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Topics - Baron

#101
When using "characters turn before walking", is there an easy way to ensure that the character always turns towards the screen (frontal view) rather than away, unless the character is actually turning to go backwards?  For example, my character faces left, the walk icon is clicked, and then she moves right by turning away, instead of towards me.

#102
General Discussion / The "D" Word
Tue 21/09/2010 01:46:57
This is a bit heavy so don't read onward if your in a light-hearted mood.


     I was playing hockey late last night; first game of the season.  It's a church league, pretty gentle stuff with mixed ages (20s-60s).  It was getting towards the end of the game and I was getting pretty tired.  I accidentally put the puck over the boards and was just a little upset at myself for doing so.  The goalie called out to me casually "Better out there than in the net."  We got a new puck, and I went to the bench for a rest.  Not a minute later the goalie went down -heart attack.  He was one of the younger guys out there -early thirties.  My age.
     The guys closest to him quickly determined what was happening and ripped off his helmet and chest protector.  I ran to the arena foyer and called 911 (blunted my skates really good doing it, too).  The ambulance showed up in four minutes because the hospital was only two blocks away -pretty lucky.  By the time I got back to the ice sheet one guy had the rink defibrillator out and was giving him a shock, while another waited for the all-clear to start CPR (again, I supposed).  I took a CPR class four or five years back and it really seemed like these guys did everything right -call for help, check airways, AR (artificial respiration), CPR, defibrillation if available.  The paramedics were there shortly after I returned.  They didn't seem to move as fast or as urgently as my teammates, but I guess they know their business and to be fair we were on ice.
      The guy never moved, except when he was being zapped.  He turned kind of blue, and then paled again, and just stared vacantly at the roof through half-slit eyes -the kind of look that's on the dead rodents that my cat brings in.  It's a horrible thing, but that's all I could think of -maybe it was the hockey equipment holding his arms up, but he even had the dead rodent pose.  Oh, and I also couldn't get out of my head how trivial his last words were -yes, I am a terrible person.  Anyway, eventually the paramedics wheeled him out and I heard this morning that he had been pronounced DOA.

      Well, this has been therapeutic for me to write this all out, but I'm wondering if anyone else has encountered a sudden death first-hand and fixated on these less-than-profound details.  Am I cynical, or just plain shallow?  Or is this just a stage of disbelief that the creator's of Eternally Us missed out on?  (Yes, that is how I've learned about the grieving process -I'm an adventure gamer, after all).
#103
Hey Critics,
          I remember posting here about 5 years ago when I was having problems perfecting a princess.  It would seem as if in the intervening years I have learned little about the female body (...er, drawing wise, that is).

          Here's the dame:

         I'm pretty much locked into her face and hair, and she can't really get any taller, but otherwise input is welcome.  She will probably require arms to be a different colour from her body for animation purposes, and the palette has to stay all purples (but not necessarily the same exact hues).  I'm not really all that happy with her posture, pose or garb, so suggestions on all of those would be most appreciated.
#104
On trying to visit these very forums.....

QuoteSorry, SMF was unable to connect to the database. This may be caused by the server being busy. Please try again later.

Sure, life was very fulfilling while I wasn't wasting time around here, but..... you know.  I missed you guys.  This isn't the first time I've had this problem recently, but it's definitely the longest outage (Sept 18-21).  Does anyone know the cause, the remedy, or the secret back-up meeting place url?  I can only reread SSH's blog many times before going squirrelly.

Baron 
#105
Yes I know I'm not a beginner but this seems pretty simple.  I've created a pretty crazy font, which I like, but it's hard to read quickly -because it's crazy.  I'm finding the default speech delay is set too quick: is there a way to reset it so that speech text automatically displays longer?
#106
Greetings All,
       I've created a game template based on Studio Mediocre: Case of the Bedeaded Dramatist.  If you've never heard of this game it's because you weren't perusing the MAGS competition thread back in February 2008.  Shame!  I never made a completed game announcement since it was just thrown together and was never really "complete".  It's mostly a dialogue based mystery: read the MAGS thread if you're interested.  At any rate, I always had intended to release a basic version as a template and I've finally actually gotten around to doing it.  

Screenshot:


WHAT IS STUDIO MEDIOCRE?   My original idea for Studio Mediocre, even before making a game of it, was to create a world that could easily be adapted to making experimental games.  The characters run the gamut from serious to sketchy, and since all are actors they can play any part as needed, change personalities on a whim, or even be killed off without repercussions.  The sets have nothing in common with each other, liberating the game author from the shackles of stylistic continuity and game-world plausibility.  If you're new to AGS or experienced and just want to have some fun, this template may be for you.

THE TEMPLATE:  The template consists of all the sets strung together as they were in the original game and the game characters -I think there are ten of each.  While there's nothing very complex about the empty game all of the scripts are commented to help beginners pick up the programming language.  All the graphics are also in the download, including character templates so that you can design your own characters.  You are also encouraged to replace some of the default sets with your own, in your own unique style, or indeed expand the studio as your plot may require.  It's already a hodgepodge of styles since I was experimenting with various drawing programs and scanning methods while I was rushing to complete the original episode: the more incongruous the better!

THE BIGGER PICTURE: If you do use the Studio Mediocre template for one of your projects then I'd love for you to send me your sprites/backgrounds so that the resource can be expanded.

-------------
EDIT JUNE 26 2009: Due to compatibility issues between recent AGS versions I have created two differentiated templates.  The 3.0 version features default inventory handling, while 3.1 features a custom-made inventory GUI and supports native (640x400) resolution.  Make sure to check your version of AGS so that you download the appropriate template.
------------

THE DOWNLOAD: Template for AGS 3.0
                            Template for AGS 3.1
#107
Announcing.....
BESIEGED
Or, How to Get Out of a Castle..... Without Being Catapulted

A short and silly adventure game by Baron and Yarooze.





PLOT:
        The king is besieged in his castle by the evil Count Bleicher.  Food and time are running out for the defenders.  In desperation the king hatches a scheme to catapult a messenger over the enemy to bring reinforcements.  The only problem is that, even to the deeply ignorant medieval mind, catapulting means almost certain death to the one experiencing it.  Naturally the top soldiers shirk the honour onto someone lower down the hierarchy, until the buck finally stops at the lowly Dung Shoveler. 
   The Dung Shoveler must now break the siege and save the castle.  Success may well win him the heart of the Sexy Servant Girl, while failure will bring certain death, either at the hands of the besiegers or his own side!  You must guide the Dung Shoveler through this short but potty-humoured adventure.

SPECIAL FEATURES:
       -Music by Funkmast
       -Lots of silly dialogue
       -Did I mention the potty humour?

       ***There's a tid-bit of medieval violence and a lot of dung in this game.  If this makes you squeamish then.... well, too bad for you.  Otherwise......

DOWNLOAD NOW
#108
That's right -this rising starlet is going to make games that will blow your socks off  ...starting in about fourteen years.



A male dominated community though this may be, we all know it's the gals that dominate in terms of creativity and focussed productivity.  I have every confidence that such will be the case again in this instance.

So the purpose of this thread is two fold:

1) You might congratulate me on the birth of my daughter.  She is healthy and perfect in every way.  Those of you at Mittens last year will be pleased to know that today I've enjoyed a nice big pint of Guinness for the first time in nine months -drink to her health for me, will you?

2) Discussion about a second generation of AGSers.  The first generation of ASL (American Sign Language) speakers used the language only crudely, but those who learned it from their earliest years became brilliantly fluent beyond all expectation.  Do you think there is this potential when AGS is used from a younger age?  What benefit do you see AGS having as a way for youngsters to develop creatively, artistically, logically or sillily (have you played my latest games?).  I'm interested in your thoughts.

Baron
#109
-Will a free-thinking clone be able to overthrow the conformist empire that created him? 
-Will he be able to track down and join the rebellion through a galaxy as zany as it is dangerous? 
-Will you be able to keep your sides from splitting while playing this zany parody of galactic proportions?

If you are curious about finding out the answers I suggest you try:

CHARLIE FOXTROT
& THE GALAXY OF TOMORROW 
 

      The story is about Charlie, a clone's clone that just has to be himself.  Help Charlie flee the Empire of Conformity, track down and join the rebellion against it, and fulfill his quite unclonelike destiny!  Travel through worlds as zany as they are crazy, defy danger and convention like there's no tomorrow, and throw your funnybone to the solar wind in this wild, epic adventure!


SCREEN SHOTS:  First here's a picture of Charlie about to steal the Millenium Bug from a Conformist space station. 

This is Charlie wasting time in the scuzzy Burger Bar on the planet Aridis.

And now he's talking to Oxar the Grunge on the post-apocolyptic puppet world of Marf. 

DOWNLOAD NOW

GAME NOTES:
       -5MB zip file expands to about 49MB size
       -1872 sprites
       -62 rooms
       -hundreds of animations
       -thousands of witticisms
       -25 original and adapted musical pieces
       -built in "Retry" function for players that keep dying
       
**This is a full length game and will probably take you two hours or more to finish.
------------------------------------------------------------------------------------------------------------------------------------------
EDIT:  I thought I'd hype the game a little more with a screen shot montage:
#110
Greetings,
       I have a situation where I have three characters that must change their graphic (actually loop & frame of the same view) over the course of ten changes.  I don't want their graphics to ever be the same (thus I need thirty graphics) and I have a healthy pool of 75 graphics from which to draw.  There are a few complicating factors that I'm not going to go into, but basically I want to write a random function that will not recycle values once they have come up.  This is pretty easy to do once or twice by re-randomizing if the value equals a variable that stores historical values, but as the percentage of options left available decreases the engine has to do the random calculation exponentially more times to find a fresh value (which is just messy).
      If anyone has any ideas or code snippets they'd like to share on this matter it would be much appreciated.  Thank you in advance,

BaRoN
#111
Welcome to the first ever Animation Tweak Week!

Interested in improving your animation skills?  Like to see pixels bob and weave?  This competition is for you!

This time around your challenge is to tweak a pre-existing animation, making it your own. 

The sprite:
And the frames used to make her:

All you have to do is make the Jitter Bug dance differently.  You can use as many or as few of the frames I've provided, and change them as much as you want (except that the character should still be recognizable in the end, of course).  Feel free to switch clothes, add accessories, change hair-styles or colour, etc.  to suit her new dance steps (for example if she is ballroom dancing maybe give her a gown and a tiara).  The best original dance moves will win the grand prize, but there will be a commemorative token for all who enter.

Have fun, and best of luck!



Oh, and let me reiterate the traditional rules of the Animation Competition so that they may be perpetuated:

A sprite is supplied, with a theme.
Participants must use the given sprite for their animation  (In this case only kinda...)
Each competition will last 11 days (-ish)
The starter of each competition will decide on the winner.
The winner, who will decide on the next competition's theme, must also supply a sprite.
#112
I've got a microproject on the go in an attempt to learn AGS 2.72.

The good news: everything but one works perfectly!

The one thing: you have to type the key ";" which the internet says corresponds to ASCII code 59.
This isn't in the ASCII code table supplied in the AGS help file, but keycode==59 in the global script On_Key_Press does link to that key, because I don't get the wrong key sound (i.e. keycode!=59 PlaySound) when I hit it (while every other key, including keys such as ", ] / + that are also not on the AGS ASCII table do make the sound).  However, when I attempt to use (IsKeyPressed (59) ==1) in my room script it doesn't run the script (while the exact same script with IsKeyPressed(65) or (32) etc. work just fine).

Any thoughts as to why this is and/or how I can make it work?
#113
I know, I know......
      You'd love to enter the animation competition -you really would- but your significant other is pestering you to spend time with them.  But I ask you: "What better way to impress your boyfriend/girlfriend/spouse/ex/1-900-dirty-talker than to make them their very own animated valentine for that very special day?"  And of course you can post it here too and maybe win yourself some internet glory.

Yes, Ladies and Gentlemen, this is the Animation Competition.

The rules:

A sprite is supplied, with a theme.
Participants must use the given sprite for their animation.
Each competition will last 11 days.
The starter of each competition will decide on the winner.
The winner, who will decide on the next competition's theme, must also supply a sprite.

The sprite:
It's a heartshaped box full of.....well, you show me.  That trench coat could be hiding any number of surprises..... 
I've included the original heart for those of you who don't know what a heart looks like -this exercise can be particularly instructive if you fall into that category.

Legal Mumbo Jumbo:  I'll be doing the judging early on the 17th, but if you're going to make good use of your sprite I must emphasize the need to get it done by the 14th.  Knowing me there will be trophies, and all participants can expect a commemorative badge of some sort just for entering.

Good Luck!
#114
General Discussion / Editor Hanging
Wed 17/01/2007 18:36:57
Hello,
     I've been using the same AGS 2.6 editor for a year and a half on my laptop computer, but recently it has started to hang every time I try to test my game.  I discovered last week that if I didn't have a CD in my computer that it didn't hang, but now it happens no matter what I try.  When I go to the task manager I see that AGS is "Not Responding" so I end task, which consequently unhangs the game (so I can play it).  BUT, the editor is now closed so I have to open it up again and find my place to make modifications -a real pain.
    Now this isn't a massive crisis since I've got my old desktop computer out of storage and everything runs fine on it, but it is less than ideal for drawing sprites and constantly switching between the two computers is an unappealing solution.  If I had to make an uninformed guess (not being terribly familiar with the technical side of this oversized calculator), I'd say that something on my laptop is eating up too much computing power.  I've deleted everything that I've installed since the problem first occurred to no avail.  I've also defragged and checked memory availability (75% of hard drive free).  Norton seems to think everything is cool too.
    I've done some research on the Forums and it seems like this was an issue back in 2004, but I couldn't find any resolution.  I can still run the game from the .exe function in the game's folder, although it takes MUCH longer than usual to load, so it seems like it might be the same issue.  Does anyone know how this problem might be resolved?

BaRoN
#115
At the beginning of the new year it is custom to wish good fortune to your friends and neighbours, so the theme of this Sprite Jam is good fortune/bad fortune.  If it's good fortune, I want to see ostentatious displays of wealth -pig in poop styles.  If it's bad fortune, I want to see grinding poverty -utter and complete destitution. 

Restrictions:           130 x 130 pixel maximum
                                30 colour maximum
                                Leave your middle class sensibilities at the door: I'm looking for no sense of shame![/b]


      EDIT:  So for example Movie Stars, Lottery Winners & Heiresses would have good fortune.
                 Paupers, Beggars & Redundant Factory Workers would have bad fortune.                         
#116
Once upon a time.....
         .....a herald rode to the top of the highest hill in the land and announced an animation competition:
                   -"A sprite has been suplied, with a theme!"  he cried.
                   -"All participants must use the given sprite for their animation!" he continued.
                   -"The competition shall last 11 days," he went on, "And thus it shall conclude this time on the twelf!"
                   -"The starter of this competition shall decide the winner!"
                   -"The winner shall host the next competition, supplying both a sprite and theme!"
           The herald then wandered down to the pub and lived happily ever after.  Until close, that is, but that is another tale entirely.....

The theme of this competition is Fairy Tale.  You must tell me a story -however briefly- using at least two of these medievalish sprites:                   
                                                             
    The story can be a rescue, a fight, a short incident of slapstick, whatever.  Feel free to use extra sprites of your own creation and to shade/colour the ones provided to your taste.  Be bold!  Be daring!  And for heaven's sake be quick about it, you've only got eleven days left!


EDIT: Hey Neelhound, check your personal messages.
#117
Critics' Lounge / Princess in Distress
Fri 15/12/2006 19:51:49
Well, I've never posted in the Critics Lounge in the three years I've been a member, but I've seen you guys fix up a lot of art over the years.  Hopefully this will be another success story.


Here's Miss Galactic 2997.  I'm kinda locked into the cartoony outline style, and she can't get much taller or shorter, but otherwise she's fair game.  I've been fiddling with this character off and on for about a week and I just can't seem to get her right.  Her role in my game is the classic Maiden in Distress, so I want her to look the part completely.  She should have an emploring expression and a futuristic hair-style, and her body language should read "Help Me!"  Alas, my efforts to implement these requirements have hereto been futile, so I post here as an act of desperation.  Please -PLEASE!  Save the Princess!
#118
Welcome to the Animation Competition of December 8-19, 2006.  Here are the rules:

A sprite is supplied, with a theme.
Participants must use the given sprite for their animation.
Each competition will last 11 days.
The starter of each competition will decide on the winner.

The winner, who will decide on the next competition's theme, must also supply a sprite.

The theme of this particular competition is: Inchworms in hats

Here is the sprite with a few sample hats.


You must animate the inchworm and he must wear a hat, or at least some form of headgear.  Further, the inchworm's actions must somehow reflect the personality that the hat represents.  You can create any hat or headwear -I just posted the samples to help pitch the rules, but feel free to use them if you are stumped for ideas.  Multiple inchworms interacting are of course acceptable!

The sprite is pretty simple to keep the competition open to all animation skill levels, but don't please think of its simplicity as a constraint.  We'll still consider it to be an inchworm if you sneak the occassional limb in (a la Worms Armaggedon).  Bonus points will be awarded for extra-creativity!

Have fun!
#119
     JUNE 18 2007:  THIS PROJECT NEEDS A MUSICIAN  -See latest post for details.

*       *          *        *        *         *          *        *         *         *          *         *         *          *          *         *

Well, it's that time of year again: the time of year where I start to feel guilty about not releasing anything for twelve whole months!  Unfortunately I won't have a finished game to release this year, but as I am increasingly optimistic about finally completing this project in the first couple months of '07 I think it's time to initiate a little marketing hype by starting a GiP thread.

Announcing:  CHARLIE FOXTROT, a game in progress.

Actually Charlie Foxtrot is an intrepid space adventurer -->
But I haven't come up with anything better to call the project, so it's named after him for now.

STORY: Charlie is a clone working for the Empire of Conformity.  Unfortunately his free-thinking ideals get him into trouble, so he flees to join up with the Intergalactic Rebellion Against Conformity.  The problem is they've gone underground, so Charlie must scour the galaxy to find them.  Once he does make contact with the rebellion he becomes a rebel agent on a mission to destroy the forces of conformity for ever!

CONCEPT: This game is conceived as a zany space adventure with a stong emphasis on parodying sci-fi as a genre.  Every effort has been made thus far to incorporate as many elements of sci-fi pop culture as possible without actually infringing on any intellectual property rights -at times I concede it's probably a pretty thin line I'm walking. 

SCREEN SHOTS:  First here's a picture of Charlie about to steal the Millenium Bug from a Conformist space station. 

This is Charlie wasting time in the scuzzy Burger Bar on the planet Aridis.
Here's an example of some of the animation in this scene -->

And now he's talking to Oxar the Grunge on the post-apocolyptic puppet world of Marf. 

STYLE:  The artistic style of this game is intentionally retro-blocky while attempting to keep a high level of detail for visual appeal and game immersion.  Every blocky character and many objects are animated to give the game an energetic feeling like that found in very old cartoons.  Needless to say this has delayed progress more than I would have liked, but I think the final product will be worth it.

PROGRESS:  Ah yes....  I'm never very good at this part (I misjudged the completion date of my last game by over a year....).  So take this all with a grain of salt:

             BACKGROUNDS:  57/57      }
             ANIMATIONS:       100%        }
             PLOT:                   100%        }-Last Updated April 29 2007
             SCRIPTING:          98%       }
             MUSIC:                 2%        }

  I hope to update thread on a weekly basis to show continuing progress.  If you see me slacking off please heckle me either in the thread or through PMing in order to keep me on task.  Questions, comments and encouragement are also welcome.

DEVELOPMENT UPDATES:

Minus sounds and music......
ACT 1: polished to release standards (March 6 2007)
ACT 2: polished to release standards (November 2006)
ACT 3: polished to release standards (March 22 2007)
ACT 4: polished to release standards (April 16 2007)
ACT 5: polished to release standards (April 29 2007)

December 2006 -Yeah, this was pretty much a write-off....
January 2-12:  I have done two rooms and all the associated animations and interactions!  Also, I have two more backgrounds in various stages of completion, and I've done another walk-cycle!
January 13-15: Another background and a simple animation.
January 16-19: Stupid tech issues with laptop -no discernable progress.
January 20-21: A complex animation completes the interactions for a new room!
Late January 21: Another background and room objects drawn & animated.
January 23 : futuristic vehicle designed and latest room fully scripted.
January 30 : two more rooms added with animations -we're getting there!
February 9 2007: Another two rooms, four characters designed (& two of them animated).
February 11 - Feb 27: Kinda got distracted by a side project  ::)
February 28 2007: Back on task with a walk-cycle!
March 2 2007: Two idle animations and two rooms worth of interactions polished off.
March 4 2007: A walk cycle, a conversation, and another room of witty interactions.
March 6 2007: Hooray for snow-days!  I have debugged and polished every single interaction in Act 1 (of five).
March 10 2007: Sheesh polishing takes a long time...  Anyway, interactions for half of Act 3 done, and a puzzle had to be reworked for plot reasons.
March 18 2007: Well it was a really busy week at work, but I've had time to work on the game most of the weekend and have polished 99% of Act 3 -two more acts to go!
March 19 2007: I created a background, but expanded the game design by two additional rooms  ::) 
March 21 2007 : created three characters and three awesome animations!
March 23 2007 : New room +scripting, and new object graphics for a puzzle.
March 27 2007 : New room, 2 animations and a bunch of scripting for two puzzles.
March 29 2007 : Killer new animation  :)
March 31 2007: New background, two animations, some interactions.
April 10 2007: Significant animation and coding progress -> I expect a Beta Version is possible within the week!
April 12 2007: Two new animations and more coding ->Act IV is quickly nearing completion!
April 16 2007: Act IV complete!!!!  Only two more rooms to go (+ a bit of coding).
April 17 2007: Second last background done - one more to go!!!
April 18 2007: All animations for second last room done.
April 23 2007: Last background & a new animation completed.
April 24 2007: I drew fifty sprites today for the climax animation of the game!
April 25 2007: Half of the final scene is scripted (more drawing required....).
April 29 2007: I've finished Act V !  Let the Beta Testing Begin!
#120
Here's the situation:

         I've got a very energetic character with a complex idle view.
         I have an identical view as a talking view, except the character's mouth moves.

         What I want to do is switch between these views in mid-loop, so that the other loop takes up at the same frame as the first instead of starting at the beginning of the loop again.  So for example  if the character is spoken to at frame 7 of his idle loop he will start talking at frame 8 of his talking loop.

        I have considered the option of animating my character manually and using text overlays where appropriate, so that the character never actually "talks", but I'm wondering if there isn't an easier way to do this.  Some sort of AnimateCharacterStartingAtFrame fuction.  Come to think of it, I could probably write something like that myself....  But then there's no sense in reinventing the wheel if I don't have to.  Does anybody have any ideas?
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