18th 2016]

UPDATE #19
[May 9th 2016]

UPDATE #20
[June 3rd 2016]

© All rights reserved.
#46
General Discussion / This is frustrating
Wed 23/04/2014 11:16:05
#47
Anas Abdin
Presents
Anastrønaut II: The Dark Side






Screenshots




The story continues, after sending Lance into oblivion, it seems he managed to survive and planned his evil revenge by sending his alliances to capture our hero. Anas is imprisoned in cargo ship Athaal-T14E where he is being tortured and barely kept alive until the abandoned ship reaches its destination: Alpha Equulei.

Being captured in a small dark cell inside a huge ship for months has been affecting Anas' mental state. Not to mention the effects of all kinds of physical and psychic torture. He needs to find a way to escape before entering the danger zone of the star. He has limited time to solve puzzles, find a way out, fight his damaged mental state and flashbacks.

His escape is only the beginning; an adventure is waiting for him outside the cargo ship...

Featuring

•   640x480 32bit original graphics
•   Full Speech and Narration with a special appearance of Space Quest series and Space Venture creator Scott Murphy
•   Over 70 rooms
•   Special rooms for crafting your own inventory items
•   2D animated cut-scenes, introduction and outro.
•   Original Midi music
•   Space Battle simulation game
•   24-style Multi angled cameras (in a couple of rooms only)
•   A short switch-playing with another character

Soundtrack

•   The AnastrønautTM Original Theme
•   Toccata and Fugue in D minor - Johann Sebastian Bach
•   Iron Planet
•   Athaal-T14E
•   Prelude
•   Jonah
•   Womb of Monsters
•   A Space Orchestra
•   Maple Leaf Rag - Scott Joplin
•   An Extract From Hungarian Rhapsody No. 2 - Franz Liszt
•   Jungle Dream
•   Warp To The Unknown
•   Sounds Of The Green Boulders
•   Šstrolabe
•   The Back Room
•   Tyyneys
•   Few Seconds

Voice Talent cast list in alphabetical order (first name)

•   Alicia Josey
•   Chris J. Nairn
•   Cody J. Johnson
•   David Lindop
•   Lars Wallander
•   Mauri Majanoja
•   Michelle Deco
•   Mike Faerber
•   Miranda Gauvin
•   Red Ryder
•   Sara Cabeza
•   Scott Murphy
•   Tom Schalk
#48
Hello AGS! Long time no see!
If anyone is interested in lending me their voices for Anastrønaut II, it would be appreciated.
The project is commercial and can be found Here.
This task is non paid.

I have many characters in the game including the main character as well. You can send your demo link directly to ajabdin@yahoo.com

Here are some lines you can use for practice:

Main character: (Male, 30s)
Shocked: "What about the others? Aren't we gonna rescue them?"
Talk cursor click on self: "I've been alone for so long, but I ain't gonna talk to myself!"
Wondering: "This part of the tree looks mushy..."
Determined: "Shhh.. I'll handle this."

Escort: (female, 20s, warm low pitch voice)
Confident: "I like it when men look deep into my eyes..."
Cheerful: "I know what you're wondering... and the answer is 'yes'"
pissed: "Please do yourself a favor and die."

Narrator: (male/female) Narrator is always sarcastic and putting the main character down...
Sarcastic: "Seriously? There is no time for your crafting talents. Go to your ship!"
Sarcastic: "Nice? NICE???!?! When your mamma made your BED it looked nice. UGH!! Let me take this from here..."
Instructive: "You chew on one side of the bamboo stick. After a few bites you managed to peel some of the top making it more like a spear."

There are a few characters with very few lines (3 or 4 lines max) Still would love to be filled!

Submissions deadline September 30th 2013.
Good luck!
Thanks!

Edit: added "is commercial"
#49
Hello all!

The title explains it all! If you have an AGS game or still working on one and would like to appear as a cameo (spoof?) in my game you are most welcome! I've done that in my first part of the Anastronaut series, it was really great and would like to do it again!

You can consider the cameo as follows:
You are given time inside the game, you can use it anyway you want! (er...almost.. no profanity or unneeded violence.. sorry!) My first game had cameos of rooms, characters and conversations from different awesome AGSers. I am open for that and any new ideas as well.

To break the ice, I will hint you some of the ideas I have in mind:
- The player has a spaceship with a navigation system that takes a 5-digit code to go anywhere in the universe. We could use that to visit a part or your game as well!
- Main character gets knocked out during the game and wakes up (good place for dreams and flashbacks?)
- During the adventure the player visits a bar loaded with characters and portraits... We could make a lot fun there.

I can't put all the ideas here as I'm thinking of them while typing hehe if you have more stuff let me know!

Some cameos can be arranged in a mutual 2-way effect, like our games mesh up at a point where the cameo can appear in both games, this -my friends- is the jackpot for me!

The navigation system:



One of the -many- knockout scenes:



The bar:



Thanks for your time!!!
#50
Hi,

I have a little suggestion. Right now, when creating a view and adding sprites to it we can edit each sprite's delay, flip it and/or add sound. Do you think allowing us to edit the transparency (and tint) would be possible?
If so, objects or characters using such views should be 'banned' from using Transparency and Tint() in the code...

Thanks!
#51
Critics' Lounge / Opinions on a space battle
Sun 10/02/2013 18:22:59
Hello fellow AGSers!
I wanted to show you a space battle I've been working on last weekend. Would love to hear opinions, suggestions, thoughts... in order to improve it.

This is a video showing an in-game footage:
Space Battle Video Demo
Space Battle Video Demo v.2
Space Battle Video Demo v.3

The player ship moves sideways by hovering on the left or right regions of the screen. Once the enemy ship is located in the center area, player must move the cursor on the enemy to 'lock' the target (only by having the cursor over the enemy). Then left-click to fire. A hit will reduce the stamina by a random factor (simulating different damages...) until it reaches zero then kaboom.

There's an 'enemy ships' counter, player stamina level, and a little radar showing the position of an enemy ship (red dot) relative to your ship (green).

Specs:
Game is 640x480 32bit, video quality is reduced for size, also YouTube ruined it...
Music: Midi

Thanks for your time!
#52
General Discussion / Darkdan, where are you???
Fri 08/02/2013 11:38:13
Hello all!
I've been trying to contact Darkdan for such a long time. Also noticed his last post was on Nov 2012. I'm kinda worried about him and would like to ask if anyone knows how to contact him. I tried PMing him several times but got no reply. I know I can't ask for his email, but would the big mods here be kind and email him and make sure he's ok?

Thanks :)
#53
The story continues, after sending Lance Wallander into oblivion, it seems he managed to survive and plan his evil revenge by sending his alliances to capture our hero. Anas is imprisoned in cargo ship Athaal-T14E where he is being tortured and barely kept alive until the abandoned ship reaches its destination: Alpha Equulei.

Game statistics:
Production: April 2012
Resolution: 640x480 (32 bit)

[July 6th 2012]
Story: 70%
Graphics: 20%
Audio: 10%
Rooms: 31

Video(s)
Teaser #1
'Womb of Monsters' music animation

 

 

 

for more information, please visit the anastronaut blog

...the blue cup if for testing purposes!
#54
Hi all,
I am experimenting with character keyboard-movements with AGS... like cinematic platform games (another world, flash back, prince of persia...)
I need some help being directed to the right methods of achieving this.

my main concerns now:
1. I'd like to know how to make the character walk to a position using a single cycle when the arrow key is pressed only once.
2. how to keep the walk cycle repeating while the arrow key is held down.
3. how to add an initiative cycle before the character starts walking/running, like adding a lean forward animation before walking...

in general, I need tips on making the character as smooth a possible when moving...

many thanks in advance :)
#56
General Discussion / Giving back to the forum
Thu 26/01/2012 09:12:57
I don't want to sound idealistic or anything, but I read here that Chris Jones pays from his own pocket to keep the forum for us. I wanted to know where and how we can participate if possible?
#57
CHECK OUT THE NEW PRICE CHANGE!
Anas Abdin
presents
anastronaut©




Explore the depths of the universe, visit new worlds, meet new "people", dazzle your mind with time travel and more! The Moon Hopper is the place for all Sci Fi adventurers. With original graphics, original soundtrack, full speech, 3 mini games, 2D animated cut scenes, a song, cameo appearances of different AGS games (thanks to Darth Mandarb, Grundislav, Dualnames and Kristof for cooperating with Anastronaut).


General Information:
Developer: Anas Abdin
Graphics: 640x480 16Bit
Full Speech
Midi background music + one song "Blue Station©" written and composed by Anas Abdin and performed by Christopher Maust.

Special thanks to the great voice talents who made the characters just awesome! Also I'd like to thank everyone in this forum (tech support, critics.. etc) for the great support and the great amount of patience with me, without you I wouldn't be able to complete my first game. Thanks to all the fans supporting me and I hope I always meet your expectations.



Screen shots






>>>>> Trailer <<<<<

If you get stuck anywhere in the game please use the proper sub forum for Hints and Tips, not this thread.
#58
Out there in deep space, nothing is predictable. While playing a very long chess game with your computer, your scanner indicates a weird object approaching in -safe- speed. As this object approaches you, it gives you the creeps, goose bumps, makes you speechless for a while. Never expected to be out there. The object differs from one to another, it should be something very personal to you, with a very personal and scary -perhaps childhood- memory attached to it. It cannot be a living organism though.

The object is limited by this shape:
                                                                     

Rotate it or fill it, but make it an AGS usable sprite. Back it up with a freaky creepy story. Make the hair on the back of our necks stand.

Trophies: [my own astronaut's helmet with a golden/silver/bronze fish]

           
Good luck, have more than an entry, I'm greedy.
Voting begins on the 28th of Jan 2012
#59
Hello All :)
I'm preparing for my next game, and I wanted to ask a few things before I start AGSing.
I mean I already drew new character sprites and a few BGs.
But, I was concerned with the game's settings. My first game is a 16bit 640x480. Now my new game has a lot of glass walls, underwater rooms, colored lights and so on... So it would be much better to change the hues of the sprites going near them.

I have two options in mind (if you got more let me know!)
1. make the game 16bit and create different sprites with needed hues (e.g a normal player view, a blue-ish player view, a red-ish view... etc) I know this would result in 9573534985793485 sprites.... (This is the method used in Anastronaut)

2. make it 32bit (alpha channels...) and tweak the hues as desired. Does 32bit games work on most machines or does it need a super computer?

The reason I came up with 'option one' is that I won't need to create many different shades as thought to be, only the main -and maybe- a coupla more characters would be moving around areas affecting their hue....

Also, please let me know if there's anything else I should consider before beginning the game creation, specially those steps that are impossible or time-consuming to modify later.

Thanks!
#60
hello all,
I hope my topic is in the right place!

as most of you already know, Anastroanut is being born soon (sorry no specific date yet). Since I'm still new to AGS, I was going over the Global Script code and found debugging shortcuts (ctrl+s.... etc) that I didn't know about! and to be honest, if I didn't scan the global script that day I would have released the game with those shortcuts available! I did remove them.

So I wanted to ask, are there more things like that I'm unaware of? what else should I make sure of before releasing the game? -other than testing every single click everywhere-

Thanks.
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