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Messages - Babar

#361
Quote from: CaptainD on Mon 22/10/2018 20:20:23
AGS folk who entered this, don't forget to add your games to the AGS database!
Ok  :D
#362
Completed Game Announcements / In Bloom
Tue 23/10/2018 07:50:29

In Bloom



The Infestation is blooming, and time is running out. Will you be able to save humanity?
In the far-flung future, the earth is in danger: A malicious bloom has spread through the galaxy and will soon engulf the earth. You will be tasked with saving it, but in the end, you must decide how!


A short game with only a couple puzzles, limited palette, and hopefully interesting world. You play as the Scout, on a mission to save humanity from the encroaching infestation bloom. This game has nothing to do with the Nirvana song.

So back in September, I decided to participate in the $102 Adventure Game Challenge. Being my usual procrastinating self, the vast majority of my work on my entry took place in the last week of the jam. Still, it is a completed and complete-able game, so I figured I should share it!
This version has some improvements over what I submitted to the jam, but the walkcycle is still as janky as ever. I'll try to fix it when I'm less prone to frustration, but aside from that, it should be mostly complete.

CHECK IT OUT HERE!

KNOWN ISSUES:
* There's an immediate room transition in the overworld screen, the moment you click the exit. I have no idea how to fix that.

#363
I got 6th place. Yay!
Obviously my transfer to CaptainD didn't make it through...
#364
Someone once actually said "You make me wanna puke".
You know how I replied to that :grin:. It was glorious!
#365
Alack, from whence came this foul tempest? I hereby challenge Snarky for his moderator hat. TO THE PAIN!


I really don't want to be a moderator, thanks
#366
Critics' Lounge / Re: Beach Animations
Tue 09/10/2018 07:31:56
For the first one, the further away something is, the less likely it would be that you'd see small movements. So I'd suggest moving the animated lines closer to the screen (or removing the ones almost at the horizon).
#367
Quote from: Blondbraid on Fri 05/10/2018 10:55:16
A big reason the majority of suicide victims are men...
Isn't the other side of that stat that the majority of suicide attempts are by women? So it wouldn't really match your theory.
#368
I see a 3rd AGS entry, using the old GUI template :D
https://itch.io/jam/102-adventure-challenge/rate/307897
#369
And it is over! I see KyriakosCH put in an entry, any other AGS games?

My entry was In Bloom 3 minutes before submission :=.
#370
So I created a palette of colours I want to use for my game, and that includes for the GUI items and speech colours as well.
Unfortunately, for all of my colours, they cannot be used in speech colours or GUIs.

For example, say I want to use a nice shade of blue at about 18, 111, 126 RGB for a character's speech colour. So I put that into their SpeechColor property, but it gets reset to 16, 108, 120.
The same with GUI elements.

This might just be a sad reality of working in AGS right now, but then the next part is a bug as well.
I tried plugging the colours I wanted into the Palette tab in the AGS Colours menu- I tried both using the pre-existing colours 1-15, as well as adding new ones to the end. Now if I choose the colour index to the colour I want in SpeechColour properties of characters or BackgroundColour properties of UI elements, the editor shows the correct colour with the correct RGB code, but in-game, the colours shown are the same hardcoded colours for that index- so for example, if I plugged in my blue shade at palette index 7, the editor shows the blue I want, but in-game, it shows the grey colour that is colour 7.

And yes, I'm using 32bit. 8bit would've been great, but the days of being able to smoothly 8 bit seem to be far behind AGS, and there was too much mucking about required to do that.
#371
Quote from: Crimson Wizard on Sat 22/09/2018 01:04:24
But my impression was that by "nothing happens" Babar meant that inventory item is not selected, not that literally nothing changes.
Nor was anything triggered for looking at inventory or interacting with inventory.

I wanted to use the default inventory handling behaviour and not code my own, as I assumed that would be simpler. Still, I figured out the problem and was able to use it.

I found out that inventory selection can only be done using the eModeInteract. My UI had nothing that changed the inventory mode, so it stayed whatever it is at start (probably walk?). So I set it to eModeInteract at the start, and back to eModeInteract after any eModeUseInv is done, and it worked.
#372
Okay, perhaps I am misunderstanding how the default inventory system is supposed to work? What am I supposed to code, and what works on its own?
I created a completely new project, created a y-pop up gui gInv, added an inventory window, added inventory items, and still...nothing happens when I click them.
I can see them there, but clicking on them does nothing.
#373
General Discussion / Re: Winzip or 7Zip
Thu 20/09/2018 22:30:13
pkunzip is the best
#374
I realised my game wouldn't have more than 5 items at a time, so I figured I'd just stick with my current implementation, but I ran into yet another problem.
I want to be able to click one of the inventory items and then have it become the active inventory and the current mouse mode become UseInv and be able to use it. Absolutely typical inventory behaviour. Except...there doesn't seem to be any way to implement it. When I click any inventory item in the inventory window...nothing happens.
I always just had inventory stuff work, so I'm a bit confused :D. I don't have inventory handling done in script, and the GUI is set to clickable.

Here is my on_mouse_click code, which is the only thing I could think of that is affecting it. I suspected it might be the "if (IsGamePaused()==1) section right at the start (since my gui pauses the game), but uncommenting the line I have there made no difference, and besides the quit button on the right of the menu gets triggered fine.
Code: ags
function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
  {
		//if (gInventory.Visible) Room.ProcessClick(mouse.x, mouse.y, eModePointer); //also tried eModeInteract
  }
  else if (button == eMouseLeft) 
  {
    if  (GetLocationType(mouse.x, mouse.y)==eLocationNothing) 
		{
			if (canwalk) player.Walk(mouse.x, mouse.y, eNoBlock);
		}
		else Room.ProcessClick(mouse.x,mouse.y, eModeLookat);
  }
  else if (button==eMouseRight)// right-click, so cycle cursor
  {
		if  (GetLocationType(mouse.x, mouse.y)==eLocationNothing) 
		{
			if (canwalk) player.Walk(mouse.x, mouse.y, eNoBlock);
		}
		else Room.ProcessClick(mouse.x,mouse.y, eModeInteract);

  }

}
#375
Oh well, I guess I'll do it manually, then. Thanks!
#376
I'm not sure which option you are talking about. I can't find anything in General Settings with as you say. The closest I find is:
"When player interface is disabled, GUIs should", and that is set to "Grey out all their controls", NOT "Display Normally". But I don't see how that setting would be relevant to my situation.
#377
Nothing in the buttons that would do anything like that. The left one just has "InventoryWindow1.ScrollUp();", and the right one just has "InventoryWindow1.ScrollDown();".

Your question gave me the idea to add "gInventory.Visible=true;" after each of these lines, but that didn't help with anything.
#378
It is clickable true, and it disappears when I click the buttons, yes. I'm assuming this is normal behaviour, it's just that it doesn't work well for my case.
#379
Hi!
So I'm using the default Y-axis pop-down GUI that AGS provides (I don't remember what it was called, the description now says "Visibility: When mouse moves to top of screen"), and the problem is that whenever I click a button in it, the GUI disappears, and I need to move my mouse up the screen again. Most cases I guess this would make sense, but I want to use it for inventory and scrolling through inventory.
Example:
[imgzoom]http://ags.pics/XFv5.gif[/imgzoom]
Is the only solution going to be "Code your own Y-axis pop-down GUI"?
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