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Topics - Bernie

#21
AGS Games in Production / Hero Theorem
Tue 05/04/2005 15:24:59
I'm rewriting/redrawing Hero Theorem at the moment. Most backgrounds are going to be replaced and the whole game will be started from scratch.

Overview:

This is the story of a naive police officer clinging to his own morals too much, a 17 year old boy who witnessed a murder and a female psychologist unable to let go of her past. The pasts of those three have something in common and the game revoles about uncovering those connections.

Features/Facts:

-Hero Theorem is a medium size game
-Sports a few science fiction elements
-Features memories in comic book form obtainted throughout the game. These are entirely optional.
-Uses the same interface as Cedric and the Revolution (which in turn used the old Hero Theorem interface) with a few addons.

Random info:

Where does HT take place and what is it about?

Hero Theorem takes place is in a fictional town in Austria, a few years in the future. It touches a few 'modern day' issues such as terrorism and corruption, but also deals with emotional issues like the things people would do out of desperation, hope or greed.

I want to make this a somewhat serious adventure game without using too much cliché's. That said, I must admit that the game also features a bit of an amnesiac story, something a lot of people dislike. However, my game will take this story device and turn it inside-out.

Gameplay Stuff:

The game features memories presented in comic form. Some of these can only be obtained by solving additional puzzles. One of the challenges in the game is getting all those memories. To understand the whole story, it may be neccessary to read trough all of them, but they aren't needed to finish the game. The idea was derived from the vaults one could find in the game Psychonauts.

Later in the game, other characters can be played or will come along. I finished all of their neccessary standard animations (walk & talk in 4 dirs) recently.

Art & Drawings

All my old art is pretty much obsolete now. All the characters have gone through a redesign and the art doesn't apply very much anymore. The same goes for most of the old screenshots. Locations have been changed or removed, etc.

Here's a recent sketch:



Screenshots:




(The game's interface is going to get a visual overhaul as well.)

---------------------------------------------
Visit http://www.origamihero.com if you want to give my other games a go.
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#22
When I add this plugin to my game, random crashes start to happen when changing rooms and sometimes when clicking.

Even just adding it without calling any plugin commands cause those crashes. I tried to specify that blank view the CCS needs, but it didn't help either.

Any ideas? I'm using AGS v2.62.

Thanks~

EDIT - more info:

The problems seem to be caused by a custom follow character thing I made. In 'on event' on 'enter_room', I change a characters' current room with character[].room, and also set its x and y - values afterwards. That character is not using any CCS commands, so I don't understand what it has to do with it...

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x77F73AED ; program pointer is +204, ACI version 2.62.772, gtags (2,30)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.


---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x77F73905 ; program pointer is +379, ACI version 2.62.772, gtags (49,88)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x77F4852F ; program pointer is +211, ACI version 2.62.772, gtags (2,30)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x77F4852F ; program pointer is +3336, ACI version 2.62.772, gtags (2,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x77F4852F ; program pointer is +335, ACI version 2.62.772, gtags (2,0)
#23
I'm using several integers in my game (imported in script header, exported at the end of global script and defined at the top of the global script).  However, those values are not reset when I call RestartGame().
I wrote a ResetValues() function that sets all values to zero as a workaround, but I was wondering why those values don't reset themselves upon restart? Even setting them to zero in game_start didn't help.
#24
I want to use an animation as a talking animation in a special cutscene. To do so, the animation needs to be non-blocking, and the speech view of the character needs to be disabled because the speech view overrides the animation that's playing when a character talks.

It would look like this:

SetCharacterView[GVYNN,19);
AnimateCharacter(GVYNN,2,1,1);
*disable speech view*
DisplaySpeech(GVYNN,"Blah blah...");
*enable speech view*
ReleaseCharacterView(GVYNN);

There's still the possibility of using two special talking views, but then I'd waste two views for a really small animation. Any ideas? Thanks in advance. :)
#25
Is there a way to determine if a certain character is currently background talking, or is it possible to track it with variables somehow?

Thanks in advance~
#26
Some time last year, I announced a game called 'City of Fortune'. I spent loads of time making backgrounds and such, but didn't do enough planning, and the project went down the toilet.

I've been thinking wheter to announce this game or not, fearing that I might drop it again at some point, which would make this thread look pretty damn stupid and a waste of space.

(A note to the moderators... please delete my old COF thread. The game has changed a lot, so i didn't want to use that thread to announce this - Link: http://www.agsforums.com/yabb/index.php?topic=8647.0 )

Well, anyway - as you can see, I've decided to announce this despite the fact that I suck at completing games. So let's get on with it, shall we?



Features:

- Lucas-Arts style gameplay - a GUI with cancelable actionsÃ,  and right-clicks for predefined actions
- Three main characters
- About 35+ playable rooms
- The ability to sneak and hide (For one character)
- Halfways decent NPC AI

----------------------------------------------------------------------

Story & Character info removed due to rewrite.
#27
I've posted something like this before, but this time I can't fix the problem with the solution given in the last thread.

Anyway, the problem: When I call a RunDialog() from my room script, repeatedly execute seems to sort of still run for a loop or two while the dialog is running - a label is updated just before the window appears, and sometimes just after selecting an option. However, it doesn't do that when I call RunDialog() through, for example, a character interaction.

I tried to lock it with 'if (IsInterfaceEnabled()==1) {*setting label text*}, so it wouldn't update while the dialog is running, but it didn't work either.

And so, I did the following:

if (IsInterfaceEnabled()==0) if (GetGlobalInt(14)<10) {{SetGlobalInt(14,10);}}

if (GetGlobalInt(14)>0) {SetGlobalInt(14,GetGlobalInt(14)-1);}

if (GetGlobalInt(14)==0) {*setting label text*}

(not the most efficient kind of code, but the logic works for me, heh.)

This seems to work for most of the time, but sometimes, it still updates the label. Any ideas?

Thanks~
#28
Is it possible to call displaythought (with the thinking view) from the dialogue script without having to do a dialog request? I couldn't find anything in the manual regarding this.

Thanks~
#29
The heroes of the future wear sunglasses and trenchcoats a lot and also appear not to like the effects of sun rays on their skin, being generally 'bad-ass' in a very pasty white manner.

And now, I asketh thee: Where art thou, heroes of the old?

Okay, so that's the new topic - let's pixel some good, old-fashioned heores! Knights, Warriors, Barbarians, and barely dressed Amazon women - whatever you like! Hooray!

Restrictions:

Colors: 32
Size: 128x128

The style and presentation is totally up to you. Close-ups, Posing, Battle - anything goes.

I've made a little pic to get this thing going:



So, let's rock, or something! :D
#30
I want to finish a game, but they always end up way too big and become way too much work. So I've decided to really keep it small and minimal this time, about 15-20 rooms max.

Anyway; I think crits for sprite animations are best done when seeing them in action, so I've uploaded a small test, ~720 kb big.

http://www.faind.com/bernie/interface1.zip

I'd apprecciate feedback on:

sprites: colors, animation...
background: too blurry, overall composition, clashing with sprites...
interface: is it useful enough, too bland or clunky...

I don't want to spend too much time on backgrounds, so I'm keeping the details to a minimum and try to get some 'atmosphere' across with colors. The BG in the interface test took about 20 minutes, and I want to do the rest of them like that.

Also, here's a screenshot if you don't want to download it:


There's another character in the game test, it kinda didn't make it into the screenie, heh:


Thanks for any comments, suggestions and crits! :D
#31
I've made a simple custom scrolling using the new repeatedly_always function. I'm changing a characters x and y position so it would follow the player character around the playfield, and I focus the viewport on this character.
This all works very well, except that the lucas arts style text does not stay centered over characters if the screen still scrolls while a blocking function is called. Is there a way to make it stay focused?

Thanks~
#32
Critics' Lounge / Sprites Redone + Char. Art
Fri 26/03/2004 01:58:20
I've decided to do new sprites for my adventure game.

Old Sprites

New sprites:


Old Sprites



Some more character art:


And a walking animation (playing a bit slow):


Do you like those better than the old ones? Anything looking weird in the animation?

Thanks!~

EDIT: Added old sprites as a pic.
#33
Critics' Lounge / Sprites and more
Sun 22/02/2004 21:54:29
Here are some sprites I'll most likely use in my game:



The girl sprite is older, I think I'll have to re-do her in my new style, she doesn't seem to fit in all that well.

And...




I was told that my drawing style looks like this anime show called 'Dragon Ball Z'. This was a bit of a shock for me, so... do my drawings and sprites really look like that?
#34
In my game, a right-click makes a verb coin appear and dissappear when the player lets go. This worked fine so far, but after triggering a dialogue from within a script after a cutscene, The guis updated while my characters were talking (areas ans hotspot names were shown), I could even call up the verbcoin while they were talking, nothing was blocked. But when I trigger a dialogue after the user clicked on something, it works fine.

Hm...
#35
I'm using the command setcharacteridle with int delay = 0 to make a character flap its wings while it's stopped. It works fine when it stops after walking, but after saying something, the Idle View doesn't start immediately.

Is it possible to fix this? Maybe there's a workaround that doesn't involve switching animations each time after he said something?

Thanks~
#36
I've made those designs just for fun, don't know if I'll ever do something with them.

My main problem is the big guy's walking animation, anything I could do to make it more dynamic and less stiff?







Those files have a tendency to not show up sometimes because they're on geocities, so I'll post the direct links, too:

http://www.geocities.com/samcarbonite/luca1.gif
http://www.geocities.com/samcarbonite/taro1.gif
http://www.geocities.com/samcarbonite/luca_taro.gif

Thanks!~
#37
I'm using two characters in my game, one is following the main character. The game is set to anti-glide. This works very well so far, but when I put em in a scrolling room, the following character shakes quite a bit when the screen is scrolling.
That's what I'd like to get rid of. I've made a custom scrolling thing which worked pretty well, but when a cutscene is running, the custom scrolling doesn't work anymore. Any ideas?

Thanks~
#38
My game is 320x240 res/16 bit, and I want to use animated objects at the size of 320x190 with transparency, mainly for effects and intro stuff.

Would this slow down the game a lot? I can't test this on a slower computer, so I'm not sure how fast AGS is with transparency.

Thanks~
#39
I've been hard at work on my first AGS project, and it's starting to look better and better everyday... I managed to add a room every day, which is not so bad considering I'm doing all the graphics by myself.

On a side note, english isn't my mother tongue, I have trouble expressing myself properly sometimes.

Ok, on with it - you're playing Ben, a boy who's hoping to find a job in a big city called Steinburg. However, things don't turn out as he had planned. For one, the job he managed to get sucks, and the income is even worse. Then there's the matter with that annoying demon that wants him to be his master. And, according to Fate, Ben technically shouldn't even exist at all. Ben doesn't agree, of course. But have you ever tried to go against Fate while trying to shake off a demon while working as a City Guard with the worst income ever? Well, Ben thinks it's rather annoying...

As you can tell it's a pretty wacko fantasy story and it won't be too serious. :3

And here's some screenies:





#40
I want to make a cutscene in which two characters sit on a cart. The cart will be animated all the time, wheels moving, etc, and I want the characters to be able to talk while the cart is moving. And the screen should follow the cart (scrolling). Can anyone give me a few tips how I can achieve this? Just a general description will do, thanks! :3
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