QuoteThe demo was very cool
Cheers! Glad you like it!

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Show posts MenuQuoteThe demo was very cool
QuotePlayed it.
LOVED it!
Excellent story, with lots of funny dialogue and amazing art.
Can't wait to see more of it.
QuoteWOW! It's awesome. That's really your first game? I love the graphics, details, animations, the whole style. And it's really funny. Looking forward to playing the full game
QuoteLooks like a fun project. All the best with it.
Quotehey, I longplayed this nice demo.
QuoteI absolutely loved this demo and would gladly pay for this!! <3
QuoteI really loved the demo.
Great, funny dialogues, even the simple facial expressions on the characters are awesome.
Made me laugh out loud when Five read: “The fools think they can keep me locked up.. I'll document my brilliant escape so it can be added to the history books.†from the journal lying next to the corps in the next cell.
QuoteI once had a similar idea, but as it goes with me, ideas rarely gain enough traction in my dopamine circuit to turn into something more.
I hope you keep on working on this, really enjoyed it!
QuoteI was a bit confused when I tried the game as all the comments are talking about a verb coin interface, but that isn't what is used
Quote...but anyway, I got quite stuck for while because of issues I was having with the interface. It seems that if you left-click on the verb 'USE' and then on an inventory item that it is an instant use of the item (not option to use the item on something else), but clicking on the inventory item directly lets you use it on another object. Is this by design or was I doing something wrong?
QuoteI think I've seen you asking for help making this game before.
Looks interesting. I'll give it a try sometime.
QuoteOne note. When I downloaded it, my browser wanted me to discard the file saying that it's an uncommon file type.
QuoteThat was really funny and some good puzzles. I am impressed by how almost everything you do has a response from the system. Many games cut corners in this area, especially for a demo!
It's probably a bit late now but I am just not a fan of verb coin interfaces. I know some people like it but in my opinion there's often just so much more clicking and mouse usage to solve a puzzle and that usually detracts from the gameplay.
QuoteHi, Fanomatic.
Some points I would like to make.
1: I just have to say, WOW!!
2: Had no problem downloading.
3: I LOVE what I have seen, so far.
4: I LOVE the story, The graphics, the animations, the verb coin interface and the entirety of it all. I can't believe that this is your first game.
5: I am sorry to use the word "Love" so much but... Hell. I "Love" how this is looking and playing.
I hope to see more updates and hopefully... The full game, soon.
function change_interfacecolor (int interfaceColor)
{
if (interfaceColor == 0)
{
Action0.NormalGraphic = 1602;
Action0.MouseOverGraphic = 1601;
}
else if (interfaceColor == 1)
{
Action0.NormalGraphic = 125;
Action0.MouseOverGraphic = 138;
}
}
function InitGuiLanguage()
{
AdjustLanguage();
int i;
GUIControl*gc;
Button*b;
while (i < A_COUNT_)
{
gc = gMaingui.Controls[action_button[i]];
b = gc.AsButton;
b.NormalGraphic=action_button_normal[i];
i++;
}
}
QuoteAGS calls all on_mouse_click functions in order, from top to bottom. The GlobalScript is last.
Just copy the line that sets clickedRegion to the start of your checkArea function.
// Giveto
else if ((GSagsusedmode == eModeUseinv) && GSloctype==eLocationCharacter && isAction(eGA_GiveTo))
{
ActionLine.TextColor=ActionLabelColorHighlighted;
ItemGiven=player.ActiveInventory;
if (approachCharInteract == false)
{
if (IsInteractionAvailable (mrx - GetViewportX (), mry - GetViewportY (), eModeUseinv) == 1)
{
character[GSlocid].RunInteraction(eModeUseinv);
}
}
else {
if (GoToCharacter(character[GSlocid], 0, NPC_facing_player, 2))
{
if (IsInteractionAvailable (mrx - GetViewportX (), mry - GetViewportY (), eModeUseinv) == 1) {
character[GSlocid].RunInteraction(eModeUseinv);
}
}
}
SetAction (eMA_Default);
}
else {
UpdateActionBar();
ActionLine.TextColor=ActionLabelColorHighlighted;
#ifnver 3.4
ProcessClick(x, y, GSagsusedmode);
#endif
#ifver 3.4
Room.ProcessClick(x, y, GSagsusedmode);
#endif
SetAction(eMA_Default);
ItemGiven=null;
}
}
QuoteDejavue![]()
function on_mouse_click(MouseButton button)
{
//If the mouse cursor is above the verb-GUI
if (mouse.y <= 153)
{
clickedRegion = Region.GetAtRoomXY(mouse.x + GetViewportX(), mouse.y + GetViewportY());
lblDebug3.Text = String.Format("Clicked region: %d", clickedRegion.ID);
}
}
// Check if what the player clicks are in the same region as the player.
function checkArea()
{
Region*playerRegion = Region.GetAtRoomXY(player.x, player.y); //get current player region
//If the player clicks the same region the player is in it can always interact.
if (clickedRegion.ID == playerRegion.ID)
{
canWalkToObject = true;
}
//If player clicks on region 1
if (clickedRegion == region[1])
{
if (playerRegion == region[2])
{
sayCantReach();
canWalkToObject = false;
}
else if (playerRegion == region[3])
{
if (cellDoorIsOpen == false)
{
sayCantReach();
canWalkToObject = false;
}
else
{
canWalkToObject = true;
}
}
else if (playerRegion == region[4])
{
sayCantReach();
canWalkToObject = false;
}
}
//If player clicks on region 2
else if (clickedRegion == region[2])
{
if (playerRegion == region[1])
{
sayCantReach();
canWalkToObject = false;
}
else if (playerRegion == region[3])
{
if (cellDoor2IsOpen == false)
{
sayCantReach();
canWalkToObject = false;
}
else
{
canWalkToObject = true;
}
}
else if (playerRegion == region[4])
{
sayCantReach();
canWalkToObject = false;
}
}
//If player clicks on region 3
else if (clickedRegion == region[3])
{
if (playerRegion == region[1])
{
if (cellDoorIsOpen == false)
{
sayCantReach();
canWalkToObject = false;
}
else
{
canWalkToObject = true;
}
}
else if (playerRegion == region[2])
{
if (cellDoor2IsOpen == false)
{
sayCantReach();
canWalkToObject = false;
}
else
{
canWalkToObject = true;
}
}
else if (playerRegion == region[4])
{
sayCantReach();
canWalkToObject = false;
}
}
//If player clicks on region 4
else if (clickedRegion == region[4])
{
if (playerRegion == region[1])
{
sayCantReach();
canWalkToObject = false;
}
else if (playerRegion == region[2])
{
sayCantReach();
canWalkToObject = false;
}
else if (playerRegion == region[3])
{
sayCantReach();
canWalkToObject = false;
}
}
}
// GIVE TO (characters only)
else if(UsedAction(eGA_GiveTo))
{
if (player.ActiveInventory == iChili)
{
checkArea();
if (canWalkToObject == true)
{
if (player == cFive)
{
cFuzzy.Say("Oh, Fuzzy like!");
cFive.LoseInventory(iChili);
cFuzzy.AddInventory(iChili);
}
else
{
}
}
else
{
sayCantReachPlayer();
}
}
}
QuoteThe first image alone is giving me a headache. How on earth is the player on region 1?
QuoteAt this point I'm going to suggest you upload the game files somewhere so I can take a look.
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