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Messages - Dropped Monocle Games

#101
The Rumpus Room / Re: This got me thinking.
Thu 08/05/2014 13:06:48
can ghosts use guns?
#102
Quote from: Calin Leafshade on Thu 01/05/2014 20:53:37
4.

Use a sprite as a kind of "tint mask" to dictate the tinting/lighting of characters stood at that position which allows for gradual blending between tints.

Try starting with a blurred version of the background:





8-0
I WANT THIS!!
#103
very nice indeed sir!
#104
Okay, I haven't taken part on a background blitz before but I'm trying to get better at making backgrounds... so I'm going to join this one
here is the idea I have at the moment, I'll just keep updating this post as I go :D

Concept


In the works (30/04/14)


wasn't happy with the lighting, so made everything darker ;) (2/05/14)


more work done! (6/05/14)


FINISHED!!


High-Res version


Quote from: Snarky on Sat 26/04/2014 14:24:19
How about this? You choose whether you want it to be an official Blitz entry, and at the end the people voting can decide whether they want to consider it a valid entry or not. Otherwise you can just post it here as a non-competing exhibit.
Good Idea! I would like to see the background too :)
#105
oh hey MT, this is the first time I have seen you! nice to meet you! :D
#106
okay I don't have any jokes but here is my real one.

I have always lived inside my own head, making up stories and worlds, I would spend my childhood days sat with pencil and a drawing pad doodling down all my ideas that one day would be computer games, sadly that was as far as it got... as I started to get some health problems as well as general and social anxiety in my teen years, hitting rock bottom in my early 20s I got into a deep depression! lucky I managed to get help and started taking control of my problems! happy days! :D
by this point I started to doodle cartoons again picking up some of my old ideas, it was a great way to keep my mind off things but I felt it was to late to get into making games as I hadn't learnt how to programme but that didn't stop me coming up with ideas :)
also like a lot of people here I grew up playing adventure games, from 'Discworld' to 'The longest Journey', I loved them all! I used to play Sam & Max over and over!

then in 2011 me and some friends (including Myinah) started to talk about making games, and we found AGS...
I told Myinah about a story I had been working on for most of my life and she loved it, we wanted to turn it into an adventure game... but that story is for another time ;)

since finding AGS I have had the focus that I needed. my anxiety can be really bad sometimes and I don't leave the house unless I really have to, so having something to work on all the time has been great for me and stopped me going crazy, then having our first game win MAGS and then nominated for best short game has blown me away and made me think that making games is no longer something I have to dream about, the child in me is getting a chance to make the games he always wanted to with an awesome community that is willing to help!!

AGS has been part of the best thing I have ever been a part of


TL;DR I have health and mental health problems and AGS has given me something to focus on, a community to be a part of and is letting me chase a childhood dream!
#107
wow, this is some great work! love the art :D
#108
Quote from: Stacy Davidson on Thu 10/04/2014 21:11:02
Here's a screenshot from the new 1920x1080 AGS build of Jack Houston. Pretty amazing to see AGS looking this crisp!
wow, this looks beautiful!


I have had a play around with the custom res build everything seems to work fine apart from maybe being able to zoom out more on the rooms in the editor would be nice (but I can live without that :D )
I really want to use it for our next game, widescreen and HD!! it looks amazing, but I agree about the v-sync!
its great work Crimson, thank you :)
#109
Just a couple of updates!

I have finally gotten around to doing the front walk cycle (I put it off as I don't think I'm very good at it)


and here is some concept art for one of the rooms


Quote from: Grim on Thu 13/03/2014 20:52:16
Nice animation! One advice- faster walking!;)
Thanks for the advice, I have sped him up now :)
#110
it doesn't happen very often, I see it about once every couples of days, but I'm testing my game over and over! I can't seem to see any link to it, sometimes it happens the first time I click on the inventory on a freshly started game, sometimes it will happen after 20mins of playing :/

Sorry I can't be more helpful then that
#111
okay, I'm going to come across stupid, but I have no idea... could you maybe explain what that means?
#112
PMed
#113
I have a button on a gui that opens the inventory, sometimes (it seems to be random) it crashes the game when I click on it and I get this error,
does anyone know what is doing this? Thanks :)

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00559510 ; program pointer is +379, ACI version 3.3.0.1156, gtags (2043,64)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------
#114
okay, got some help from a friend and everything seems to be working like it should!
here is the working code

Code: ags

bool invMode = false;
 
function on_mouse_click (MouseButton button) {
 
  int mX = mouse.x,  mY =  mouse.y;
 
  if (button == eMouseLeft) {
    
    if (GetLocationType(mX, mY) == eLocationNothing) // No hotspot, so walk
      player.Walk (GetViewportX () + mX, GetViewportY () + mY);
    
    
    
    
    else if (player.ActiveInventory != null) {  // if in inventory mode
     ProcessClick (mX, mY, 4); // Run "Use Inventory on" action.
     invMode = false; // Turn off inventory mode
    
     
     if(player.ActiveInventory == null)
    {
      invMode = false;
      }
    }
  
    else // Hotspot, so process click as "Interact"
      ProcessClick (mX, mY, 2);
 
  }
  
  else if (button == eMouseRight) {
    
    if (player.ActiveInventory != null) {// If "Use Inventory on", switch it off
    player.ActiveInventory = null;
    invMode = false;
    }
    else {
      
      if (GetLocationType(mX, mY) == eLocationNothing)  // No hotspot, so walk
        player.Walk(GetViewportX () + mX, GetViewportY () + mY);
      
      
      else // Process click as "Look at"
        ProcessClick(mX, mY, 1);
        
    }
  }
  
  
  // Inventory click handling:
    else if (button == eMouseLeftInv) {
    
    if (!invMode) {  // If not in "Use inventory mode"
      // Set the active inventory and switch inventory mode on
      player.ActiveInventory = inventory[game.inv_activated];
      invMode = true;
    }
    
    else { // The player is inventory mode, run "Use inventory on" interaction
     inventory[game.inv_activated].RunInteraction(4);
     invMode = false;
        }
  }
  
  else if (button == eMouseRightInv) // Else, look at the inventory item
    inventory[game.inv_activated].RunInteraction(1);
   
}
#115
I'm using this code for our games mouse and inventory to work like this

left click = interact
right click = look

with inventory item in hand
left click = use item on ... (walk or nothing if no hotspot)
right click = drop item back into inventory

most of it is working fine, but when I have an inventory item in hand and I left click somewhere on the background that has no hotspot more then once
or on a hotspots a second time, the cursor acts as if I have no inventory in my hand but the cursor still looks like its an inventory item,
and right clicking no longer drops the item :S

this has had me stumped, I guess I have something wrong with the way the 'invmode' is being called and changed, but I can't seem to work out how to fix it, I would really appreciate if anyone could help me
Thanks :D


Code: ags

//Mouse
 
bool invMode = false;
 
function on_mouse_click (MouseButton button) {
 
  int mX = mouse.x,  mY =  mouse.y;
 
  if (button == eMouseLeft) {
    
    if (invMode) {  // if in inventory mode
     ProcessClick (mX, mY, 4); // Run "Use Inventory on" action.
     invMode = false; // Turn off inventory mode
     
         }
    
    else if (GetLocationType(mX, mY) == eLocationNothing) // No hotspot, so walk
      player.Walk (GetViewportX () + mX, GetViewportY () + mY);
    
    else // Hotspot, so process click as "Interact"
      ProcessClick (mX, mY, 2);
 
  }
  
  else if (button == eMouseRight) {
    
    if (invMode) {// If "Use Inventory on", switch it off
    player.ActiveInventory = null;
    invMode = false;
    }
    else {
      
      if (GetLocationType(mX, mY) == eLocationNothing)  // No hotspot, so walk
        player.Walk(GetViewportX () + mX, GetViewportY () + mY);
      
      
      else // Process click as "Look at"
        ProcessClick(mX, mY, 1);
        
    }
  }
  
  
  // Inventory click handling:
    else if (button == eMouseLeftInv) {
    
    if (!invMode) {  // If not in "Use inventory mode"
      // Set the active inventory and switch inventory mode on
      player.ActiveInventory = inventory[game.inv_activated];
      invMode = true;
    }
    
    else { // The player is inventory mode, run "Use inventory on" interaction
     inventory[game.inv_activated].RunInteraction(4);
     invMode = false;
     player.ActiveInventory = null;
    }
  }
  
  else if (button == eMouseRightInv) // Else, look at the inventory item
    inventory[game.inv_activated].RunInteraction(1);
   
}
#116
okay I was a bit slower on getting a video up then I said I would be.. opps :undecided:
but here is a short Goat Herd and the Gods video for anyone that wanted to see it in action
[embed=560,315]http://youtu.be/f13fEgLrk34[/embed]

still a lot of work, animation, tweeks to be done, oh and its the first time I have ever tried voice acting... so be nice :P

Edit: Sorry Problem, I haven't updated to the latests music yet  *Blush*
#117
I can't programme, so I'm not sure if my input is needed but I 100% agree with Stacy.

Quote from: Stacy Davidson on Tue 11/03/2014 06:05:04
Running the game for the first time in 1920x1080 using CW's CustomRes branch was nothing short of a religious experience. I feel that if vsync can be added back in for D3D, the engine will be exactly where I need it for now. I can get around the speed limitations. I would love to see the engine receive more tweaks and bug fixes for a while, because I can see myself using 3.x for the next year or two if need be.

I tested out some of our latest game in 1080 and it blew me away!
I love the CustomRes version, and with with Vsync already in the 3.3.1 test build! both of this together would make me so happy for a couple of years to come :)
the reason I picked AGS to work with to make adventure games is that within a short time you can learn the basics and make a game very easily and I hope that is something that wont change!
Edit: oh yer.. and its free ;) not that I'm not willing to pay for some software.. I am
#118
Critics' Lounge / Re: Walkcycle Feedback
Tue 11/03/2014 18:11:05
Thanks for the info! I think I'll have to give it a real try at some point... love to see what I could do with 3D

Quote from: Problem on Tue 11/03/2014 12:26:18
But of course I don't want to distract you from working on "Goat Herd and the Gods" (or even Witchy Woo II). So don't do it. Just don't.  :-D ;)
Fair point... *backs away from Blender*
#119
I'm not very good with coding, being more into graphics so a lot of this has gone over my head.. but hell yes to VSync!!! I spend alot of time on the art and then seeing the screen tearing brokes my little heart hehe, nice work! :)
#120
Critics' Lounge / Re: Walkcycle Feedback
Tue 11/03/2014 11:43:19
man, this is some great stuff!! nice work.. how hard is it to get into 3D stuff? I have only really done 2D
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