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Messages - BrainMayhem

#1
It looks very interesting, will definitely play it :D
#2
AGS Games in Production / Re: Feria d'Arles
Thu 15/02/2018 14:59:45
Wow, these graphics are awesome! Will be following your project up and close :grin:
#3
Really love the aesthetic, keep us updated on your progress :D
#4
QuoteThis one was featured in the October 2017 "Following Freeware" article on AdventureGamers.
https://adventuregamers.com/articles/view/34122/page2

Thanks for the feature Captain! ;-D
#5
Hello! To everyone who played it: thank you very much!
The game has been ranked first on the Pixel Horror Jam 2!
https://itch.io/jam/pixelhorrorjam2/results
Once again, thanks to everyone who gave feedback. You are awesome! 8-)
#6
Yeah, next time I'll ask you all to test my games :P
Thanks everyone!
#7
Quote
I just want to say that as annoying as it is that I've hit so many bugs and had to start over probably 4-5 times because the save/load didn't work, it really is a well-done game. I haven't finished but the graphics and creepy atmosphere are really amazing and the puzzles so far have really been a lot of fun. If this version irons out the bugs then you have a good game going and I'm willing to have another go at it...

Ooh Shadow, it's my first AGS game, so yeah, there are bugs :~( but I thank you for playing it, one way or the other. Not only you, but everyone here.
I changed what I knew how to fix, which by the list it's not thaaat much.
I hope the playthrough is smoother this time around.
#8
Thank you all for the feedback and patience in giving them, I really appreciate :)
I've update the game with some minor modifications:
- the speech can be skipped with "mouse or timer"
- the save system is now using slots
- the bug with the missing cursors or the MC being trapped are gone (I hope)

The new version is on:
http://www.adventuregamestudio.co.uk/site/games/game/2206/
#9
@Mandle: I chose to skip speech using "mouse only", but I don't know what caused this issue. You're the first who had it, but I'll change to "mouse or timer", in hopes this specific problem won't occur again.

Regarding the end...
Spoiler
The tittle of the game was meant to be...kinda misdirecting. Tim is given a treat, an apparently innocuous candy, but the 'tricks' as a result of eating it are real, not a joke...not tricks at all. In the end only Tim is ate. (also, mom told them not to open the door, right? Kids don't listen and end up eaten (wrong):P )
Regarding the walking around, yeah, I really thought of implementing the RMB to teleport around the rooms, all that walking around was boring. But by the time I considered changing it, I had little time to actually code it. But I need more feedback on this, see what others think.
[close]
#10
Quote from: ClickClickClick on Mon 30/10/2017 23:35:50
Why does it say 1.2 MB on the game entry page but it's really 31? Not like I don't have that space available, but still.

Don't know what I did there, but fixed it :) thanks for noticing.

Quote from: selmiak on Tue 31/10/2017 11:39:11
I checked the complete house and the girl won't pick up anything nor will she open the door nor do the promised weird things start to happen :P

Spoiler
hide from your brother in the dining room or below the stairs while he's counting down and wait for him to find you :sealed:
[close]
#11

A Treat and Some Tricks

A girl and her brother are left alone by their mother on Halloween night, with specific orders not to go trick or treating nor opening the door, unless it's their grandmother.
But being kids, they don't obey.
And weird things start happening...







Made for the Pixel Horror Jam 2, you can find the download link here!
Thanks everyone for the support! :)
#12
Turns out the error was somewhere else: accidentally typed "eDirectionDownRight" when changing rooms, but I don't have diagonals. Fixed to "eDirectionRight" and everything works (nod)
#13
Hi everyone,

I'm using monkey_05_06's Flashlight module and this specific problem keeps happening:

With the flashlight active, I go from room to room without a problem. But there's a particular room (that happens to be exactly like the others (it has hotspots, objects, nothing out of the ordinary)) that keeps crashing the game and giving me the following error:



It points to this line:
Code: ags

    ViewFrame *frame = Game.GetViewFrame(this.FollowingCharacter.View, this.FollowingCharacter.Loop, this.FollowingCharacter.Frame);


I've made sure the flashlight is following the player and I'm calling the update on the problematic room and the ones adjacent to it, but the result doesn't change.

//global script @ game_start
Code: ags
Flashlight.SetFollowCharacter(player);


//room script @ room_Load
Code: ags
Flashlight.Update();


Already tried to delete and recreate the room, but still...nothing happens.

Has anyone have any idea on what's happening? ???
#14
Hi everyone!
I've been working on this game and I've upgraded the art (it's funny to see old pictures of it).

[imgzoom]https://i.imgur.com/aFG5u2O.png[/imgzoom]

[imgzoom]https://i.imgur.com/b8S2i6H.png[/imgzoom]

[imgzoom]https://i.imgur.com/SUpvfoE.png[/imgzoom]

[imgzoom]https://i.imgur.com/MDLuYFO.png[/imgzoom]

And these are some of the characters:

[imgzoom]https://i.imgur.com/hOQoazg.png[/imgzoom]

Now everything is properly set for Halloween :P
#15
AGS Games in Production / Re: Future Flashback
Tue 29/08/2017 16:48:40
It's cool to see other brazilian folks fiddling with AGS!
Best luck with your game, I'm sure you guys will have an amazing time developing it :D
#16
You are a genius dayowlron! That fixed it :-D
#17
I've set the default value of "isTimHideandSeeking" to true just for testing. Since the hide and seek game is only for the intro, I don't plan on having it later on.
And yes, the countdown should be in our flow of time :)

I removed the *20, now he's counting right! Here's the final code:

Room asc
Code: ags
function room_RepExec()
{
  if (IsTimerExpired(1) && counter>0)
  {
    textParse = String.Format("%d", counter);
    cTim.SayBackground(textParse);
    counter--;
    SetTimer(1, GetGameSpeed());
    
    if (counter == 0) 
    {
      cTim.SayBackground("Ready or not, here I come!");
    }
}


However, it was still taking 20 seconds for him to begin counting. I bypassed this by putting the SetTimer(1,800) as my first line on the dialog. So when it ends, the countdown immediately begins.
It will only be a problem if the player skips the dialog, causing the countdown to being latter. But I can address to this some other time.
Anyway, thanks guys for the help, you rock! :-D
#18
Quoteroom_RepExec gets executed with every game loop which by default is 40 times per second (if i remember correctly)
It's correct, 40 loops = 1 second
SetTimer(1, 20 * GetGameSpeed()) is because the game speed is 40. I need 20 seconds, hence the *20.

QuoteBy saying none of the solutions work can you tell us more about what it is doing?
I had some spare time during work, so I tested the game again.
Both solutions (yours and Khris') work partially...the speech is appearing within 20 seconds apart from each other. Like: NPC says "20"; then it takes 20 seconds for him to say "19", and so on.
But I can move the character freely now.
#19
None of the solutions work : /
The NPC doesn't say anything.

By putting the IsTimerExpired() inside the 'if' condition doesn't imply that the Timer has run out? If so, it's not what I'm looking for. I would like the NPC to voice the countdown, so the player can see it.
Maybe using SetTimer is not adequate for this?
#20
Hi everyone!
I got stuck on what I think is easy to solve, however I still don't have the necessary programming knowledge to come up with a solution :-[

I need a NPC to start a countdown. While he's counting I want to be able to move around the room and leave it if I want.
My problem is that I can't bypass the blocking speech. Tried with Say and the character does count from 20 to 0, but I can't move. Tried with SayBackground and he just says "0"; the loop doesn't work.
Read around the forum and one possible solution would be using GUI, but maybe there's something I'm missing here that could work faster...

Room asc
Code: ags

function room_FirstLoad()
{
  dFirstDialog.Start();
    
  if(isTimHideandSeeking == true) 
  {
      SetTimer(1,800);
  }
    
}

function room_RepExec()
{
  while(counter > 0) //counter is an int defined in 'global variables'
  {
    counter = counter-1;
    textParse = String.Format("%d", counter);  //textParse is a String defined in 'global variables'
    //cTim.Say(textParse);      
    cTim.SayBackground(textParse);      
    SetTimer(1,800);
  }


Thanks in advance!
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