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Messages - Blondbraid

#2101
At last, after long hard work, I am now happy to announce that Sniper and spotter being patriotic is at last complete!

It has been quite a journey, and as happy as I am to be finished, it is not without mixed feelings that I let this game out in the world.
When I started on the very first small pencil sketches in the marginals of my notebook, I had no idea that my project would grow this big or get this well liked. At first I was very unsure of it all,
and wondered whether a WWII game with cartoon graphics and dark humor was a really good idea, but all the positive comments and support have kept me going and motivated through this project.

I wish to thank everyone who commented on this game for your encouragement, it has been greatly appreciated!

Here is a link to the game, and I hope you find the time to try it!
http://www.adventuregamestudio.co.uk/site/games/game/2050/
#2102
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
#2103
AGS Games in Production / Re: Neofeud
Sun 08/05/2016 15:39:49
It feels like you managed to summarize the whole power-structure in a single GIF, I'm impressed! 8-)
The Neofeud world just keeps getting more interesting the more I read it seems...(roll)
#2104
Quote from: Haggis on Sun 08/05/2016 09:29:07
Excellent news! Look forward to playing it! :-D
Quote from: Cassiebsg on Sun 08/05/2016 09:51:28
Looking forward to play the game soon.
I'm happy to hear this!
And now that all the bugs are gone, I might release the game very soon, keep an eye out in the AGS games in production page!
#2105
I did follow your advice with the //, and now I think I have come up with a solution.
I think the problem was that the second region was accidentally triggered somehow, but by changing the code, so that instead of enabling the region again directly after the player moved, I only re-enabled the region at the very end of the script.

This means that the player no longer falls through the floor!
I think I noticed why it worked in one hotspot and not the other too, It seems like the character walked over the region on his way towards the piano hotspot, but since the other hotspot was in a different direction he didn't walk over it on his way there.

If nothing else this ordeal has really taught me the importance of layout. :-[

I don't see any more bugs in the game for now, and I want to thank you all for your help!
#2106
I saw the trailer and, wow, this might just be the game that has me most excited this year! 8-0
I love Lovecraft's craft! And the dark humor and Disney-style animation!
Do you plan on releasing this game on steam? :)
#2107
Quote from: Haggis on Sat 07/05/2016 11:56:30
My only question at the moment (and i'm not a very good coder so this might be a silly question) is why do you subtract the viewport x/y at the start to determine the walkable area the player is on rather than just use the player x/y coordinates?
I wanted to determine which walkable area the character was on, rather than determine their coordinates.
I'm not good at coding and working on my project meant doing many new unfamiliar things at the same time.
#2108
QuoteJean Batten had a cat, Buddy, that she brought along on some flights. That made me considering get a cat for Jacqueline too.
Now that would be adorable! ;-D
I'm looking forward to your game, I love adventure stories!
You wouldn't happen to have read this article? :)
#2109
Here is the code for the other hotspot(a cupboard on the wall):
Code: ags
function hwallcupboard_Interact()
{
  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(ihairoil)) {
player.Say("I don't need personal grooming items some stranger left behind!");
}
else {
player.Walk(749, 219, eBlock, eWalkableAreas);
player.FaceLocation(746, 76);
cspotter.LockView(16);
cspotter.Animate(cspotter.Loop, 5, eOnce);
cspotter.UnlockView();
player.Say("Locked! Whatever is in there must be either very valuable or very embarrasing.");
player.Say(" Either way, I want it!");
}
}

The player crosses both the first and the second region on his way to the hotspot, I can show the code for them too here:
Code: ags
function region1_WalksOnto()
{
player.Move(598, 225, eBlock, eAnywhere);
SetWalkBehindBase(2, 1);
}

function region2_WalksOnto()
{
SetWalkBehindBase(2, 469);
player.Move(305, 463, eBlock, eAnywhere);
}

I just don't understand why this code works and the other doesn't...
#2110
Anyone can have a bad day, no harm done!

When I say "fall through the floor", what I think happens is that the character moves to the nearest part of the first walkable area, but in the game it looks like he sinks through the floor and lands on the floor below.
Since I haven't used PlaceOnWalkableArea() I think your second explanation is more likely, but I'm not sure.

The strange part is that I have another hotspot in the second walkable area, and I use just the same commands with the only difference being the coordinates and the words the player say, but he doesn't fall or move when the script for that hotspot ends.
I don't understand how it can work on one hotspot and not the other.

I also noticed that the player doesn't fall if I use the other hotspot first and then click on the piano.

Edit: I noticed that the player is moved to the same coordinates like the second region moves him to, but I made sure to have it disabled when the player moved across it for the interaction with the piano.
#2111
Quote from: Cassiebsg on Sat 07/05/2016 00:05:40
In that case, I would say "check that you have the correct coordinates". Just in case you haven't found this yet, you can use the middle mouse button to grab coordinates from the room in the editor. ;)
Or if you have any event in like rep_exe that would move your character to other coordinates once you done with that.
When in doubt add display text along your code to help you figure out exactly where it's failing. (it's a great way for self-debugging).
Thanks for the tip, I didn't know about the middle mouse button! ;-D
Anyway, I double checked to make sure that the coordinates were on an walkable area, and the player is standing on a walkable area when he falls through the floor.
I tried going by your tip with the display command, and the problem is that the character falls when the script ends, so even if I try to move the character to other coordinates, he still falls once he's moved there.
#2112
Hello Eric!
I just wanted you to know that I added several (seven so far) of your tracks to my game (http://www.adventuregamestudio.co.uk/forums/index.php?topic=52586.0)!
I wrote your name and the adress of your site in the credits in the main menu of the game, as well as a list of the tracks I used.
Here are screenshots of the credits!
Spoiler
[close]
I think you are doing really great work! ;-D
#2113
Quote from: Snarky on Fri 06/05/2016 21:18:57
Maybe I'm just in a bad mood, but I get a little depressed looking at this code. I see that I failed to get key points across in the earlier thread, notably the idea of abstraction and reusability by putting boilerplate code in helper functions. And please, for your own sake, learn to indent properly.

I'm pretty sure the immediate problem here is that you're disabling regions rather than walkable areas. But the logic is wonky in the first place. You're disabling both of them just for while the character is walking over, and then restoring both of them? Why. So, yeah...
I'm sad to hear this, all I can say is that I had no previous experience with coding when I started on this project, and in retrospect I now see how poorly planned much of my code is...

When it comes to disabling regions, the layout of the room meant that the player would move from the first region to the second region and then stop a little bit to the side of the second region.
I disabled them so that the player wouldn't trigger the second region and get stuck in a loop moving to and forth between the two regions, and then re-enabled them afterwards so that the player could return using the same route in reverse.
It seemed like a good idea at the time. :(

The code works in the sense that it does what I wanted it to do in the game, and the other of the two hotspots doesn't make the player fall through the floor. I don't understand why, for the code is almost the same apart from the coordinates and the words the character say.
#2114
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)
#2115
Critics' Lounge / Re: My little beach
Thu 05/05/2016 17:30:44
The sky in the new pic looks really beautiful, what a lovely beach! 8-)
#2116
Quote from: Matti on Thu 05/05/2016 10:50:24
This looks very exciting! Love the cute style and the satirical take on patriotism and war.

Good luck with the release! I'm definitely going to play this one.
Thank you!
The game will be out in a few days, and even though I'm not limited by any deadline, I want to finish this game by the weekend.
I feel that if I didn't put some limit on myself, I could probably polish the game forever. :)
#2117
Critics' Lounge / Re: My little beach
Thu 05/05/2016 10:35:38
I like the colors, they make a good job of making the things stand out from one another.
But maybe the sky has a bit much "texture" going on...
#2118
I must agree that it looks really smooth ant it's beautiful to see this amazing level of detail! 8-0
The hair looks a bit stiff though, maybe it would flow a bit more up and down when he's running?
#2119
How fun to see how it's made, I always love seeing concept art and watching things take form and it's a fascinating process.
It all looks beautiful! ;-D
#2120
Man, those screenshots really remins me of when I used to play Age of Empires II! ;)
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