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Topics - Blondbraid

#61
I guess this all started when I in my boredom browsed you tube for increasingly weird parodies of Donald Duck and ended up watching old propaganda cartoons from the second world war.
At first it was strange to see the horrors of war and oppression depicted through cute cartoons, but the stylized characters struck a cord which all the realistic war fps had failed to.
A few years later I played a game called Valiant Hearts, which also used the combination of war and a beautiful animated style to great effect, and I was further inspired.

But enough of my pretentious ranting, what about the actual game?

Sniper and spotter being patriotic is a game which takes place in an eastern European town torn apart between the Axis and Soviet forces. The protagonists are the titular sniper and spotter fighting in what would be known as
the great patriotic war in the Soviet union. It is a darkly humorous story serving partially as a satire of the many other games about WWII and the mindless action movies which inspired them.



This game tells the story of how a newly recruited red army soldier finds himself assigned to a new partner and the two of them soon find themselves in a series of misadventures in a wartorned soviet town,
and proceed to commit several great acts of valiant heroism and defiantly leaps into the arms of death in duty to the motherland!

Or maybe not...

Get the game here:
http://www.adventuregamestudio.co.uk/site/games/game/2050/

For those interested in the process of making this game, check out the production thread here:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52586.0
And the Critic's lounge thread here:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52409.0
#62
Hi everybody!
A while ago I had some difficulty making a room with two walkable areas and hotspots for the player to interact with, but managed to solve it (with quite a lot of help! ;) ) (here is a link: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52893.msg636525341#msg636525341).
Anyway, this room has two floors, and the player can interact with two hotspots on the top floor (walkable area 2), a piano and a wall-cupboard. The wall-cupboar works as it should (the player walks to the hotspot, does an interaction and then remains where he walked when the player regains control), but when the player uses the piano, at first the script performs the actions, but immediately afterwards the player falls through the floor to the walkable area below (walkable area 1). I don't understand what I've missed...
Here is the part of the script when the player clicks on the piano:
Code: ags
function hpiano_Interact() //using the piano
{
  int someObjectWalkableArea = 2;
  int playerWalkableArea = GetWalkableAreaAt(player.x - GetViewportX(), player.y - GetViewportY());
  if(playerWalkableArea != someObjectWalkableArea) {
     region[1].Enabled = false;
     region[2].Enabled = false;
    player.Walk(322,462,eBlock);
player.Move(598, 225, eBlock, eAnywhere);
SetWalkBehindBase(2, 1);
     region[1].Enabled = true;
     region[2].Enabled = true;
  }
if (player.HasInventory(iwire))
{
  player.Walk(283, 215, eBlock, eWalkableAreas);
  player.FaceLocation(207, 156);
cspotter.LockView(16);
cspotter.Animate(cspotter.Loop, 5, eOnce);
cspotter.UnlockView();
aPiano_A0.Play(eAudioPriorityHigh, eOnce);
player.x = 283;
player.y = 215;
}
else
{
  if (player.HasInventory(ihairoil)) {
    player.Say("I don't think I need any more piano-wires at the moment.");
  }
  else {
  player.Walk(283, 215, eBlock, eWalkableAreas);
player.FaceLocation(207, 156);
cspotter.LockView(16);
cspotter.Animate(cspotter.Loop, 5, eOnce);
cspotter.UnlockView();
player.Say("I'll just take one of the piano-wires.");
player.AddInventory(iwire);
}
}
}

(The script name I used for the player character is cspotter)
#63
Hello!
I have already built my game, but there is still a few bugs. My problem is that the cursor doesn't work in one scene once the player changes character. I used the default two-click system, left mb for interaction, right for examining. My game starts with the player controlling one character, then switches to character two, then back to one and then two again.
It's the second time the script changes to character two that this bug occurs. What happens is that left mouse-button doesn't work, clicking on hotspots and inventory does nothing, until I press the right mouse-button. Nothing happens at first, but then
both the left and right button work normally again. ???

Not a game-breaking bug, but I'd like to fix it if I can. Has anyone had a similar problem or know what can cause it?
#64
Hello, I'm wondering whether it's possible to pause the script and make it not start running again until until a dialog running has stopped.
What I try to make happen is:

1. The script runs as usual.
2. The dialog starts.
3. The player pick a dialog option and the dialog stops.
4. The script commands taking place after the dialog doesn't start until the dialog has stopped.

As the script looks now, whatever commands I write below the dialog.start(); command begins before the dialog.
I wonder if there is a simple solution to this besides having to write later commands into the actual dialogue?
#65
Ok, this might be tricky to explain, but my game has a big maze-like room with many walk-behinds and two separate walkable areas the character can teleport between, by stepping on one of two regions in each walkable area. The problem is when I want the character to walk to an object and do an animation, but the character and object are in separate walkable areas. Instead of walking to the region, "teleporting" (I used the Player.Move command) and then walk to the object, my character walks to the edge of the walkable area he is in, and then the animation plays out far away from the intended object.

What I want to do is a script where, if the player clicks on the object:
A: If the character is on the same walking area as the object, he goes to straight to it
B: If the character is on a different walking area than the object, so he first goes to the region, "teleports" to the other walking area, then walks to the object the player clicked on

Which script commands can I use to determine which walkable area a character is standing on?
#66
I guess this all started when I in my boredom browsed you tube for increasingly weird parodies of Donald Duck and ended up watching old propaganda cartoons from the second world war.
At first it was strange to see the horrors of war and oppression depicted through cute cartoons, but the stylized characters struck a cord which all the realistic war fps had failed to.
A few years later I played a game called Valiant Hearts, which also used the combination of war and a beautiful animated style to great effect, and I was further inspired.

But enough of my pretentious ranting, what about the actual game?

Sniper and spotter being patriotic is a game which takes place in an eastern European town torn apart between the Axis and Soviet forces. The protagonists are the titular sniper and spotter fighting in what would be known as
the great patriotic war in the Soviet union. It will be a darkly humorous story serving partially as a satire of the many other games about WWII and the mindless action movies which inspired them.

Like many adventure games, but unlike many war games, this game will focus on story and dialogue. But since it takes pace in a war zone, it will also be possible for the player to die if they make the wrong decision. But rest assured that the game will save automatically regularly.

This game will be in 1024 x 768 resolution with 32-bit color.
The background art is not in it's final state on the screenshots though.
In case anyone reading this is interested in knowing more about the characters and design of the game, here is a link to the Critic's Lounge thread:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52409.0

26 Aug 2015, 12:04 The intro and the first rooms are almost complete now.
28 Aug 2015, 20:52 I finished some background art along with what could theoretically count as an ridiculously easy adventure game puzzle (more of a tutorial really, to familiarize players new to the genre with the inventory before the action gets going).

05 Sep 2015, 10:31 Did quite a bit of research on the Polikarpov Po-2, which will likely only be seen flying in a brief cutscene and then never used again. By the way, the game has cutscenes now.
14 Sep 2015, 22:19 Have made a few more sprites and begun working on a new puzzle.
27 Sep 2015, 22:03 I have added a few objects and done some more work on the backgrounds.
02 Oct 2015, 16:17 Another puzzle is complete. And on an unrelated note, I also found some chestnuts.
09 Oct 2015, 16:51 Drew a few new sprites and added a new animation.
10 Oct 2015, 20:03 Did a bit more artwork.
12 Oct 2015, 18:31 I've worked some more on the background artwork, quite a lot of work, and begun pondering whether I should perhaps scale down the scope of the game. I guess making it up as I go along wasn't that good of a starting point. Whether or not I find the time and energy to animate the protagonist narrowly avoiding death by the explosion and subsequent destruction of a grandiose statue of Lenin remains to bee seen...
15 Oct 2015, 23:03 Some more work on the backgrounds, it's probably time to post some new screenshots of my progress soon.
19 Oct 2015, 21:57 Took up work on a new room with a bit of a dollhouse perspective going on, this area will basically be the player looking into a house and it's rooms from a gaping hole in the wall.
07 Nov 2015, 10:35 Just made a new background and begun working on a new set of rooms.
12 Nov 2015, 07:49 Have worked a bit on a new puzzle. Since my last puzzle involved gasoline, I wanted to do something entirely new and completely different for the sake of variation. This puzzle involves oil.
17 Nov 2015, 22:28 I have added more animated details, such as dust and smoke, to some of the backgrounds since my last update.
21 Nov 2015, 22:31 Today I have finally solved a bug that was, well, bugging me.
29 Nov 2015, 00:01 Drew a few new sprites.
06 Dec 2015, 21:57 I've been down with a cold these last few days and too tired to work on this game, but today I did a little bit of work on a upcoming dialogue scene.
08 Dec 2015, 22:35 Did some more work on said dialogue scene, and worked a bit on making the characters change expressions according to the dialogue options.
27 Dec 2015, 15:13 The dialogue scene is as good as finished, and I'm planning the next area and new characters. New screenshots will be coming shortly!
04 Jan 2016, 17:54 Worked a bit on a new puzzle. A patriotic puzzle!
07 Feb 2016, 11:56 Did some art for a cutscene featuring the previously mentioned Lenin statue. Look upon my work, ye mighty and despair! ;)
17 Feb 2016, 21:41 I have worked a bit on some dialogues and interactions with the environment.
26 Mar 2016, 17:16 I have worked a lot since my last update, and I'm currently working on a new background (albeit less intricate than my last!).
06 Apr 2016, 18:39 A few more interactions with the environment added, the player can now click on several more objects and hear the characters thoughts and opinions on them, and while not an integral part of the game I hope it'll bring flavor!
12 Apr 2016, 22:46 I have added even more interactions to the environment, my goal is that the player should be able to read an unique description for as may things as possible, as opposed for a standard answer for all things not strictly necessary for the progression of the game.
17 Apr 2016, 00:53 I am currently working on the background images for the game's final room and ending.
20 Apr 2016, 22:35 Just finished the final room's background. Save for the final cut-scene, all background images for this game is now complete! ;-D
26 Apr 2016, 21:44 Progress! The whole game is now playable from start to finish, albeit with minor details left to adjust.
29 Apr 2016, 22:31 Added a few more interactions as well as tried to, for the lack of a better word, "idiot proof" the game a little bit.
04 May 2016, 21:59 Did some fine tuning of a few cut-scenes as well as added more comments to the surroundings.
#67
I'm making a game where the player can die if they walk into the wrong area.
What I need help with is:
1. How do I make the player character die when they walk onto a walkable area? Or rather, which commands shall I use to play a certain animation when the character walks onto the walkable area in question?
2. How shall I do if i want to play different loops of animation depending on which direction the character is facing, example: a character facing right will die facing right and not any other direction?
#68
I guess it all started when I saw an old WWII propaganda cartoon (Der fuehrers face, in case anyone is wondering),
and I got inspiration for a game set during the second world war, in a cartoonish art style,
visually I'm going for something in between a 1940s cartoon and expressionist art.

The main heroes would be a soviet sniper and her spotter in a darkly humorous story
akin to a buddy cop comedy in a war zone.

The sniper
(A strict and menacing character devoted to her motherland and strong believer in the communist ideology)

The spotter

(A jolly, if shabby man who isn't particularly attached to anything)

I wish to strike a balance between cartoonish and historically accurate.
On one hand, a real soldier would have more straps, bandoleers and details on their uniform,
but on the other hand it would be hard to draw and could easily look cluttered on a cartoon character.
These pictures are just concepts, but I plan to use them as reference when I draw the sprites for the game,
so I'm looking for some feedback and opinions as to weather the uniforms look right and recognizable despite
a somewhat simplified style.

The characters, from left to right, are supposed to be a commissar, a night witch (not an occult sorceress but a female pilot) and a simple solider.
Can they be recognized as such by their uniforms? I have a hard time finding color pictures from the time in question.
Any thoughts and opinions on the character concepts?
#69
This is the story of a prince who, due to a tiny attempt to murder his own sister and usurp the throne,
has been forced into exile in a remote mountain monastery. Surprising to none, something sinister dwells
among this isolated group of men dressed in dark hooded cloaks.

Seriously, has anyone seen a story about a rural community
that DIDN'T hide something fishy?

It was hard to decide whether to label this game as a whodunit or a comedy since it has elements of both,
though not much in the way of puzzles. The focus of the game is to figure out the identity of a killer
through dialogues with the witnesses and suspects and careful examinations of the surroundings.
Or mindlessly bumbling around until you accidentally stumble onto the solution.
Either way is fine with me.

While technically not my first game, this has been something of a beginners project for me
and I hope this will serve as a stepping stone for more elaborate future projects.

Here is a link to the game: http://www.adventuregamestudio.co.uk/site/games/game/1930/

This game is kind of a standalone sequel to The Viking Guardsman(http://www.adventuregamestudio.co.uk/site/games/game/1919/).
#70
How can I use the script to make an interaction play out differently depending on weather a certain npc is in the room?
Long story short, if the player clicks on a door while the character is in the room they will not allow the player to use the door,
but if the character isn't in the room, the player can use the door. I have everything else worked out, except which script command
to use in order to determine whether the npc is in the room.
#71
AGS Games in Production / The Disgraced Prince
Sun 31/05/2015 21:55:51
This is the story of a prince who, due to a tiny attempt to murder his own sister and usurp the throne,
has been forced into exile in a remote mountain monastery. Suprising to none, something sinister dwells
among this isolated group of men dressed in dark hooded cloaks.


Seriously, has anyone seen a story about a rural community
that DIDN'T hide something fishy?

This game is kind of a stand-alone sequel to The viking guardsman (http://www.adventuregamestudio.co.uk/site/games/game/1919/)
and will feature two playable characters;
a strong and fearless viking warrior
and a rather disappointed man questioning his life choices.

Features:
* An adventure confined to a rural monastery
* Set during the dark ages
* Featuring a partially disabled protagonist
* And there is a pigeon involved
* In 1024 x 768 resolution.

10 Jun 2015, 21:52 The game is almost complete now and will be finished soon!
Spoiler
[close]
11 Jun 2015, 22:13 I've written a few more lines, it is now possible to use several inventory items on different characters and learn their opinions on the items in question.
14 Jun 2015, 21:48 Complete, complete at last!

Here is a link to the game:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=52287.0
http://www.adventuregamestudio.co.uk/site/games/game/1930/
#72
This is the first game I've made with Adventure Game Studio, but hopefully not the last!
The game is a short story about a viking who has traveld to a distant empire to serve as
a guard to the empress. But a prophesy by the royal astrologist revealed that someone
would attempt to murder her and it is now the task of our hero to solve the murder before
it takes place.
This is a short game, it's focus on dialogue rather than puzzles, but do not be afraid to
experiment with interactions and inventory items for additional clues about the characters!

Download link: http://www.adventuregamestudio.co.uk/site/games/game/1919/

31 Jul 2016, 19:35 This game is now also available in Swedish.


#73
I made a game and I whish to add it to the website, but it says i must fill in the field titled "Download URL".
What does this mean and how do I add my game to this site?
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