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Topics - Cogliostro

#21
Okay, doing a lot of my own GUI's for my third game.  It's been quite the learning experience, but now I have a problem.  When a saved game is restored, all of the SpeechAnimationDelay values drop to ZERO. 

I did a work around, and added this code to the GLOBALSCRIPT.ASC

Code: AGS
function on_event(EventType event, int data){
  if(event==eEventEnterRoomBeforeFadein) {
    // RESTORED games upset the speech animation #  -- Trying to fix
    int x=0;
    while (x<6) {
      character[x].SpeechAnimationDelay=4;
      x++;
    }
  }
}


Have I come up with the best option?  Is there a fix?  Is there a more elegant solution?

- Cogliostro
#22
Okay, figured it was time to start building GUI's from scratch.  Just want a icon in the upper left that ANIMATES, and when you click on it, a separate inventory screen slides into view.  Most of this has NOT been a problem.  I only run into an issue when I try to animate it.

Here's the code:

function room_AfterFadeIn()
{
  //Start the GUI SPINNING!
  gGui1.Visible=true;
  gGui1.LockView(32);
  gGui1.Animate(0, 1, eRepeat, eNoBlock);
}

It shows up, but never animated.  So, what am I doing wrong AND where should I put it if I want the GUI to animate in every room without having to setup the code in the room_AfterFadeIn()?

VERSIONS:
AGS Editor .NET (Build 3.2.1.111) / v3.2.1, March 2011
GUIAnimation_VERSION 2.0

- Cogliostro

#23
Wanted to reduce my game to one type of click, no walk, no talk, just click.  So far it's a pretty good setup.  However, several rooms use scrolling.  In these rooms, I have a hotspot called "hFloor".  When I use the following code:

function hFloor_AnyClick()
{
  player.Walk(mouse.x, mouse.y, eNoBlock, eWalkableAreas);
}

The character walks just fine... until the screen scrolls.  Then he keep walking around in the originally defined room space, and will not continue into the rest of the room.

Help!

- Cogliostro
#24
My daughter - 11 years old - put this together for her 5th grade "Invention Convention".  She designed it and the puzzles and drew the pictures.  My wife went coaxed/urged her into making it a complete storyline.  I did all the scripting.



Download it here.

Storyline: Lilly has just graduated as a wizard, now she needs to roam the land trying to right wrongs and help people. She finds herself in Valeria, a village which seems to have more than its fair share of trouble.

- Cogliostro
#25
I think I finally have enough done to justify a posting under GiP.



   

   

Something I did for the April MAGS competition, where the theme was "Distorted Senses".  I thought I'd go back and do it right now.  WAY TOO MUCH had to be dropped in order to make the deadline.

The game can currently be played through to an ending... but it just doesn't work the way I envisioned.  Rooms were dropped, a side plot was dropped, puzzles were dropped.  You get the idea.

- Cogliostro

P.S. For the record, the Pillars of Creation are a real formation inside the Eagle Nebula.
#26
Okay, I thought I'd be clever and post the version of the game I'm developing onto an object.

function room_AfterFadeIn()
{
// VERSION # posted to blank graphic # 105
   DynamicSprite *sprite = DynamicSprite.CreateFromExistingSprite(object[8].Graphic);
   sprite.Resize(130, 100);
   DrawingSurface *surface = sprite.GetDrawingSurface();
   surface.DrawingColor = 15;
   surface.DrawStringWrapped(20, 40, 100, eFontTimes12pt, eAlignCentre, "Version  1.0.0");
   object[8].Graphic = sprite.Graphic;
   //surface.Release();
   //sprite.Delete();
}

It works until the function completes, then the Sprite & Surface release and delete and the version number turns into a blue cup.  This happens whether the last two lines are commented out or not.

So my question is this:  If you create a dynamic sprite and change it, how can you create a copy of that image that will last as long as the player is in the room?

- Cogliostro

P.S.  At this point I've invested about 30 times as much effort as it would take to just manually create a new version graphic, but I'm trying to push my programming limits.



EDIT

Two hours of frustration disappear the moment I focus enough to post the question.  For those who are curious,  declare the variables for the drawing surface and dynamic sprite at the beginning of the room script, outside of any of the room functions.  Then delete & release them in the room_Leave() function.
#27
Adventure Related Talk & Chat / AGS Bake Sale
Sat 10/03/2012 02:22:48

Okay, I was trying to be good and NOT buy the AGS Bake Sale Game when I had other work looming over my head.  Now that my schedule it loosening up... it appears I'm too late.  Is there anyway to still buy the games?

- Cogliostro
#28

I'm hoping that I can get a voice actor who can do a Southern British accent.  I was thinking of Brian Cox - if you know who I'm talking about, good, if you *ARE* Brian Cox - PERFECT!

Yes, I know it makes more sense to ask AFTER the game is posted in GiP, but I'm trying to finish in time for the Bake Sale, and the rate of development is oddly paced.

Anyhow, it's a lousy 60 words.  So PM me if you're interested.

- Cogliostro
#29

Okay, wandered around town.  Talked to all the witnesses.  Talked to everyone I could find.  I know about the foxglove, the green mist, the murders, and the goats.  I haven't found a single thing to pick up or any evidence. 

I tried to follow the green mist, but I can't "walk around the fence" like the comments state.  I go to the screen to either side and there is no fence and no lake.  Checked out the pond in the Mobley backyard.  Nothing.  Check out the end-all-be-all garden behind the pub.  Nothing.

In one sense, it seems like a real criminal investigation.  Pound the pavement.  Talk to witnesses.  Hope to stumble across a clue.  But now I'm just repeating myself.  And the supernatural clue I did find, I can't seem to follow up on.

Can I get a hint?

- Cogliostro
#30
Hints & Tips / Far Corners of the World
Thu 01/09/2011 20:11:26

Okay, can I get a hint about getting the doctors to stop talking about golf?

I've already kluged together the GPS coordinates, though using those on the map or anyone at the museum will NOT let me figure out where those cooridnates point to.

- Cogliostro

#31
Today is FRIDAY THE 13th so I am finally releasing my first game...











During a thunderstorm in Northern California, five strangers find shelter in an abandoned log cabin.  As the hours pass, they become increasingly aware of a supernatural evil that lurks in the cabin, in the woods, and in the dark corners of their hearts.

Down the game here. (28.3MB)

My goal was to create a game that was heavy on atmosphere and storytelling.  As a result, the puzzles fit the story and none of the beta testers had to ask any questions to find the solutions.  In the end there are 37 rooms, 4 playable characters, three alternate endings, and one mini-game.

A few suggestions for the game.  Talk to the people around you, and expect them to have something new to say after a significant event.  (i.e.  After every hour they have something new to say.)  Also when you complete the game, watch the credits through to the end.  I give an epilogue there.

It was never my intention to create an offensive game, however, there are scenes containing profanity, violent death, and posterior nudity.

All comments are welcome,
Cogliostro
#32
The game is years old, so I suspect this bug is a software conflict and not something within AGS, but here it is:

In the game: A TALE OF TWO KINGDOMS

I spoke to the Queen and named the right villain, went to the castle, got in, showed the gem, they were about the arrest the villain and...



Happened several times - when I replayed it from the same saved game.

- Cogliostro
#33
Okay, in the middle of a dialog, someone says something scary/outrageous/funny/etc and the then the characters expression changes to something appropriate scared/shocked/amused.  How can I change the speechview in the DIALOG screen?  Is it possible?  Or do I have to be-bop back and forth between the room script and the dialog script?

- Cogliostro
#34
AGS Games in Production / Nine Hours to Dawn
Fri 15/10/2010 16:02:33
"Nine Hours to Dawn" is about five strangers who - due to a car accident - find themselves trapped in a cabin, in Northern California, during a storm.  As they try to survive the elements and each other, they become increasingly aware that the cabin is haunted.

The game I originally designed was HUGE!  I finally admitted that's an awful way to begin a project, and thus I created this prequel.  It's given my main character a lot more background and has allowed me to get familiar with AGS. 









*********EDIT *********

- graphics 100%
- puzzles 100%
- scripting 100%
- music 100%
- sound 30% (I *MIGHT* go back and add more sounds.)
- story 100%

The beta testers are going over the game now... should be released in May.

*********************

This game annoucement thread turned into a development  thread.  So if you're at all interested in downloading and playing the game.... you probably don't want to read any further.

EXPECTED RELEASE DATE: FRIDAY THE 13th!!

- Cogliostro
#35
Hints & Tips / Lightning Master
Wed 22/09/2010 16:56:09
Old Guy,

Spoiler

Okay, I have delivered two letters.

I can get a lightning rod started at Castle Rock but cannot seem to complete it.  At the moment all I have is a big copper rod stuck in the hole.

I've put two "spheres" into the sculpture in the garden.

I was able to get to the silo and start the windmill there, but the one at the lighthouse will not start.  At the lighthouse the combo is already entered correctly and the brake is off, but no action out of the windmill.

*I ASSUME* that I'm supposed to find actual circuit board components to plug into the various locks that I've found and not wing it with plastic bottles and tin foil (neither of which I've actually found.)

So far I haven't been able to unlock a single door.  Haven't found a use for the shovel either.

Possessions: knife, keys, message, letter, baseball, duct tape, jumper cables, shovel, and notebook.

Hmmm... I think you'd say I'm stuck.   Any general hints?

[close]

- Cogliostro


EDIT

Of course the minute I post the request I find the spot where I can...

Spoiler

Go behind the Masonic Lodge!  Got my hands on two keys and am now in the silo.
[close]
#36
Not sure where to put a problem I'm having with the website, hoping this spot will do.

Is anyone else runing into problems where they are being prompted to enter in an ID & PW for www.2dadventure.com when trying to download files? 

Currently I can't get at MODULE: ParticleSystemManager v1.01
I'm also having trouble searching the forums
When I try to read a forum it will randomly prompt me for the same ID/PW and when I can't provide it, no one's avatar will display.

Help!

- Cogliostro
#37

The BBC has had Sumo Digital (The people who gave us Broken Sword: Sleeping Dragon) to create a Doctor Who adventure game.  It wasn't supposed to be available until Saturday, but it looks like its available now and its for FREE!!!!

http://www.bbc.co.uk/doctorwho/dw/theadventuregames

Of course, I said, looks like.  Apparently those of us not living in the UK will need to wait a month and then pay for it?!

Anyhow, posting this here, because I assume that the NEW GAME ACCOUNCEMENTS is reserved for AGS games and not general free stuff.

- Cogliostro
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