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Messages - DBoyWheeler

#621
Quote from: Cogliostro on Sat 06/08/2016 06:20:55
Between the Pillars of Creation needs seven voice actors
- Cogliostro


Man, if it weren't for the fact my headset's microphone doesn't work, and my stand-alone mic sounds like me talking down a paper towel tube, I'd try it.
#622
Quote from: Cassiebsg on Sat 06/08/2016 01:10:20
Uhm?

It's on the GUI...Properties pane...
As for the custom stuff, I can't help you. As I said, I ended up making my own. May not be perfect or bug free, but it's working. (laugh) As I said, go to the topic and ask there. Monkey can explain his module better than I can.

Since the topic is quite old, I might be better to send him a note to ask him there.

[Update] Figured it out--for characters and inventory items, do the SetActionText thing in Global Script.  For hotspots and objects, do it in the Room_Load script.
#623
Okay, it does show text, but now it no long shows the "Custom_Talk", "Custom_Interact", and "Custom_Look" stuff.  It only shows the default "Look at", "Talk to", and "Use" commands for that hotspot.

Here's what I mean.  For the "test room" I'm using for testing out the verb coin, the hotspot in question is an open door.  And I used the custom properties tool.  The Custom_Talk is "Shout out through door"; the Custom_Look is "Look at door" (same as the default); and the the Custom_Interact is "Go through the door."

But now it's only doing "Talk to door", "Look at door", and "Use door" respectively.

Also, you mentioned the button properties.  Where do I find those?  In the Global script or the GUI script?
#624
Okay, I've hit a weird snag.

The walking about and doing actions work fine, but...

Well,

1) My Verb Coin isn't animating--for instance, when the cursor is above the mitten (for "interacting"), the mitten hand doesn't close.  And I have sprites to indicate Verb Coin changes.

2) The over hotspot text works fine when it's just the default cursor, but when the Verb Coin shows, no text will show up at all.

I'd show the coding (it's the same Verb Coin module from the Wiki), but it'd exceed the character limit for this forum, as I do not know what code I need to add or change to make the Verb Coin animate, or make text appear to show commands.  So, what do I need to add or change in the Verb Coin module from the wiki to make things work properly?
#625
Quote from: Cassiebsg on Thu 04/08/2016 21:34:31
Also you might be better of scripting your own verb coin instead of using the one provided with AGS, if you can't figure enough of the code to change it for what you want.

Yeah, making my own verb coin script might be better...

[Update] I found a Verb Coin module in the AGS wiki--maybe it might help?
http://www.adventuregamestudio.co.uk/wiki/Verbcoin_(module)
#626
Okay, I had decided to make the next game of mine on my own, and decided to do a bit of early scripting before progressing further.

Problem is, I am not sure what changes to make to the Verb Coin script and the Monkey Island style script without screwing it up.

Here's what I mean.



This is just a rough draft of the setup.  The open inventory is most of the bottom, with the exception of a special GUI on the bottom right (similar to Kyrandia).  And I plan to have a separate button (kind of a "mini-GUI") on the upper right to be the system button (for saving, loading, restart, volume control, etc).

However, the default Verb Coin Tutorial has that tutorial of right clicking to bring up the inventory, and the default Monkey Island style tutorial has that multiple languages, etc...  I want to have the inventory always open on the bottom of the screen, at the same time having a Verb Coin system.  But I don't know what to change without it crashing on me.

Also, for the GUI... I'm thinking of setting it up so if I click the "buttons" on each of the corners of the triangle, it'd trigger a "User Defined Button", but when right clicking, it changes back to default (like right-clicking when you have an active inventory makes it go back to default).  I'm not sure how to do that without it messing up, but what I want it to be, as stated earlier, is like a mix of the Verb Coin setup with the Monkey Island inventory set up.
#627
Well, here's my contest entry.  Instead of a crapton of gears, I put in SOMETHING of a Victorian era.  Basically, my lameass attempt at Victorian window frame style... and a Victorian style bookcase.  For something of a Steampunk decor, I included a woodstove and a really bulked door (I found some inspiration through Google Images).

Anyway, behold how I epic-fail at the Steampunk background genre.  :P  But at least I tried.  And sometimes all you can do is try.

#628
8-0 Oh no!  Blondbraid's crack has opened a pathway into the "Dimension of Cute"!  RUN!
#629
Quote from: Blondbraid on Wed 03/08/2016 15:43:30
It can be animated or a still still scene, as long as it fits the theme! :)

Good... well, I visited Google Images to find some ideas for a Steampunk scenario.  Dunno about a crap-ton of gears--that'd take FOREVER to do--but I did find some stuff that I hope fits the Steampunk theme.  I made some sketches and will work more on the BG when I can.
#630
Quote from: CaesarCub on Wed 03/08/2016 12:34:45
Yay, two great entries!  ;-D

Yep.  Grok had a good entry too (like a twisted version of the catbus from My Neighbor Totoro).

As for mine, I know I didn't animate her... assets, but I wasn't sure how to do that without ruining the sprite.
#631
Quote from: AnasAbdin on Wed 03/08/2016 06:14:44
DBoyWheeler I stared at your gif way too long  (laugh)

Obey the hypno-crack!  Obey!  Obey!  OBEY!!!  (laugh)
#632
Quote from: CaesarCub on Tue 02/08/2016 23:41:50
The idea is about modernising old creatures like goblins or minotaurs. Business and hip hop attires are valid. I'll see to reword it so it is more clear :D

Hmmm... well, I guess I can take time off my current game project to take part in a few small contests... it'll be great practice, after all.

For my idea... I've been kinda thinking about a high-kicking succubus (kind of a "succubus Rockette").

[Update] Finally prepared my entry.



This is the Succubus Rockette (also known as the Can-Can Succubus).

Description: Even in modern times, the succubi (plural of succubus) are known for using their sex appeal to ensnare their victims.  So they always keep their eyes open for the latest trends to make themselves alluring.  Some of them are known to wear sling bikinis, string bikinis, tankinis, or otherwise modern-times revealing attire (in their minds, the more revealing and sexier, the better).  They've also studied the Rockettes in the USA and the can-can dancers of the Moulin Rouge in France.  Combining these two, their high kicking (and jiggling... er, "assets") make them very tempting indeed.  But to any (assumed straight) male who reads this, whatever you do, if they invite you to come see them in their private rooms, turn down the invitation, or it'll be the last "one night stand" you'll ever have.
#633
"Fantastic creature from modern times."

Could that also include a classic monster (example: A goblin or a minotaur) dressed in modern day attire (like a hip-hop get up or modern day business attire)?  Or does it have to be entirely new altogether?
#634
Quote from: Blondbraid on Tue 02/08/2016 17:17:47
I chose this theme because most of the steampunk illustrations I've seen have been of items and characters,
and I thought it would be fun to see more explorations of places and environments for a change,
be it the inside of an airship, an inventors laboratory, just a regular room with steampunk machinery,
anything you can think of as long as it has some steampunk elements incorporated.

Does it need to be animated, or can it be a still scene?
#635
Okay, let's try this sum-gun again.  Here's a new entry that I hope fits the theme.

#636
Yeah, I figured I'd have to do the shape within.  Well, I guess I'll bow out.  I can't think of a good animation to put within the shape itself.
#637
Okay, I've decided to try my hand at this.



Basically a UFO using the rift in space-time to enter this dimension--or whatever the current dimension is.  I made it a transparent GIF so it can be put in the sky (any time of day and any weather), or even in a space-scape.  You know, I wanted to make it versatile.
#638
Congrats to the three winners!  Yeah, I guess Blondbraid and SinSin were neck-and-neck for a while (IMHO), but Blondbraid made it out on top in the end.

But again, congrats to them.
#639
Here are my votes:

Concept: SinSin (looks almost like a pirate-y version of Angel Island from the Sonic game universe--and that's good in my book)
Playability: Babar (could be good as an overworld map, similar to Monkey Island games' maps)
Artistic Execution: SinSin (it was a hard choice between his and Caesarcub's, but SinSin pretty much came out on top)
#640
Wow!  A fighting game with AGS?!  Will wonders never cease!  (I think there was that Split Fighter game too, but this one kinda one-ups that game).

First and foremost: Congrats on making this--shows what one can do with the software!

Second (and sort of a personal opinion): I might have to keep you in mind for a possible combat tutorial--but that'll be asked in a different forum section of course.

Anyway, again, neat work here!
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