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Messages - Cassiebsg

#6161
Quote'Funny is whatever makes you laugh'.

I agree with that Dadalus...

AS much as I love Life of Brian, the Holy Grail and The meaning of life, I can't say the same about Flying Circus... don't know why, but always thought they were "forced jokes", instead of something more natural and flow.

If you never watched "My Hero" (english show), give it a try (keep it to the first couple seasons, as the last ones were crap). we can't but not laugh out loud over here, and I've seen those episodes countless times. :) I think the humor just flows, the jokes come one after the other, most of the time unexpected... and even if you expect the "punch line", it still works. ;)

Personally, I rather watch intelligent humor, as "stupid/forced" humor just annoys me.
#6162
PM Sendt
#6163
New King's Quest sounds good!
But I'll be rooting for the return of Roger Wilco! :D
#6164
Critics' Lounge / Re: New book cover
Tue 12/08/2014 16:30:07
I agree with Eric, and add that maybe that text should have a more subtle font/color. It's like it's screaming at you, compared with the "relaxed" font/color used in the author and title name.
Maybe making it slightly transparent, so it blends more with the BG picture?
#6165
I call for second fan then! 

Good luck! I'm a sucker for Scifi! ;)
#6166
Thanks slasher, will keep that in mind. :)
Though not all will be just dialogs, some may require you to do some tasks, find items, and so on. Otherwise I would be bored with my own game, as I'm not that much into dialogs. Rather solve puzzles. ;)
#6167
Somehow I knew it would sound like "the sims"... make friends = the sims... lol
Don't worry, even though there's food, I'm not set that the character will have to eat and sleep to survive. ;)

Take friends as achievements... kind of like in the old Sierra games, where you would get points as you solved problems, but was possible to finish the game with like 200 out of 500 points.
As for the dialogs and "endless" options, yes, that's more or like where I want to take it, so that your choices will have an impact, and not just the usual "have to try all dialog options, even if I don't get anything out of it besides funny lines and such". Like for instance saying the wrong thing might one guy not want to be your friend, and that's one you won't get. Saying another thing to another might get you that friend but stop you from getting another one... or getting friend A before friend B, might get B impossible to get, but the other way around, then you can get both. ;)

As you may have guessed, I don't really have a story fully developed yet, I have an idea on how I want things to go, and I do one screen/room at a time. Story is progressing the same way... slowly...
Also right now the story is very down to earth, nothing weird about it (am using my own experiences of summer camp and one of my favorite locations for screen inspirations) , but it's not a sure thing yet, might just get a bit "crazy" half way.

Right now my priority in help would be: Art (as I can concentrate on scripting, and not stop to do BGs and sprites), then Story/Dialogs (once the game is more advanced, and more "intelligent" line are required), then sound/music and last voices (no point getting voices, if the dialogs aren't in place).

And yes, guess I don't really know the meaning of making a small game (was just meant to be small, so I could learn AGS...) :D

Oh, I don't really have a deadline, since I have no idea when or where I'm going. But as soon as possible would be my wish.
#6168
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. ;) )
#6169
Just as long as it's a players option, then I have no problem with built in help...
I got BttF a few months ago, and their hints system was keep sending me hints on what to do next, and I couldn't figure out how to turn it off. That drove me so nuts, that I haven't played the game since... :(
#6170
Problem solved...
I created a new room, loaded the BG, created a Walkable area, test, all good. New walkable area, test, all good. Copied the regions, test, all good. Created the 2 hotspots, test, all good... copied 1 by 1 all the functions, all good... Now this was mystics! Now they were identical, one was having this weird problem, the other one not... so... only one place left to look! The properties!

Apparently there's this little option there named "WalkToPoint"... and the xy was set to the edge of the platform. No wonder he kept going to the edge!

Now the big question is: why did I do that a few month backs when I coded part of this room? :D
#6171
Hey.


Regions are a copy of the walkable area. And Hotspot 1 is also the same as walkable area+region... Sorry, forgot about that one.

There are no events for the region, I'm only using it to determine where the player is in with an if condition... maybe that's what's wrong?

Code: ags

...
if (Region.GetAtRoomXY(player.x, player.y) == region[1])
...
else if (Region.GetAtRoomXY(player.x, player.y) == region[2])
...


I would rather not post the entire code if I can avoid it, as it may ruin the puzzle...

Ps - I've just removed those functions where I use the if conditions and it still not walking right. :/ So it's not that...
#6172
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?
#6173
That pool looks so great, that my guy decided he wanted to join the party... but looking at all those guests, he decided he wasn't going in defenseless!

#6174
Quote from: Mehrdad on Fri 01/08/2014 15:07:59
I see a little bug:

Now that you mentioned it, I noticed that one when I was moving around, but then I couldn't reproduce it, and thought that maybe it was me who saw it wrong...
#6175
The Rumpus Room / Re: Baby names suggestions
Fri 01/08/2014 09:09:43
Quote from: Adeel S. Ahmed on Fri 01/08/2014 00:45:54
miguel

You do realize that's an actual normal name, right?
#6176
Hey! Great module! Don't currently have any mirrors planned, but it's nice to have the option. :)

BTW, how do I get to the Ice Cave? Whenever I click on the arrow that says "Go to ice cave", I just get the harbor. :(
Only changed from 3x to 2x in winsetup.
#6177
Well, they all lead to one end, 14 days of summer camp. ;)
The question will be more: will it end up prematurely, end up with 1 friend or +20 friends... Mostly I don't want it to be "you need to solve this, before you can move forward".
Also my only real goal with this game, is use it as a learning tool. Maybe if I bothered to map it all out and take the time to actually write the story, I could progress in scripting a little faster... though I think my lack of making all the art stuff, is slowing me more than anything else.
But I'm sure I'll get there... but if it'll be an interesting and fun game to play, that I can~t guarantee...
#6178
Hey, still giving it a try (meaning that I'm still lost in it), but have a few comments.

First is: You should add a "are you sure you want to quit?" screen... First thing I did, even before I managed to see the menu, was accidentally click on the Exit option, and thus closing the game.
The second thing is that I went thru a door, and when I wanted to get get back out and exit the room, by what I thought was the door I come in, I found my self in a completely new room! Think that marking the exist/walls on the floor would improve the game. Nothing more annoying to be stuck in a game, cause one can't find a room.
And last, is there a particular reason why the characters flicker? Is that an intentional game feature/design?

On the positive note (yes, I have those too!) I like the style and rough/alternative drawings. They give just the right "feel" for such a game. :)
#6179
Congrats to you two... so you both will host the next one? ;)
#6180
Yes, Try:
1st an if, 2nd and so on should then be else if, and the last one is else

you can't have if, if, if...else. Needs to be if, else if, else if...else. ;)

Code: ags

// Dialog script file
@S  // Dialog startup entry point
return
@1
Darren: Again.
Darren: No avail.
  if (DarrenThrust ==1)
  {
    SetGlobalInt (1,0);
  }
  else if (DarrenThrust ==0)
  {
    player.ChangeRoom (6);
  }
  else SetGlobalInt (1,1);
stop


Don't know if that's the only  fail, but give it a try.
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