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Messages - Baron

#3181
Competitions & Activities / Re: November MAGS
Sat 26/11/2005 03:10:12
I hope I'm not too late!!!!!!

It's still November 25 here, and I've been madly working to get this done on time.Ã,  Since I don't see any notice of the contest being closed I'm going to go ahead and post it:

Introducing....



Ã,  It's kind of a mystery so I won't say much.Ã,  Suffice it to say that it meets the criteria by being THE WORLD'S SMALLEST GAME!!!!!

The Paramecium Complex can be downloaded from HERE .

Er, here is the link to the MAGS page:
MAGS ENTRY .

BaRoN
#3182
Competitions & Activities / Re: November MAGS
Fri 25/11/2005 05:45:37
Ah.... rats.Ã,  My game is in no state to be released on time.Ã,  I guess you'll see it in a couple days in the completed games forum.Ã,  Congratulations to everybody who can make deadlines!

BaRoN

EDIT NOV 25 - "I made it!!!!!"  See below.
#3183
Ah, sweet simplicity!  The things you wish you knew several hours ago....  Anyway, thanks a whole bunch Strazer!  My MAGS entry is now up and running.  Now to tend to that pesky plot...
#3184
AHA!
      I guess since it didn't work initially (because of the GUI problem -see edit above) I thought I had to change the on_mouse_click function.  Then, when it did partially work after I removed the GUI, I assumed I was on the right track. 
     So..... any ideas how to stop a GUI from interferring with mouse clicks?
#3185
My mouse cursor clicks appear not to be registering beyond 320x, 200y in a scrolling room.  I've altered the original code thusly:

function on_mouse_click (int button){
     ....
     else if (button==LEFT) {
     ProcessClick (mouse.x +GetViewportX (), mouse.y +GetViewportY (), GetCursorMode () );
}
...
The funny thing is, I've used this code before and it worked just fine.  This game compiles fine, but then won't register mouse clicks beyond 320x, 200y.  The only things I've done that I've never done before are:
      -The main character follows the cursor in Repeatedly Execute (room) -he follows fine everywhere with THE SAME CODE!!!!!
     -I've got a LOT of sprites idle.
       The only thing I could think of is that I might have too many sprites, but as I say it seems to work fine on the upper left hand side of the screen.  Does anybody out there have any idea of what might be wrong here?

EDIT:  I also have a whole screen GUI (with no buttons, only a background image) that completely blocks mouse clicks, including right-click cursor cycling.  When I turn it off I can click again, but only in the upper left hand corner.  Could the GUI be interferring with mouse clicks even when it's not on?  And how can you set a GUI so it's clickthroughable?  I have a large hole in the centre of my GUI, but I suppose the game could be interpretting the hole as part of the GUI.... 
       Also, I'm using AGS version 2.6.  Yes, I know I should upgrade, but I'm in the middle of finishing my MAGS game and I have no time to learn the new features at the moment!
     
#3186
Competitions & Activities / Re: November MAGS
Tue 22/11/2005 04:56:46
Deadline.....Ã,  looming.....
Eyes.... burning.....
Must....Ã,  Ã, keep.....Ã,  drawing.....
#3187
UPDATED VERSION -Tues Nov. 15 8pm EST

I've finally had a spare moment to look at the game again and I think I've solved that pesky no-flame game freeze bug that some people were getting.  Most people didn't notice it since it only occurred under special circumstances after you already died at least once and used the "Retry" function instead of restoring.  I've also altered the Hermit's dialogue so it cycles rather than being random, and I fixed a spelling error or two.  Thanks again to everyone who found these pesky little mistakes!  And thanks again (again!) for all the positive feedback from everybody!

DEXTER- Nope, I'm not currently considering a sequel.  I'm enjoying working on a short MAGS game at the moment, and then after November I'm interested in making a Sci-Fi type game.  I think my sense of humour would be well suited to a zany space adventure, and I'm looking forward to focussing more on silly and outrageous drawings rather than trying to render things "realistically".  But this is just whimsy speaking -nothing in the works at the moment. 

BaRoN
#3188
Hints & Tips / Re: The Winter Rose
Fri 11/11/2005 15:03:58
Ha!  That won't work in the new debugged version!
You'll have to
Spoiler
use the tinderbox on the path somewhere
[close]
.

EDIT: Dang!  Joyce is quick on the draw!
#3189
Competitions & Activities / Re: November MAGS
Fri 11/11/2005 03:58:54
I've always wanted to participate in MAGS, but I have hereto always had a larger project on the go that demanded my attention.  Since I have at long last finished such a project, however, I find myself with time on my hands, so I too am throwing my hat -er, helmet -into the ring.

BaRoN
#3190
Many appologies to those of you who like to vote for games -I've now posted the game up there.Ã,  It's under Medium Length Games on the 9th page.

BaRoN

EDIT FOR MANICMATT: That's still kind of cartoony....Good, but still cartoony.Ã,  Even if I was really good at drawing 'realistic' faces I would have a hard time with the facial expression.Ã,  Should the main character be grave?Ã,  Bemused?Ã,  Intense?Ã,  Probably all of the above, at different times in the game...and that really complicates the animation process.Ã,  So why not empower the gamer to imagine their own facial expressions?Ã,  It's a fantasy, afterall....
#3191
Hints & Tips / Re: The Winter Rose
Tue 08/11/2005 14:40:33
Hmmmmm.   This is definitely a bug.  It's weird that only a few people would experience the problem...  I'll look into it.  Can you tell me when you downloaded the game (i.e. before or after about 9pm Eastern Standard Time on November 7)?

BaRoN
#3192
Greetings Gamers,
Ã,  Ã,  Effective 9:15pm EST on November 7 2005 I've posted an updated version of TWR on my webpage (same file name so the link from the forums will still work).Ã,  I'm pretty sure I've fixed all the little bugs identified so far (including that annoyingly elusive Vulture problem -turns out I had mixed up the Vulture's speech variable with the...other one). ::)Ã,  I've also tried to make some of the conversational advice a little more clear.
Ã,  Ã, Please continue to post bug reports as necessary.
Ã,  Ã, Now, to address a few comments:

Ã,  Ã, -The snow effect is Scorpiorus' from his Snow/Rain Pluggin.Ã,  Come to think of it, I think I might have forgotten that in my documentation -I'll have to fix that next time.

Ã,  Ã, -The coding for the footprints is based directly on that from the AGS Demo game in the desert text-parser room.

Ã,  Ã, -The main character doesn't have a face because I'm bad with faces, except for cartoony faces, but I didn't want a cartoony character.

Ã,  Ã, -The music is from Vivaldi's "Four Seasons".Ã,  It's funny since the tracks are from his "Summer", but I thought they suited a wintery mood better...

BaRoNÃ, 
#3193
Gahhhhh!!!!Ã,  I'm pretty sure I know what the bug is.Ã,  I mistakenly threw some ChangeCharacterView commands in when I should have used SetCharacterView -I thought I had fixed all of them.Ã,  The conversation just triggered the bug, since after conversations the playing sprite resets to the default view.Ã,  I'm thinking it's something minor you did beforehand, since the game's been pretty extensively tested with no problems, but it should be fixed anyway.Ã,  Thanks for finding it!
And thanks everyone for the positive feedback -I'm glad you're enjoying the game.
#3194
Completed Game Announcements / The Winter Rose
Sun 06/11/2005 22:34:58
Announcing the long anticipated completion of....



The game can be downloaded from here:
http://www.vanwijst.com/games/winter_rose.zip

TWR is the adventure of Rose, a young archer who must go questing through a magical wintery realm in order to stop a fiendish ice-dragon.Ã,  The game features hand-painted backgrounds and over a hundred animations.Ã,  Anyone following the TWR Games in Production Thread will recall how very long I've been at this game (off and on, of course, but it's been on the go for about a year and a half) -congratulate me on finally finishing!

Oh, here's a screenie:


Enjoy!

BaRoN
#3195
PROGRESS REPORT:  Based on information provided by our beta testers (a big thanks to Splat44 and Mr. Mozarella) I have compiled an updated beta version fixing all the errors found to date (especially that embarassing one of finishing the game easily in the end).  The latest version is available [url ="http://www.vanwijst.com/games/twrbeta2.zip"] here [/url].

FINAL RELEASE REPORT: Ok, this is a bit sticky.  The game lacks music.  And sophistimicated looking credits.  Barring any further bugs being found, the game is otherwise complete.  Unfortunately, I have to be off to treeplant on Monday and will not be back in civilization until early July I reckon.  So....  I'm thinking I'm just going to leave it as is and release the game proper when I get back.  In the mean time, anyone interested can feel free to download the latest beta. 
#3196
Well, I know I said this game was going to be done in September.  And then November.  And then January....   I guess I'm just a filthy, filthy liar!  But the god's truth is .....it's almost done now!  I'm officially moving this game into the beta-testing stage.  Right now the game lacks music and a fair number of sounds, but the art and programming are for all intents and purposes done.  Er... except for the credits, but c'mon I would just have to redo those anyway after everyone helps me beta-test so why bother in the first place, right?

So down to business: I'm interested in anyone who would like to offer their beta testing services.  I've stared at this game for more hours than I've got facial hairs -that's at least over a hundred!  -and I think I've just about caught everything, but I'd really appreciate it if some of you could have a run through it.  Try to get the game to crash, or the views to mess up.   Try stupid off the wall things, like combining peanut butter with asbestos or ketchup with eggs (yuck!).  Let me know if any of the plot doesn't make sense, or if maybe more hints are needed on some of the puzzles. 

If you are willing to be a beta-tester then you can download the beta version of this game at www.vanwijst.com/games/twrbeta2.zip  .  Feel free to post vague reviews here on the forums but please don't post any spoilers.  I guess you should PM me a list of the problems you find or e-mail them to me at vanwijst@hotmail.com

Thanks in advance to all the beta testers who help out.  You'll get mention in the credits for sure!
#3197
I read this thread about a week ago and was very impressed with DragonRose's article at Wikipedia.  I was so impressed that this afternoon as I was adding it as a link to my webpage I decided to peruse it again and discovered the following discreatly nestled near the very bottom:

"AGS is generally regarded as a steaming pile of congealed monkey vomit. Better to use alternatives, such as AGAST, SLUDGE, Visionaire and WME."

I don't remember it being like that last week... :(
#3198
Yeah, I know what you mean about just gliding and sniping at your enemies -it really makes the game.  It wasn't possible in version 1.0 and it was really hard to shoot the orbs without running into them.  So I thought to myself, "wouldn't it be cool if the rocket could turn and shoot without changing direction?"  And the rest is history....
#3199
Anouncing a work in progress:

   

With working DEMO available here.

   Your objective is to save survivors from a space crash while fending off the heinous floating death orbs with your pixelated ray gun!
The graphics are reminiscent of early 1980s arcade style games... Wait, the whole game actually is.  I was interested in what some folks around here were doing in terms of programming action games with AGS and thought I'd try my own hand at it.  There's one playable level but it just runs on forever (i.e. you can pretty much achieve an infinite score, but can not advance).  I didn't use any kind of funky collision system, just simple character[SHOT].x comparisons and it seems to work pretty well.  I envision this project evolving into something more challenging in the future (i.e. in subsequent levels, I suppose), but I thought I'd post what I had so far.
   Oh, before anybody points it out: I know there's only one screen shot, but that's pretty much all there is to see!  I tried posting "action" shots, but since outer space is so very big and your rocket is so very small, it just didn't look too appealing...
#3200
EDIT JAN 1 2005- Website is back up -go nuts.

EDIT DEC 23 - Due to bandwidth constraints my freewebs site seems to have been overloaded -you wouldn't think this game was so popular from all the posts in this topic!  It looks like the site will be down until the end of the month when it will be reset.  I will try to remedy this situation asap.  If you desperately need this game then e-mail me at vanwijst@hotmail.com and I can e-mail you back with the game attached.

   It's been a while since I've produced something that's playable, but here's a micro project I've been working on.  It's a 21 style game in which you must play against four computer characters of your choosing.  Each has his own unique personality, which was the ultimate challenge I set myself for programming this game.  It's still in demo phase, but the game is entirely playable (though not "endable").  Suggestions for future directions this game could take are more than welcome!  To play, pick your competitors and then set your bet.  Hit "bet" to start dealing, and then "hit" or "stay" when it's your turn.  When the round is over simply repeat.
   

 

Download the demo game here!
  www.freewebs.com/madhatter13/Bolton Turnip 21.zip

KNOWN BUGS: If you bust, your first card will automatically turn into a spade, although it will retain its value.  I know why this occurs (talking view), but because of plans in my head I don't want to fix it now because I'll more than likely have to fix it all over again if I improve the game.
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