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#121
A while ago I was writing codes and riddles for laughs, and just found this exercise I authored. It comes in two parts (the first of which is a very classic riddle), and the object is to end up with a code word. So, if you have nothing better to do, why not? The first person to PM or post the final codeword wins!

The Riddle

Part 1:

There are five houses next to each other on a street, painted five different colours.
A person of different nationality lives in each house.
The five home owners each drink a different beverage, smoke a different brand of cigar, and keep a different pet.

The question is simple: which nationality owns the fish?

Of course, you need the necessary clues:
1. The British man lives in a red house.
2. The Swedish man keeps dogs as pets.
3. The Danish man drinks tea.
4. The Green house is next to, and on the left of the White house.
5. The owner of the Green house drinks coffee.
6. The person who smokes Pall Mall rears birds.
7. The owner of the Yellow house smokes Dunhill.
8. The man living in the center house drinks milk.
9. The Norwegian lives in the first house.
10. The man who smokes Blends lives next to the one who keeps cats.
11. The man who keeps horses lives next to the man who smokes Dunhill.
12. The man who smokes Blue Master drinks beer.
13. The German smokes Prince.
14. The Norwegian lives next to the blue house.
15. The Blends smoker lives next to the one who drinks water.

Note the first, second, fourth and fifth letters of the answer.

Part 2:



Note the second and third letters of this music's title*, and the second letter of the composer's full name.

Add a C and A to your letters, and descramble them until they can be eaten. Then give me the word.

* (in its English translation, and without any articles)
#122
Topic: 'Fate'

This month's guidelines were set by joelphillippage:

Think of games or stories where the main character has had their fate decided for them. How did they respond? Mona De Lafitee
has to accept that she is a vampire and make the best of the situation. Sadwick tries to deny the fate of world destruction. Bobbin
Threadbare ends up unintentionally fulfilling his prophecy. Good Luck. Make Games. See What Happens.

Additional requirements:
• The player character must have some kind of known fate.
• There must be some kind of Oracle (Be creative. It could be the character's mom saying they will never be married).
• No Aliens!


Ending 2/12/2010




What is MAGS?
MAGS is a monthly competition for all amateur adventure game makers. The idea is to create a game in under a month, following the rules set by the previous winner. It aims to help you work to a deadline, improve your skills, or provide a kick-start into making adventure games. Regardless of skill, MAGS is for everyone. Voting is based on "favorite" games, and not the most artistic, or the best coded. If you have bad art skills, use it as a chance to do some graphic work. If you're sub-standard at coding, use it as a chance to give scripting a go. Ultimately, people will vote for the most enjoyable entry.

You may get help for the competition, although you must end up doing something yourself. You should however be warned that it proves difficult to organize a big team within thirty days. You are not allowed to use material already created before this competition. Your game must be completely new! Music and sound is an exception; you can use free material that is available to the public, if you wish. Modules and templates are also allowed. Please do not enter the competition with a rushed entry (a game created last minute). Sure, you can make a game and rush it - but don't do this just to win by default.

Entering MAGS is simple. First, conceptualise your game following the month's criteria (see top). Second, create your game fueled only by coffee. Third, finally, and most importantly, post your game here, including:

✓ A working download link.
✓ The title of your game.
✓ A suitable screenshot.

At the end of the month, the all-important voting will begin! This period usually lasts thirty days. Should you win, along with announcing the next month's rules, your name and game will be immortalised in the MAGS Archive. Yet hopefully, at the end of the month, the accomplishment of finishing a game will be your greatest prize. For more information please visit the Official MAGS website.
#123
I'm using DisplayTopBar for a brief tutorial on how to play a text game. There are five 'slides' one after another.
However they are on a timer and I don't want this. Is there an option to make them only skippable by mouse or keyboard?

Thanks
Atelier
#124
Topic: 'End of an Era'
This month's guidelines were set by OneDollar:

A significant event is about to happen, is happening
or has happened, and nothing will be the same again.


Ending 31/10/2010 (AKA Halloween!)
Extension given: now ending 3/11/2010.




What is MAGS?
MAGS is a monthly competition for all amateur adventure game makers. The idea is to create a game in under a month, following the rules set by the previous winner. It aims to help you work to a deadline, improve your skills, or provide a kick-start into making adventure games. Regardless of skill, MAGS is for everyone. Voting is based on "favorite" games, and not the most artistic, or the best coded. If you have bad art skills, use it as a chance to do some graphic work. If you're sub-standard at coding, use it as a chance to give scripting a go. Ultimately, people will vote for the most enjoyable entry.

You may get help for the competition, although you must end up doing something yourself. You should however be warned that it proves difficult to organize a big team within thirty days. You are not allowed to use material already created before this competition. Your game must be completely new! Music and sound is an exception; you can use free material that is available to the public, if you wish. Modules and templates are also allowed. Please do not enter the competition with a rushed entry (a game created last minute). Sure, you can make a game and rush it - but don't do this just to win by default.

Entering MAGS is simple. First, conceptualise your game following the month's criteria (see top). Second, create your game fueled only by coffee. Third, finally, and most importantly, post your game here, including:

✓ A working download link.
✓ The title of your game.
✓ A suitable screenshot.

At the end of the month, the all-important voting will begin! This period usually lasts fifteen days. Should you win, along with announcing the next month's rules, your name and game will be immortalised in the MAGS Archive. Yet hopefully, at the end of the month, the accomplishment of finishing a game will be your greatest prize. For more information please visit the Official MAGS website.
#125
General Discussion / Something Deadly
Sat 25/09/2010 18:21:51
I like mushrooms. So, quite often I go out hunting for them, then bring them back for identification and analysis. Already I have built up an ecological profile of the immediate area. Of course, I never eat them because I even hate cultivated mushrooms. In my opinion, they're there to be enjoyed visually.

Anyway, earlier today I went out to the woods. It was slow going, and because of the recent weather I thought I'd be out of luck. But after three quarters of an hour, something turned up:



Apart from being relieved I wouldn't go home empty handed, I took it with me and thought nothing of it. However, it was only when I returned when I discovered something quite terrible. As customary, I recorded the haul in XCEL, and prepared the two different species I'd found for spore samples. I preliminarily conferred with my field guide. What I had in fact found was Amanita phalloides, or a Death Cap.

They earn their name because they are deadly poisonous. Let me put the symptoms into perspective, thanks to wikipedia:

• abdominal pain
• diarrhea
• vomiting
• hypotension
• tachycardia
• hypoglycemia
• jaundice
• delirium
• seizures
• coma
• Renal failure
• coagulopathy
• intracranial pressure
• intracranial hemorrhage
• pancreatitis
• cardiac arrest.

The specimen I found was worse for wear in that it was slightly nibbled, but other than that, it was still young. And as I held it in my hand, I came to me that if I ate it at that moment, I would die. Albeit very slowly, and painfully. It also came to me how something so small and unassuming could take a human life quite wickedly. Needless to say I cleaned up carefully. I hope.

Please leave any thoughts.

http://en.wikipedia.org/wiki/Amanita_phalloides
#126
 

My (old) iso background is complete now, and up for scrutiny! =D
The right wall will be filled up with a banner for the Giant Veg Comp.
I've tried really hard to make one that looks natural, but it's difficult.
If anybody could give me some directions I'd really appreciate that.
#127
Topic: 'The Bad Guy'
This month's guidelines were set by tzachs:

The hero doesn't have to be "evil", but he/she needs to at least
have some form of low morals (for example, in the Chzo games
Trilby was a burglar). And for bonus points (to honor the previous
host Dualnames): a towel as an inventory item...


Good luck to all participants.
Ending 30/9/2010




What is MAGS?
MAGS is a monthly competition for all amateur adventure game makers. The idea is to create a game in under a month, following the rules set by the previous winner. It aims to help you work to a deadline, improve your skills, or provide a kick-start into making adventure games. Regardless of skill, MAGS is for everyone. Voting is based on "favorite" games, and not the most artistic, or the best coded. If you have bad art skills, use it as a chance to do some graphic work. If you're sub-standard at coding, use it as a chance to give scripting a go. Ultimately, people will vote for the most enjoyable entry.

You may get help for the competition, although you must end up doing something yourself. You should however be warned that it proves difficult to organize a big team within thirty days. You are not allowed to use material already created before this competition. Your game must be completely new! Music and sound is an exception; you can use free material that is available to the public, if you wish. Modules and templates are also allowed. Please do not enter the competition with a rushed entry (a game created last minute). Sure, you can make a game and rush it - but don't do this just to win by default.

Entering MAGS is simple. First, conceptualise your game following the month's criteria (see top). Second, create your game fueled only by coffee. Third, finally, and most importantly, post your game here, including:

✓ A working download link.
✓ The title of your game.
✓ A suitable screenshot.

At the end of the month, the all-important voting will begin! This period usually lasts fifteen days. Should you win, along with announcing the next month's rules, your name and game will be immortalised in the MAGS Archive. Yet hopefully, at the end of the month, the accomplishment of finishing a game will be your greatest prize. For more information please visit the Official MAGS website.



Note: I trust the smarter thread is to everybody's satisfaction.
Note 2: Thank you once again to Dualnames, who proved an enormous help throughout my inauguration =D
#128
At the moment my IF features everything in second person, so you are in the thick of it all. But then I had an idea.

Not many IFs (that I know of) feature everything in first person. That is,

I choose the cheese.
I chew the cheese.
I threw the cheese.

Except this "I" would be the character in the game, who you are controlling.

Rather than just for "I don't want to do that" gags, it could be formal, where the character is giving you feedback on the world as he sees it, and you are just the interpreter. Ex:

> look
I see a great stone gatehouse centred with a portcullis - it's open, to let through the morning traffic. A dark, hooded gatemaster watches me like a hawk from the shadows. I can just make out a stream to the East of here.


Perhaps sometimes he could break out of character (to give hints/handy advice):

Use your loaf, sunshine. I'm not going down there without a light source. It's waaay to dark!

Has been done many, many times before, I know.
But what do you think about it in this context, and would it appeal to you personally?
#129
I hope you can help me with something which has been puzzling me for a long time. Before the problem, here's the code:

Code: ags

//Adapted from NsMn's original code.

DynamicSprite*TextSprite;
DynamicSprite*TextSpriteText;
DrawingSurface*TextSurface;
DynamicSprite*Texties;

function Add(String Text, bool Space)
{
   TextSpriteText = DynamicSprite.CreateFromExistingSprite(TextSprite.Graphic, true);
   Texties = DynamicSprite.CreateFromExistingSprite(DisplayBox.Graphic, true);

   TextSurface = TextSpriteText.GetDrawingSurface();
   TextSurface.DrawImage(0, 0 - GetTextHeight(Text, eFontFont1, 306), Texties.Graphic);

   ------>     <------

   TextSurface.DrawStringWrapped(0, 211 - GetTextHeight(Text, eFontFont1, 306), DisplayBox.Width, eFontFont1, eAlignLeft, Text);
   TextSurface.Release();

   TextSprite = DynamicSprite.CreateFromExistingSprite(TextSpriteText.Graphic, true);
   DisplayBox.NormalGraphic = TextSprite.Graphic;
}

//Half of the code isn't relevant to the problem but I added it just in case it's useful.


Bool Space is an optional parameter, defaulted as false. So when I call the function above, and set Space to true, I want a blank area to be added just before DrawStringWrapped is called.

So where the arrows are, I want to do this:

Code: ags

if (Space == true) ... //Add a blank space of x pixels high, THEN draw the text.


Obviously, the ... part is what I'm asking for your help with :=

Cheers
Atelier
#130
General Discussion / A Spontaneous TV Digest
Mon 26/07/2010 21:19:16
Did anybody see the modernisation of Sherlock Holmes last night, on BBC? It was so excellent it warrants its own thread; tension, action, outstanding adaptation, and brilliant actors. I hope it gets good reviews.

Holmes himself was well portrayed. Although a modernisation, the scriptwriters managed to keep his character zany and unusual, making for a nice clash of old and new. It wasn't without its jokes either. (For example, Holmes taking nicotine patches instead of smoking opium: "It's so hard to sustain an addiction in cities these days.")

If you missed it, or are overseas, I implore you to find some free time and watch it here:
http://www.bbc.co.uk/iplayer/episode/b00t8wp0/Sherlock_A_Study_in_Pink/
(Just to warn, might take a while to load, it's an hour and a half).

What's best about it, there are two more on their way!

Edit: Watch the second episode here:
http://www.bbc.co.uk/iplayer/episode/b00tc6t2/Sherlock_The_Blind_Banker/

Or the third:
http://www.bbc.co.uk/iplayer/episode/b00tffft/Sherlock_The_Great_Game/
#131
Hi,

I have four sliders on a GUI (I'll call them A, B, C, D respectively).
I also have an int (MaxWorkforce, which can be anything depending on what the player's done beforehand).

What I need is to set the max values of ABCD according to MaxWorkforce. For example, if MaxWorkforce is say, 50:

If slider A's value is 50, BCD's max can only be 0.
If slider A's value is 20 and B's value is 10, CD's max can only be 20.
Edit: etc etc
If slider A's value is 0, ABCD's maxes are all 50.

Basically, I need to find a way so the player can "dish" out their workforce onto different jobs, while not exceeding their MaxWorkforce.
But how can I do this? Thanks.
#132
General Discussion / Gotta catch 500+!
Tue 29/06/2010 19:40:33
Yeah, I'm shamelessly a Pokémon fan (haven't watched much of the TV branch but love the games). Yet following the unveiling of Pokémon Black and White I'm unsure where the franchise is heading.

The reason is simple. Time and time again Nintendo has failed to produce an original storyline - every game they recycle the same old plot devices. It got boring after the 3rd generation. And, even simpler, there are too many pokémon. Something can only be quirky and original if it is orginal. There will soon be over 500 pokémon, and the artist's imagination peaked in the 3rd generation. Why don't you see for yourself. They aren't a patch on the originals. What the producers need to focus on is reusing the pokémon; but not the story.

So please, Nintendo... STOP MAKING POKÉMON before you KILL THE FRANCHISE!

Edit: On second thoughts, the pokémon Hihidaruma looks pretty neato! But Gear? Are you serious?

Spoiler
THE REST SUCK.
[close]
#133
Ok, so I've been trawling the Apple website for some free games to download. Most people think "Mac + Gaming? Don't make me laugh!", but actually there are some very good developers out there. Anyway, I've only found a few worth buying, but most (as they are demos) have a 60 minute or 1 week free trial. But really, are timed trials in games a good thing?

Personally I don't think so. It's off-putting when games immediately force you to buy them when you start them up. Sure, that's the only way developers make a living; but when you're asked to buy it before you've even played it, I think it's unnecessary. The best demos I've played don't have any trials, and indeed they're the ones I'd most likely buy. I'd rather pay to have tons of extra features (notice extra - demos should clearly show what can be unlocked/gained from buying the full version), than paying just to have the timer taken off.

An example is Pandora's Pests. You are literally paying for a "license" to ensure it doesn't expire after fifteen days - you get no extra features whatsoever. To me, that's not the nature of a demo. I want something I can play quickly, then decide after whether it would be worthwhile buying a full version. (Aside, Pandora's Pests is an awful game).

So, do timed trials make you want to buy a game?

PS (Sorry if this was meant for gen-gen)
#134
General Discussion / Worst Website Ever?
Thu 17/06/2010 20:29:09
Are you man enough to click this link? This is this most poorly designed site I've ever, ever seen. PANSIES?

And would somebody please care to translate? And could there possible be a worse site out there? Post here if there is!
#135
Hi, I have two quick questions.

The player can team up with NPCs against enemies, and their ally also follows them through rooms. When a player enters a room they're given a list of other characters who are there.

This works fine, however, as the player enters a new room first, (followed by their ally) the latter's name does not show up - the function for checking the room has been called before the ally has a chance to get there. In essence, how do I make sure their ally enters the room at the exact same time as the player, or if possible, just before? Room_AfterFadeIn gives a nasty jarring effect to the game so I don't think it's a solution.

Secondly, how can I implement a simple respawning system for items and characters? Dead characters are sent to room 0 and object visiblity is simply set to false when the player picks them up. Say, 1 minute for characters (2400 loops) and 30 seconds for items (1200 loops).

Thanks,
Atelier

Edit: Thanks for the help, both questions answered.
#136
Text Quest - a text RPG!

Come and explore a land where gnomes fight faeries; where there is a city made entirely of amber; where creatures of myth still roam; and where the roads are open for you to explore. Fighter, quester, adventurer... or all and more.

Text Quest is a sprawling text RPG with hundreds of locations, making it easy, if not guaranteed, to get lost in. It uses a fusion of classic parser control, and more modern game features, such as a robust quest, combat and equipment system.

It's not just about creating the strongest fighter, or wielding the most powerful weapon, although it can be if you wish. It's about exploring a world which your imagination helps to create; interacting with the people and objects around you; learning about the rich cultures and observing the scenery change as you wander the land; and watching your character grow from your very first steps, to fighting dragons on top of mountains.

Players can also enter uniquely generated dungeons from locations across the land. These include barrows, underground lairs, and ice caves, all with their own resident monsters, and of course, treasure to loot! Quests are a mixture of problem solving, fight and fetch, or more in-depth narratives.

If you are unfamiliar to text-based games, TQ is ideal, because it offers a more graphical introduction to the genre. If you are familiar, Text Quest won't hold your hand. It is something which lets you explore and experiment at your own pace.

• Five races: human, goblin, gnome, fairy and yeti
• Design every aspect of your character
• Over 100 (and counting) weapons/armour!
• Generated dungeons (alpha)
• Fight alongside allies in battle
• Trusty mounts!
• Explore, damn it!!

Screens (outdated)

#137
Sorry to ask for help again. I've come up with a crude battle system, but every time I call it one of three things happens:

- It only runs once.
- The health lost isn't calculated properly.
- The game freezes.

This is how I call it:
Code: ags

if (Parser.Said("kill monk")) {
     OpponentName = cMonk.Name;    //opponentname & victim are global variables.
     victim = cMonk.ID;
     StartFight();
}


Code: ags

function StartFight()
{
     cinfo battlearray[150]; //cinfo is a struct and I'm combining it with an array
     battlearray[victim].health = 100; //Set the opponents health at 100.
     int chancetohit = Random(10); //There's a 1/5 chance of not hitting.
     
     
     while (battlearray[victim].health > 0) { //While the opponent's health is more than 0 the battle carries on:

     if (chancetohit < 3) { //The player misses and instead gets struck by opponent.
          Add(String.Format("%s lands a cruel strike on you!", OpponentName), 15);
          battlearray[player.ID].health =- Random(battlearray[victim].maxdamage); //The opponent's max damage is subtracted from the player's health. (at random)
          }
          
     else {  //(chancetohit was not 1/5 so player hits)   
          Add(String.Format("You brutally crush %s!", OpponentName.LowerCase()), 15);
          battlearray[victim].health =- Random(maxdamage); //Your maxdamage is subtracted from opponent's health (at random)
          }
     
     }

     //The while loop has finished so opponent must be out of health.     
     Add(String.Format("Hurray! %s is dead!", OpponentName), 2, 1);
     ch_status[victim] = eStatusDead; //The opponent is then declared dead.

}


Frankly, where am I going wrong? Most of the time the victim is killed after only one hit - despite "maxdamage" being only 30, and the opponent's health is 100. I think it has something to do with the Random(maxdamage) declarations. Please, don't go out of your way to help me; I'll be satisfied with pointers :=

Thanks,
Atelier
#138
I'm having some trouble with my game; not a technical problem as such, but figuring out the best way to do what I need. When a player enters the room, I need the names of characters who are there. All characters are always at 0, 0. I'd also like to cross-reference these names with a struct I made, CharStatus. For example, if Monk is in the room, but Monk.Status == "Dead", I don't want it to add "A monk is here in good health." So basically I need to get the names of characters in the room, then check their statuses, then produce an appropriate string for both.

Thanks for any help,
AtelierGames
#139
How could I obtain the name of every item the player has (in the inventory), and then add the names individually to a list box? I played around with custom properties but didn't seem to get anywhere.

Cheers,
Atelier
#140
I'm using a list box to display the responses for my game:



As you can see it has no problem displaying smaller snippets of text (top), but when it comes to longer descriptions it carries on and on. Is there a simple way to get the text to carry onto a second or even third line? I preferably wanted all the text to still be in the same slot (without having to portion it up), but I'd be really grateful for any other suggestions.

Thanks,
AtelierGames
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