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Messages - Cassiebsg

#901
I'm working on an entry. 
Don't let me forget it.  ;)
#902
I guess, in theory, one could use the walkbehind mask, and use it to cut out the dynamic sprite, and then draw the cut off sprite on to the BG... but why complicate something that is as simple as having the "walk-behind" on an object.  ;)
#903
Yes, it'll only change those where there's a new line.  :)
#904
@pell
Spoillers inside!
Spoiler

I just didn't think of steeping into the pad and then press the down button... cause for some odd reason I though he would walk out of the pad to press the button.  (laugh) Maybe the fact that there's where he walks to when I press the button elsewhere in the room, and his arms being so short.  ;)
[close]
#905
No problem, glad it could solve your problem.  :-D

But all credit goes to those who coded it and posted it for us to use. They deserve the big "thanks".  ;)
#906
The Rumpus Room / Re: Guess the TV show
Sat 09/05/2020 19:59:28
I'm not sure the pigs agrees...  (roll)
No idea about the movie though.
#907
Last time I tried to compile Linux I fail, morganw compiled it for me.

I'm using the latest of AGS, if all I need to do is tell AGS to compile to Linux, then i can do that, but if more is needed then I either need someone to do it for me, or very exact instructions (a fail proof tutorial!) on how to do it. :)
#908
It's possible to play video on the BG, you just need to use a plugin.

Edit: You can find it here: https://www.adventuregamestudio.co.uk/forums/index.php?topic=45348.0
give it a try before you give up.   ;)
#909
Made for MAGS April 2020 (theme: Sky high)

Anyway, I present you, yet another Battlestar Galactica 78 inspired game.

Over Roger

Story: After the Galactica left the 12 colonies, some humans were left behind. This warrior saw his home be destroyed and the last remain of humanity fly away. Not one to roll over and die, he vows to die fighting  to his last breath... or laser!



Download here: http://www.mediafire.com/file/dhrp74rh8og2tzi/Over_Roger_v0.5.zip/file

Keep in mind that this is still a prototype, and there's lots more I want to do with it.

- Game provides minutes of shooting entertainment (?). It's a plain shoot them up.
- A dazzling one enemy variation to shoot at!
- Use keyboard or mouse controls (choose on the settings page).
- 1280x720 & 32 bits of vast space (I could swear I've been here before  (wtf) ).
- No requirement of knowledge of the TV series what so ever.

Have fun! :-D

Note: This game is also in production to become a fully long shooter with story mode (optional), but I'll probably call it something like "Over Roger deluxe" or "Over Roger expanded" or something like that...
#910
Skyfall:
Spoiler

I liked the story, not sure about the puzzles... fixing the ship was mostly random try until it *clicked* (except for the pin/password... that made me think for a few seconds.  :) ). Maybe they had some cleaver solution to look somewhere, but they kind of solved them selves without much effort from me. And having to use the mallet to open every port was a bit painful. Sure, one is okay, but all?
I had the same issue with the picking up the gold, knew how but the game didn't "let me".
But I enjoyed the mood and feel of the game.  (nod)
[close]



Upducted:
Spoiler

I was struck for a long time now sure what to do. I did enjoy the puzzle though.  :) And was fun to zap animals up and down.   (laugh)
Good first game. Keep it up.
[close]



Midnight Squadron:
Spoiler

I was so sure I this one would win me. The graphics are awesome, the story is gold and time period is a "favorite" of mine... unfortunately there wasn't much to do than to follow the story. I'm not even sure that choosing another dialog option would have made any difference...
Since I play adventure games more for the puzzles than for the story, I felt somewhat disappointed with the entry... but I'm sure you did it on purpose and you just didn't win 3 times in a row... very noble of you of letting someone else take the trophy this time.  (laugh)
[close]



The Penthouse:
Spoiler

You come back in good form! Just loved everything about this entry, the story, graphics and especially the puzzles. So much to do and explore!  (nod)  I was a bit upset of going around the house of a man, that is is dead in front of me, and going on "my own business"... Giving an alternate solution to the slider puzzle was just brilliant! I don't mind solving them, but was more fun to break it.  (laugh)
I also felt a bit lacking of ambiance, an when I finally managed to get some music, it only worked on that one room. (don't rich guys have speakers installed thru out the house, so they can listen to the music no matter where they are? ;)
I loved the check at the end, that made me go back to the game and redo my steps. (I failed the 1st and last on my first attempt - the 1st was mostly cause the remote was giving me "need remote access" that I thought that was all I could do in there)...

I just got one question: since she failed to take her stuff with her and clean up her fingerprints, and place the stuff, that she should not have, back... I can't see how she thinks she'll get away with it.  (laugh)
[close]



Over Roger:
Spoiler

Not worth my time. It's not even an adventure game!  (laugh)
[close]


Vertigo:
Spoiler

Really lovely game! Luke is great and expressive. The story was great and the puzzles were okay... though I  must admit I had some trouble opening the gate, seeing what was under my nose and then fixing the ladder... and didn't quiet get how I fixed the generator though...  ;)
Very solid entry as well.  (nod)
[close]


My vote vent to:
Spoiler
The Penthouse!  :-D
[close]


But awesome job with the games everyone!  :)
#911
If it's just a normal GUI, then buttons will always stay where you have place them. If it's an inventory window GUI with inventory items that fill a certain "button" you can also just create a GUI and check "if player has item X" then turn the button on otherwise turn it off.

So... what exactly is it you want to make? That'll help us figure out a solution for the problem. But right now I can't exactly see what the problem is.  :-\
#912
like Lewis, I also did not understood what you are trying to accomplish.
If it's a constant, then it won't change during the entire game. Which means all you do is define the variable and not touch it again...

int constant=20;

String constant="Hello";

And using Global Variables is the same, you just give it the initial value.

But then you're talking about a Random(2), which is definetly not a constant, but a variable with 2 possibilities...  (roll)

Either way, constants are just variables that you do not change.  ;)
#913
For question 1 the short answer is yes. The annoying answer is: you have to code the behavior your self.

I did something like that for GUIs, so that my cursor also highlighted when over a button or label that could be clicked on, I'm guessing using it on inventory will be somewhat the same way. I'll go look at the code I used and be back in a short while.

Edit: Seems like my code did include inventory...

Code: ags

function HighlightCursorOnGUI() // Highlights the mouse when over GUI controls.
{
  GUI *aGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
  if (aGui != null )
  {
    GUIControl *aControl = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
    if (aControl!=null && mouse.Mode!=eModeUseinv && player.ActiveInventory==null)
    {
      mouse.Mode=eModeGuiCursor;
     }
    else if (mouse.Mode==eModeUseinv || player.ActiveInventory!=null) return;
    else (mouse.Mode==eModeGuiCursor) mouse.Mode=eModeWalkto; // Returns the mouse mode to normal.
  }
  else if ( mouse.Mode==eModeUseinv || player.ActiveInventory!=null) return;
  else (mouse.Mode==eModeGuiCursor) mouse.Mode=eModeWalkto; // Returns the mouse mode to normal.
}


Then place HighlightCursorOnGUI(); on repeatedly_execute or repeatedly_execute_always or  late_repeatedly_execute_always.

Also, you need to create a new Mouse Cursor. I suggest you call it GuiCursor, so it fits with my code. But feel free to call it anything else (just remember to change the name in the code as well). In this cursor mode you use the "highlighted cursor" sprite of your choice.

Edit 2: Also note that I'm returning the mouse to "walk mode", since that's the normal default in my game. If your's is somethhing else, change it appropriately. Or find the previous mode and restore it to it. Change the code so it fits your needs. ;)
#914
AGs saves image data as bmp (?), you can turn compression for sprites on that should reduce the size of the acsprset.spr, but it it'll just make AGS be slower, since it it then has to uncompress the picture before displaying it.

If you need 160 sprites to make an animation. would it not be best to record it as a video file? (ogg is great)
#915
yes, you can generate a translataion file, add the new lines to it in the right place, if you like you can then test to see if the translations are showing in game where you want them, and then as a last step, when you sure you want to replace them, you right click the translation and choose "make this the default language" (or something along these lines).
This will replace all the lines in the scripts with the new lines.

Just remeber to make a backup, just in case something goes wrong and you need to revert it.  ;)
#916
Don't be sad, I haven't been past wave 3 either and I coded the damn thing.  (laugh)
#917
Thanks for the comments.  :)

Currently there's really only 5 waves, so I decided no extra lives or power ups, or anything. Just a little simple shooter to entertain for a few minutes. I added the time for those that like a challenge, since the points currently are "fixed" (no ships escape, they just start over until you kill the wave completely). In the future I'll probably let them go by... but that needs another level design entirely. ;)

Shadow, I'm also rubbish at this kind of games...  (laugh)

Here's a tip, for those that just want to finish the game (even though the Win game GUI is currently identical to the Game over, expect for the text).
Spoiler

If you quickly shoot the 2 or 3 in the middle, you can then just stay there and wait until they come to you, or you can slowly move to the left, since the ones disappearing on the right will "materialize" on the left.  ;)
[close]

@Intense Degree I did increase the speed of the lasers from 14 to 16, but I think that the raiders are moving at the same speed. +2 on wave 2 and then +1 for each additional wave (this was already set before). Oh, I also added laser alternating  left and right cannons for the viper and raiders (not sure I did this in this last update or on the previous version).

I want to do a lot more levels, different stuff to shoot at (currently adding a Basestar, as the "level's boss"  (laugh) ) and include a story mode (optional) that will run in between levels.

Cheers, now I need to find some time to play all these wonderful games.  :)

#919
Fedx, just place your sky object in a sky GUI instead, then make sure the z order is in front of the flashlight.  ;)
#920
If it's the GUI background image, the command is: GUI.BackgroundGraphic
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