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Topics - Cassiebsg

#41
I've finally reached a point where I'm happy with my models, and am now coding and doing small animations for a short game, where you''ll get to control Starbuck as he finds himself inadvertently on a double date with both Cassiopeia and Athena. Or in other words, I'm recreating the scene from The Long Patrol episode.  You'll get to do what he did and get the same end  result... but you'll also have the possibility to get away with it (meaning that Athena and Cass won't meet at the end).

Anyway, this small game will serve as both a self standing game and as a tech demo for the full length game.

WIP thread is here for more info.

Game is freeware, and as thus the only thing I'm offering is your name in the credits! (nod)

If you wish to help out here's what I'm looking for:

- Music (if you happen to love making music and always wished to do a BSG inspired song, this is your chance! ;) Alternative you can just search for appropriate music on free sites. This will be the default music for the game.    Taken!

- SFX (I don't want to rip sounds, and hate having to search for them on the internet. If you enjoy recording your sounds or searching free sites for SFX sounds... please do!)   Taken!

- Voice Acting (youtube links):
- Adama, Taken!
- AthenaTaken!
- Starbuck,   Taken!
- Cassiopeia,  Taken!
- Concierge/Waiter from the Rising Star,   Taken!
- Cook 1 (older male),   Taken!
- Cook 2 (younger male)  Taken!
- "intercom" (female) Taken!
- Easter egg! Taken!
If you think you could do a good Patrick Macnee , then I might add the intro speech as well. ;) Taken!

Note: You don't need to be an impersonator or even a close match, though for the main characters I'm looking for at least "tone" right...

- 3D art - Anything you might wish to help  with is just fine! Even if it's just a Languatron (done!)! (nod)

- Translation - If you wish to see this game in your native language and wish to translate it yourself, I'll send you the txt file and a copy of the beta game.

- Alpha/Beta testers! - Think I have enough for now. However, if you really really wish, send PM, I won't deny anyone. ;)
Spoiler

The so very important position to spot and find bugs, also a chance to give input and improve the game as it's being developed! :) Note, you don't need to be an expert Point & Click gamer. And I can provide a walk through if you don't wish to figure out the game on your own. ;)
Expect to get a build in a month or two for first testing... depending on how my free time plays.
[close]

Thanks, feel free to apply here or via PM.

EDIT: All help has now been found. Thread can be locked. (nod)
#42
Okay, it's time to commemorate my finding AGS 2 years ago and thinking "YES! This is just what I wanted to finally do that game I started back in 98!" (laugh)(roll)

No, this is not that game, yet. But this is a short game and will double as tech demo for the bigger full size game. ;) anyway, no more blah blah, you guys want more than me babbling (laugh) .

BSG78 - Unexpected at the Rising Star

    Based in the original TV series Battlestar Galactica from 78/79, comes this short story where you control Starbuck who will soon fly a solo mission to test a new viper and has a reward, he got "dinner" for 2 in the luxurious liner Rising Star. After Athena declines the invite due to her being on duty, Starbuck not one to eat alone and miss opportunities, invites Cassiopeia who accepts. You take control of Starbuck as he just got a private room for him and Cassiopeia unsuspecting that Athena is on her way to surprise him, after being relieved of duty... can you be cunning enough to not be caught dating 2 girls at once? (roll)
    This scene was taken from the episode The Long Patrol as I always thought it was a funny scene (even if some stuff make little sense)...

    Screenshots:
[IMGzoom]http://i.imgur.com/JfkkZlY.png[/imgzoom]

[IMGzoom]http://i.imgur.com/i1tpaAU.png[/imgzoom]

    Progress (beats me how one measures this... (wtf) ).

    Story: 100%
    Scripting: 95%
    Graphics: 99%
    Sound: 95%
    Music: 90%

    Features:
    - Resolution: 1024x576 32bit
    - Alternate endings (after unlocking game)
    - 2 playable characters
    - 4 Playable rooms
    - Scumm VerbCoin GUI v1.7.1 Verbcoin v1.1 (by monkey0506) Custom right click VerbCoin based on part of monkey0506's code.
    - Easter egg
    - 2 lovely ladies
    - Selection of sound track to use: Default (by Eric Galluzzo ), MP3 or Audio CD.
    - Almost full Keyboard control.
    - Save of game settings.
    - Hopefully some fun play even if you know nothing about Galactica. ;)

     Help wanted:
        I'll be opening a thread in the appropriate forum and then link it here. Say tuned!

       
        Currently looking for: Translators (any language), Beta testers

    Expected completion:
        Soon... ??? Probably, hopefully, Mid ? 2017...
       
    Voice acting cast list:
    Narrator: Mandle (80% ?)
    Adama: Mandle (90% ?)
    Starbuck: Captain D
    Cassiopeia: Xanthippe
    Athena: DuckLady (95%)
    Waiter: Haggis (Done)
    Deimos: CaptainD (Done) - Thanks to Michael for great effort, pity we couldn't get the sound quality up. :~(
    Master Jarl: Danvzare (Done)
    Annoncer: DuckyLady (Done)
    Anya: Ana Neves (Done)
    Easter Egg: CaptainD (Done?)

    Music: Eric Galluzzo
    SFX: CaptainD


    UPDATES
    12 May 2017: Intro movie added:
   


    8 Jan 2017 : New voice for Anya. :-D

    1st & 2nd December - Yeah...am still not that good with these thing called "updates". :-[
Anyway made a small teaser showing the first couple minutes of game play.  Enjoy! (nod)

[


    18 September: Uhm... I seem to have hibernated during August, sorry about that. :-[ I'm back at doing missing animations and have now started to add them to the game... So work is again going forward! (nod) And welcome aboard to Eric Galluzzo, who has agreed to work on the sound track! :-D

    5th June: Oops... still no Beta, but after a break doing MAGS I'm now back in the saddle, hopefully with renewed blood. ;)
    Here are the highlights from thread updates:


    25th March: Added support for walking with keyboard (Keyboard Movement 102 module), Read/Write in game settings to file (IniFile module by Wyz), Tween module is also installed, but haven't really done anything with it yet (besides making the top GUI drop down). There's still a few technical issues that need to be fixed/added/patched, but most of the "behind the scenes" seems to now be in place. Game play wise... don't think it's even reach 50%... but probably close to that. :-D Now that most of the "bottle necks" are solved, then I expect game play coding to move faster. ;) So lets hope Blender is in cooperative mode, so I can add some animations to go along. (nod)

    21 March: New screen shoot for the hallway with VerbCoin in action.
   
     
    27/February & 10 March:
   
#43
The Rumpus Room / Off day
Sat 07/11/2015 17:35:33
Ever had one of those days where you feel like doing absolutely nothing? :(
#44
Minifeg: The Search
(Note: This game was made for MAGS (September 2014, theme "Cross-country")

In the search for his father, our hero, Minifeg, gets stuck in time when his newly built machine does not work as expected.
Now he must also find out how to return home.

Feature:
- Time travel through 7 different time lines!
- Lots of LEGO Bricks!
- 640x400 resolution and 32bit color depth.
- Special Guest star by Stupot+
- A crazy Wizard (sorta off)
- Classic puzzle solving and free exploration
- Useless dialogs, descriptions and interactions.
- 1 Sound track for each time line.
- Probably some bugs and spelling mistakes.
- Missing NPCs.

What does not feature:

- Nice GUIs
- Voice acting
- Sound effects
- Plot hole free
Spoiler

- Pirates
- Meet Rusty
- Interact with Bartender/Customer
[close]
- Will add more, if I remember.

Screen shoots:





DOWNLOAD HERE:
http://www.adventuregamestudio.co.uk/site/games/game/1834/

Version 1.4 (25th Jun.2015)
- Fixes Prince disappearing when the player exits the dialogue before
  getting the "how to pass the guard" solution.

Version 1.3 (27th OCt.2014):
- Fixes Music from Future time line not playing.
- Fixes bug that allows to get stuck in "the fence" by the Blue Palace.

Version 1.2 (5th Oct. 2014):
- Fixes crash bug by the discotheque.
- Fixes impossibility to pickup photo 2.
- Improved written English by Word 2003 spell-checker.

Version 1.1 (1st Oct 2014):
- Fixes the sword delivery problem.
- Fixes picture display at the ending cut scene.

About:




PS - Sorry, that I'm a bit late. I had everything packed and ready to upload, when remembered I needed to change the graphics for a picture (wasn't mine, and permission to use it did not come) so I had to create a photo of my own, change the graphics (took about an hour!), re-pack and upload (another 20min!).

Anyway, hope you guys enjoy it! :) Now to post on the site...
#45
It's me again.

I've been trying to fix GUIs for my MAGS game, but I can't even find how to setup/customize/change the default GUIs. :(
Been reading the forum, and all I come to was "It's not directly possible" but it's possible in some other complicated (or so complicated) scripting thing (the link that was suppose to have this tutorial, just links redirects to the Wiki)...

I'm a bit lost on this, as the current GUIs look so ugly with text that doesn't even fit the space and buttons...(am running game at 640x400 32bit).
#46
Sorry, if this has been mentioned before, just don't know how to search for this issue.

Anyway, I've recently started using 2 monitor screens to do my work.
On monitor 1: I have the forum and playing cartoons to my son in the right corner.
On monitor 2: I use it to work in peace, and have more than just half a screen...

However, when using the AGS editor in monitor 2, the "tool tips" are displayed in monitor 1! :(
Hope I managed to explain the problem.

Is it just me that am missing something, or is this a bug?

Am using Win7 Home Premium with Nvidia Graphic card, if that has anything to do with anything...
#47
Me again.

Sorry about posting once again, but I can't get the SetRestartPoint to do what I need it to do. Been at this all day, so I cast the towel in the ring now, and try to get the experts to explain...

Explaining: I have created a room 300 as my start menu, from then it loads room 301 which is a "cut scene" currently consisting of a dialog, and then it moves to room 1.
Now, when using the restart option in game, it defaults to room 300, but I want it to restart at room 301! So I added the SetRestartPoint, problem then occurs, cause the dialog does not start and thus it's impossible to continue and play the game. :(
I have tried adding it to the first load, room load, before fadein, after fade in, rep_exec, inside the dialog right at the start, creating a room 400 with just SetRestartPoint and player change room... nothing seems to work. :/
Any ideias? Or do I really need to impose the start menu on the player, if he/she wants to restart the game? Seems kind of annoying...

Is it me, that am missing something here? Can I do a "if restorepoint=true, then run dialog" type of thing? I'm kinda out of ideas atm...
#48
Guess it's time for me to post this and see if anyone is interested in helping out. ;)

Title: Jake and the Summer Camp (or maybe: Jake's Summer Camp, have not decided yet)

Jake is 12 years old and his father meant that this year he's old enough to go to summer camp! His over protective mother doesn't quite agree, but has decided to go along with the idea. Jake though, he's a bit split with his emotions and somewhat scared of being "alone" for 14 days with perfect strangers...

Screenshots (temporary art)





Help Jake to:

- Resolution of 640x480, 32bit color.
- Survive 14 days of camp.
- Get as many friends as possible.
- Explore and see new locations.
- Solve "treasure hunt" puzzles.
- Have fun!

Some "random" data:

- At least 25 NPCS (including 19 kids)
- Several nature locations
- A Backpack for "unlimited" inventory items
- All "roads" led to one end (hopefully it won't be possible to get "stuck")
- Almost "death" free... ;)

Progress

9/Aug/2014:
Done little scripting. Am using this game to learn AGS language.
Progress is and will be slow, as my free time a day varies from 0 to 2 hours...
Currently there are 5 rooms, about half the NPCs have sprites (just one sprite though, so they slide when moving).
Player characters is still missing the front and back walk cycle, rest is animated. :)
7 inventory items (though only a few have interactions available).

Edit: Added game resolution, that I had forgotten.

Edit 23/Aug/2014:

Made a little video of my first speech animation (I know, graphics still suck, lol).
https://www.youtube.com/watch?v=GrRXiU-OVPA
(sorry, don't know how to embed it in the forum, if at all possible).

EDIT 09/Nov/2015:
I've added a few new screen shots, you can see them her: http://www.adventuregamestudio.co.uk/forums/index.php?topic=50833.msg636524794#msg636524794

Want to help with this project?

I'm mostly only interested in scripting this game, so I would appreciate help with:

- Writing (want to write dialogs and such? :) I'm not a writer!)
- Graphics Backgrounds
- Graphics Sprites/Animations
- Sound FX
- Music
- Voices (Would love to get kids voices for the characters, so if you have a couple home that would love to provide voices for this game, feel free to PM! Target age is 12 to 14/15 - though one can be younger/older as long as it doesn't sound like it. ;) )
#49
Hey again...

Sorry if this is an obvious one, but I'm a bit lost on this one, can't even figure out what is it that may be causing this problem. :(

This is the room (for now):


I have two walkable areas on this room, the big platform to the left (1) and the little ledge (2) right bellow the wood thingy... I also have these same walkables areas defined as regions.

For some odd reason, that seems beyond me, my character "seems" to only walk around the edges of the walkable area 1. I've managed to make him cross in the middle of it, so the walkable area seems to be set correct! But seems like any click with the walk cursor inside the walkable area results in nothing. Only clicking outside of it, makes the character walk. Dropping the backpack on it, results that he usually walks to the edge of the platform, and then walks "about" to where I clicked... :/

Only functions I've coded on this room are:
function hWood_UseInv()
function hPlatform_Talk()
function hPlatform_Look()
+ two booleans.

Any ideas?
#50
Hey all.

This is more to hear what you guys use when using dialogs, rather than a technical scripting question on how to use dialogs (I think).
I have not yet dwell too much into dialogs, I've only created 2 ATM, but I was kind of surprised to see that the talk to is Global and not room specific.
So now I'm a bit lost. Should I create one long script with all dialog for each NPC, and turn options on and off, and if/else stuff there, or should I create several dialogs for each NPC, that will be then checked by if/else checks in global script? Or is it just me that am thinking of this too complex?

Keep in mind that I have +/- 30 NPCs that will move around, and depending on where they are and where the player is in the game (progress), will have different dialog options...

How do you all do it?
#51
Hey again.

The past few days I've been working on my custom inventory again, this time trying to "polish" the edges that were/are missing.

As you may, or may not, remember I'm using 2 inventory windows. The players and the backpack. Now, there really is no meaning to have a backpack, if the player just can carry everything with him anyway, right? I have decided that I wanted the player to have 5 slots. One for the backpack, two pocket for small items, and two hands for medium/big objects. So far so good. I found the option ItemAtIndex, and _thought_ that was the solution, since then I could just reserve the slots/index to each hand/pocket... but (as you experienced guys already know) that doesn't really work. :(

So now, I have items that get added to the same slot/index, and adding an item to index 3, will result that I'm losing the item not from index 3, but from 0 (if that is the only item I have).

Is this possible to do? Should I create an array instead? Something else? I'm already using a few bool to determine if a hand/pocket is full or empty, but that does nothing but misfire, due to the index being "shuffled" by the number of items one actually has. :/

To resume, what I'm looking for is something like in Discworld, where you have the luggage for extra items, and a very limited of items that one actually can carry.

Again, I'm not looking for someone to code this for me, as I learn best at doing it on my own, and I get a much bigger satisfaction of coding knowing that "I did that!"
I just want a push/hint in the right direction, before I use a couple more days working with a code that won't work. ;)
#52
Argh!
Been since yesterday trying to get this to work, but to no avail! :(

I'm trying to get some NPCs to go from one point to another, then to yet another point and then move room. And this will be true for 7 or 9 characters.
This will be running on the background, so the player can go on doing whatever he/she likes.

So I go this code in room1, which works just fine, except that it's calling the character by name and not variable (using Move because I have yet to create more than one sprite for the NPCs).

Code: ags

function repeatedly_execute_always()

  {
    if  (cJake.x>446)
      {
      oBubble.StopAnimating();
      background_animation=false;
      object[1].Visible=false;
      }
    else if (background_animation==false)
      {
      object[1].Visible=true;
      oBubble.SetView (28,  0,  1);
      oBubble.Animate(0,  10, eRepeat, eNoBlock);
      background_animation=true;
      SetTimer(1, 200);
        }
   else if (IsTimerExpired(1)==1)
    {
    cMRandy.SayBackground("... Mick ...");
    cMick.Move(516,  274, eNoBlock, eAnywhere);
    SetTimer(2, 200);
    cMick.SayBackground("1");
    }
    else if (IsTimerExpired(2)==1)
      {
        checked_in=true;
        cMick.SayBackground("2");
        cMick.Move(200,  240, eNoBlock, eWalkableAreas);
        SetTimer(1, 400);
      }
     else if ((cMick.Moving==0) & (checked_in==true))
      {
       cMRandy.SayBackground("3");
       cMick.ChangeRoom(3);
       checked_in=false;
       }    
   }


As I said, this works just fine. However, I really don't want to have to write the same for 7 or more characters and just change the names. Ideally my character name needs to be a variable, that I can either read from a txt file or from a set of strings.

so I've been trying to use extender functions, but seems like every time I put an IF in the function, it stops from reading the remaining lines. :(

Here's the code:

Code: ags

// main global script file

bool checked_in=false;

function RollCall (Character*chartobecalled)
  {
   cMRandy.SayBackground("... Mick ...");
   chartobecalled.Move(516,  274, eNoBlock, eAnywhere);
   SetTimer(2, 200);
   chartobecalled.SayBackground("1");
     
     if (IsTimerExpired(2)==1)
       {
         checked_in=true;
         chartobecalled.SayBackground("2");
         chartobecalled.Move(200,  240, eNoBlock, eWalkableAreas);
         SetTimer(1, 400);
       }
      else if ((cMick.Moving==0) & (checked_in==true))
       {
        cMRandy.SayBackground("3");
        chartobecalled.ChangeRoom(3);
        checked_in=false;
        }
  }




Code: ags

// room script file

bool background_animation = false;
bool checked_in = false;
import function RollCall (Character*chartobecalled);

function repeatedly_execute_always()

  {
    if  (cJake.x>446)
      {
      oBubble.StopAnimating();
      background_animation=false;
      object[1].Visible=false;
      }
    else if (background_animation==false)
      {
      object[1].Visible=true;
      oBubble.SetView (28,  0,  1);
      oBubble.Animate(0,  10, eRepeat, eNoBlock);
      background_animation=true;
      SetTimer(1, 200);
        }
    else if (IsTimerExpired(1)==1)
    {
      RollCall(cMick);
    }


I've been  following this thread to try and figure it out: http://www.adventuregamestudio.co.uk/forums/index.php?topic=39894.msg525594#msg525594

(And no, I have yet to try coding the name variable, but if I can't get the code to work when it's "simple", then there's no point in continuing, right?)

#53
Okay, am not sure this is the correct forum to post this, so please forgive me if it's not.

I finally created a few objects for my game and I stumbled into a "common problem", namely that my character can walkover the objects. My first thought was turn the object solid. But there's no option for it. Then I thought: "I can just create a non walkable area around my object, and turn it walkable once he picks the object up." However, I want my character to be able to drop the object when and if he wants, so that wouldn't work... After some search on the forum and manual I found there's a script line for that. Fine! So try that... not working! I wanted to put it on the Globals scripts so it would work in every room... After a day of reading more, I found that line seem to only work when in the room script. Rats, cause I wanted it to be true in whatever room the character is! :(

Here's my current code for room1:

Code: ags

function room_RepExec()
{
oSuitcase.Solid = true;
oSuitcase.BlockingHeight = 7;
oSuitcase.BlockingWidth = 45;
}


Is there any way I can make this true in every room? Besides copy/paste this into every room he may have the suitcase in?

And my other question is: why isn't this an option that one can just check in the object's properties?

PS: I'm using Build 3.3.0.1156, and default game.
#54
Critics' Lounge / Jake art work
Wed 23/04/2014 19:36:58
While I my work on the BSG game sluggish it self forward, I got and idea for another game... And while for the BSG I want the art just right, as well as I need to spend some time with the story writing, this one I don't want to focus too much in the art.
It'll also keep me free from a known universe, meaning I can focus a bit more on the coding/scripting of the game... :)

Anyway, I've been working on Jake a 10-12 year old boy. And am currently working on his sprites, while I've already created 3 rooms for the game.

I've finally managed to get Corel to work for me, even if in a painfull way. Using Corel Photo-Paint to great the art, then Corel Draw to rotate objects (for creating animations) and back to Photo-Paint to retouch the sprites and save them as png. It's a bit of a pain, but it works.

Anyway, posting here my first "decent" walk cycle... Feel free to bash it to death. :D
Just looking for some feedback about what might be/feel weird with his walk.

[IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW.gif[/IMGzoom]

[IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW1.png[/IMGzoom] [IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW2.png[/IMGzoom] [IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW3.png[/IMGzoom] [IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW4.png[/IMGzoom] [IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW5.png[/IMGzoom] [IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW6.png[/IMGzoom] [IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW7.png[/IMGzoom] [IMGzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/Jake/Jake_RW8.png[/IMGzoom]
#55
Critics' Lounge / BSG78 - Sprites
Tue 18/03/2014 23:04:45
I'll keep this thread with a more general tittle, so I can fit in here, all sprites I may wish to get some input.

Basically, this is left standing view for Apollo (may need to adjust his head, so it faces forward though).
Just looking for some input before I start using this one as a basis and "waste" lots of time working with something that still needs improvement.
[imgzoom]http://i725.photobucket.com/albums/ww258/Cassiebsg/BSG78/A_tracing_test1.gif[/imgzoom]

I've tried several techniques, including hand drawing and tracing pictures with Corel Photo-Paint, but I was still unhappy with the "shaky" lines and lack of detail. Today I decided to load a picture into AutoCad and trace the picture there, as the precision for the lines allows for just as much detailing I need/want. So, now I'm happy with the outline, file imported it afterwards into Corel (after some not so successful importing from the clipboard). Choosing the colors was the easy part, even have a palette just for this purpose now. :)
And then comes the "ugly" part of shading... :o I took the light source that was in the picture, and ended up with two sources, one from the front and another from the back...

I'm satisfied with the end result, though think that it could be better.... Maybe some of you have some suggestions for improving it?
Thanks. :)

PS - Seems like Corel doesn't want to save the green as a transparent color... :(

Edit: Maybe I should have posted the reference picture... sorry

#56
Critics' Lounge / BSG78 Backgroud critic
Thu 13/03/2014 19:29:06
Hey all! :)

Been excited working on stuff for my Battlestar Galactica 1978 fan based game, since I stummbled into AGS. :)
Finally have a little to show, though not finished.
I've decided to do my backgrounds in 3D, using AutoCad, since I'm familiar with it (though more 2D than 3D) ,so I've also been using this opportunity to learn Advanced 3D (instead of my usual mess of Basic 3D).
Not wanting to start this task with a room that was too big and complex, I choose Adama's quarters to start with. It's not too big, but has  lot of stuff and detailing to help me understand what the fastest way to model is. I'm still missing a few "static" details on the walls, like a speaker, phone and lighting spots, but I'm rather happy with it as is. :)
Now, I'm not that keen with AutoCads rendering and materials, the "realist" shading in the program is actually better than the rendering (or maybe it's just me, that has yet to bother too much about learning all the settings ;) )...

Ok, I have yet to set light sources, so I'm just using the ambiance default lightning, and this model is only a 3 walls one (I'm only planing on doing a 2D game anyway, and the 3rd wall is never shown on the show).

I'm looking for some critic about camera angle, detailing, or something that may seem off.. (I've already spotted that my two monitors by the door need to grow a little.)

Here's one of the many reference pics from the show I used:


Here's my rendered model (I don't get why the table top of the coffee table is black and the desk is so reflective shiny):


And one from the "realistic" shading from Autocad (I edited this one to get the window black with stars, and the door opening):


Oh... this room has two doors. The one on the right leads out to the hallways, and another one at the left that leads in to the bedroom.
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