Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Bernie

#281
I'm fine with any kind of graphics, given they have atmosphere and fit with the characters (or the other way round), like yours.

Well done, looking forward to playing your game! :)
#282
AGS Games in Production / Re: Hero Theorem
Mon 11/07/2005 23:50:13
Oh hey, thanks! :D

Things have been progressing very well lately. I've added a few cutscenes and made a cell phone GUI with close-up pictures of callable characters.

Here's a screenshot of something completely different:

#283
That looks great so far! :D
Would love to see a pic of the main character, if possible.
#284
QuoteLarry Vales needs you.

Larry Vales could also use a re-compile under a newer AGS version because he crashes on me all the time. Even with VDMSound. Would that be possible somehow?  :=
#285
This is my first go at a script module thing. This is an attempt to simulate a movement similar to the ones in games like Chrono Trigger or Terranigma.

Speed, character widths and other things can be altered through functions. I've also added a Thrust() function which allows for the character to be pushed around. Maybe useful when he's colliding with an enemy, or something.

I've added an explanation for each value in the module's description. Please try it out and let me know if you find this useful.

Functions:

EightDir.SetSpeed(int x, int y);
             Sets character speed. Can be changed at any time.
             You could, for example, make the character run
             faster when a button is pressed down.

             SetSize(int x, int y);
             Sets the size of the character's collision width
             and height.

             WalkViewSpeed(int speed);
             Sets Speed of the walking view.

             SetWalkView(int view);
             Sets a new walking view used by the movement.

             SetSlide(int value);
             The lower this value is, the slower the character
             will get to full speed and stop.
         
             Disable(bool value);
             Disables the movement. Set to either 1 or 0.

             NoDirSet(bool value);
             Disable the movement's internal direction setting.

             DiagSlow(bool value);
             If this is true, the character will only move
             at 70% when walking diagonal.

             Thrust(int x, int y);
             Pushes the character into a direction. Useful
             when the character is being hit or similar.

             EightLoopsMode(bool value);
             If this is true, the movement will utilize 8 loops
             instead of 4.

             IsMoving();
             Returns if the player is currently being moved.

             IsThrusting();
             Returns wheter the function Thrust() is still active.

Download here
Mirror
--

I've also made a small platform engine recently. It works well, but the code is very messy. It's not a script module, just an experiment:

http://www.origamihero.com/files/plat2.zip (Use space bar to jump)
#286
I loved how the character in No-Action Jackson was able to talk and you could still control him. Here's a way to code this:

Note: the DisplaySpeechBackgroundEx() and IsCharacterSpeeching() functions were originally posted by Scorpiorus.

Note #2: This uses old-style scripting.

Code: ags

//this goes into header script:

import function DisplaySpeechBackgroundEx(int CharID, string speech);
import function Reset(int overlay);
import function IsCharacterSpeeching(int CharID);
import function SetIdle(int CharID, int View);


//top of global script:

#define AGS_CHARACTER_MAX 150
int bank[AGS_CHARACTER_MAX];

function Reset(int overlay) {

   int i=0;
   while (i<AGS_CHARACTER_MAX) {
      if (bank[ i ]==overlay) bank[ i ]=0;
      i++;
   }
}


function DisplaySpeechBackgroundEx(int CharID, string speech) {
   
   int overlay = DisplaySpeechBackground(CharID, speech);
   Reset(overlay);
   bank[CharID] = overlay;
}


function IsCharacterSpeeching(int CharID) {
   return IsOverlayValid(bank[CharID]);
}

int idle[150];

function SetIdle(int CharID, int View) {
  
idle[CharID]=View;
SetCharacterIdle(CharID, View,0);

}


//game start:

int a=0;
while (a<150) {
idle[a]=-1;
a=a+1;
}


//repeatedly_execute_always:

int a=0;

while (a < GetGameParameter(GP_NUMCHARACTERS, 0, 0, 0)){

if (character[a].Animating==0){
  if (character[a].Speaking==0){

    if (IsCharacterSpeeching(a)==1) {if (character[a].IdleView != character[a].SpeechView) {
    SetCharacterIdle(a, character[a].SpeechView, 0);}}

  if (IsCharacterSpeeching(a)==0) {if (character[a].IdleView == character[a].SpeechView) {

if (idle[a] != character[a].IdleView) {SetCharacterIdle(a, idle[a], 0);}}}}
}

a=a+1;  
}


Use SetIdle() to set an idle view for the character if needed. These kick in instantly, so if you need pausing in that animation, you'll have to do it through animations.

DisplaySpeechBackgroundEx() will let your character do background talking and also display the speech view when he's standing.

Drawback #1: The idle animations won't have a starting timer anymore, but it can be through the idle animation instead (long pause on first frame, etc.)

Drawback #2: The speech view and idle view speeds will need some adjusting.

Other than that this seems to work just fine.
#287
AGS Games in Production / Re: Hero Theorem
Thu 07/07/2005 17:04:59
Ildu: Hehe, no matter what I try, I never get those wheels right. I'll try to fix em up.

Pablo: Thanks! ^^

Kinoko: Thanks! I'm not really satisfied with my backgrounds, though. I've redrawn a few because I couldn't stand looking at them anymore. I guess that happens when you're looking at your own game too often. Feels good that people like them as they are, still. :3

Some more stuff from cutscenes:



#288
AGS Games in Production / Re: Hero Theorem
Tue 05/07/2005 17:36:16
I added some more rooms to the game:





New car:
#289
Quote
SimB: Bernie, your game is so addictive, it's just the sort of game I would've liked to make.  What other Fallen Angel games did you make?  I've played a few.

It makes me all warm and fuzzey inside that people like my game. ^^ A Game with a Kitty is my first release ever, and also my only Faind release so far. Next up is Hero Theorem, which I'm currently re-planning a little.

So many great things have been posted. Maybe we can do this one or two times a year in the future? It would be fun~
#290
I hope it's okay to post non-AGS games, too! ^^

I started a small project after reading the 'release something' thread. That was about two weeks ago. Now, for the first time in my life (really), I actually finished a game.

It can be downloaded at http://www.origamihero.com/files/kitty.zip.
It's a small platformer in the style of older SEGA/SNES games, called A Game with a Kitty.




I never would have made this game if it weren't for this thread... I think this showed me that making small games is fun and the chance of me actually finishing them is muchly much higher. Now back to Hero Theorem~
#291
AGS Games in Production / Re: Hero Theorem
Sat 11/06/2005 23:47:02
I'll probably finish it some time this year - can't be more accurate than this, sorry. ^^ We'll see... I've decided to change some aspects of the game, making it shorter. It should be easier for me to finish it that way.
#292
AGS Games in Production / Re: Hero Theorem
Fri 10/06/2005 22:18:54
Thanks! :D I'm still working on it, but it's going a bit slow at the moment.

I've saved a few step-by-step images of a background which I want to turn into a bg drawing tutorial whenever I find the time.
#293
This game has an english translation. Just start winsetup.exe and set it to english. :)
#295
Properties are useful. I like using them so much that I now have more than my properties window can show, and I can't click the 'edit schema' button anymore. Maybe it could have a fixed size with scrolling buttons, just like the schema editor?

I guess a possible workaround for some computers would be to switch to a higher resolution, but not for mine.

It seems the amount of properties is limited, too. Would it be possible to increase their number?

I would also like to say that I totally support this tracker entry for changing properties at runtime.

Thanks~
#296
AGS Games in Production / Re: Hero Theorem
Thu 19/05/2005 21:46:00
Since the thread's been bumperized, I might as well post an update:

The game will now feature video sequences for a few scenes, about 2-3 minutes overall.
I've made several bugfixes (thanks to Dave G. who playtested it so far) and added 3 rooms and 2 new characters. I wanted to get more done this month but life didn't allow for it.

Alias: I use adobe photshop for backgrounds, no pixelling. My sprites are pixelled, though.
#297
RPG Maker games... most of them look and play the same. It seems it can be quite hard to make specialized things in it as it requires coding, so that may be the reason. I'm sure good games made can be made with it, but the trouble surrounding getting them to run annoys a lot of people (including me).

Compared to AGS, RPG Maker isn't really all that much. There are much better and more flexible game makers out there and AGS is one of them.

Another interesting thing is that RPG Maker 2000/2003 is a commercial product in its original (japanese) form...
#298
The dialog script doesn't seem to recognize character names with numbers in it. I couldn't find any mention of it on the recent topic pages and the search didn't produce anything either, so I thought I'd point it out.
#299
big brother - press alt + f4, the good, old quit-any-app key combo. :)

Helm - Will do! :)
#300
Critics' Lounge / Re: Help with shading
Fri 22/04/2005 17:54:42
Coffee Lady - I'm glad you like the edit. :D When you do shadows like those, try to bring some grey into them, it seems to work better. The darker, the grayer. Of course, some things may look weird if you do that, but it should work for skin tones and most clothes. Also, don't be afraid to break up some outlines.

Your original is a little too saturated, it would probably clash with the background. I desaturated it a little. The woman seems to be saturated just fine, though. I really like how you defined their shapes! :)
SMF spam blocked by CleanTalk