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Messages - Funkpanzer

#121
Presenting Outta' Juice!



You play as Sport and it's your job to make sure the spin students in Coach's class don't run Outta' Juice!

Collect items from the three rooms in Coach's gym then go see him to start the round. Be sure to follow Coach's instructions! Keep all the spinners from collapsing until the timer runs out and watch those delicious, failure prone point algorithms do their thing!

Download: OuttaJuice.b1.zip



This is my first game ever and I'm really happy with how it turned out, despite the issues and it not being finished. There are a lot of things that don't work but I'm planning on putting some time aside next month to finish up and add the final level. :) Hope this is fun for some of you!

Thanks to Snarky for help with the game timer.

Know issues

  • Empty inventory slots are still selectable
  • Sound and music missing almost everywhere
  • Being outside of the main room when the time runs out will prevent the level from ending
  • Level 4 doesn't work at all (but the coffee machine does!)
#122
So many things were cut... :~(

So many broken things remain...

This screenshot is a very accurate depiction of the state of things (if you're having trouble figuring out what is happening then we are in the same boat):



I think I'll be able to have the first four levels complete by tomorrow but no promises! You guys might be playing a coffee burning simulator. Who can tell!?
#123
Quote from: CaptainD on Sun 27/12/2015 20:47:34
Okay mine is finished, apart from waiting for a title screen (which will be awesome as it's by one of the most talented artists on the AGS forums, pity it will make my in-game graphics look even more awful! :-D) - and adding 3 or possibly 5 difficulty levels, which will be very easy to do (just setting some variables).

How are everyone else's entries going?

Congrats on finishing up!

I've found a much simpler way to have multiple states for all my NPC's and will be spending most of my time left cleaning things up before trying to get the 4th and 5th level in. It also turns out the game I made is really unfun! :grin:
#124
Hey Boss, I was cleaning out the back room and found this lil' cutie. Seems pretty exotic!

#125
Thanks @CaptainD, looking forward to losing control of that TARDIS!

I have been staying up way too late every night with this and finished level 2, menu fonts, UI, splash screens for level intros 1-3, the entire script up to level 5, and a working game clock thanks to @Snarky! Also made the mistake of leaving negative space inside of objects and characters and am really looking forward to re-exporting/importing all the sprites. >:(

I've discovered that the BASS template doesn't play nice with dummy inventories and now need to figure out how to use buttons as inventory items (or remove this completely unnecessary feature).

Here's Coach's office in Level 2 -



- and the locker room.

#126
Thank you so much for your help and the explanation, that works perfectly! :-D
#127
I've looked around the manual and forum posts and couldn't find anything on this.

I'm trying to have a clock that shows minutes and seconds (0:00) but am stumped as to how to get the seconds to only display up to 59 at a time.

Currently the clock looks like this:



Here is my code:
Code: ags

function repeatedly_execute() {
  if (countdown == 1) { //this is where the end of round code will go
    }
  else if (countdown >1) {
    countdown--;
    if (countdown > 400) { //countdown is more than 10sec
    lblCTD.Text=String.Format
    ("%d:%d", FloatToInt(IntToFloat(countdown/2400)), FloatToInt(IntToFloat(countdown/40)));
    }
    else if (countdown < 400) { //countdown falls below 10sec, adds a '0' before the last digit
      lblCTD.Text=String.Format
      ("%d:0%d", FloatToInt(IntToFloat(countdown/2400)), FloatToInt(IntToFloat(countdown/40)));
    }
  }
}
#128
Day 2 and just finished coding the first level! I'm using this month to learn how I can use timers and variables for puzzles, as well as a second inventory that avoids the AGS inventory altogether.

I have learned so much about timers, especially how much I hate them...



There's no mention in the rules but I am wondering if a game that is only very loosely an adventure game still fits into MAGS?
#129
Got really excited that I actually have time to take part this month!

I'm making a simple but hopefully hectic action/time-management/puzzle game called Outta' Juice! You play as Sport, Coach's trusty assistant, and will be helping him maintain various enterprises, the first of which being a spinning class. At the start you will need to keep the spinners from running outta' juice but as Coach's ambitions get more and more elaborate you will need to "improvise". :cheesy:

Screenshots soon!
#130
AGS Games in Production / Re: Dagstadt
Sat 05/12/2015 22:33:06
I've had a really good past month working on the game after completely starting over all the scripting in mid-November. On top of that I finally have a GUI that I'm happy with, made new fonts for dialogue and the action bar, and started incorporating sound! Progress on backgrounds is still all over the place as I keep making tiny changes to the story that feel less silly.

For example, there was going to be chain of video stores that kept replacing storefronts but are always closed. You would need to break into several of them to uncover some important plot points. The more I worked on it the more I realized this plotline was way too ridiculous, despite how absurd a lot of the story already is.

As is, the beginning of the first act takes about eight minutes to get through, and that's without choosing any non-essential dialogue options. If I keep up with the current storyline the finished game will take roughly an hour to an hour and a half to complete if you don't get stuck on any of the puzzles.





And finally, updated artwork for Dagstadt's metro map:



I'm still working on things being polished enough to make a tiny tour video of Breck Street station and the surrounding area, I imagine with the extra free time I'll have in the coming weeks it shouldn't be long. :-D
#131
AGS Games in Production / Re: Dagstadt
Thu 26/11/2015 20:18:18
Thanks Calypso. I very deliberately want the lead to be androgynous and have made a point to avoid any kind of gendered dialogue so whoever is playing can make up their own mind!

For backgrounds I am working in Photoshop and mostly using 1-point perspective unless a room requires a wider angle (like the bathroom in an earlier post). Once the outline is done, if I feel up to it, I go back over and add rough details. I will be doing a final pass once the brunt of scripting is done and adding colour, debris, and skies. For reference I've been using photos I've taken of Montreal, where I live, or interesting images I find on Tumblr but have mostly used those for texture ideas or details.

#132
AGS Games in Production / Re: Dagstadt
Mon 26/10/2015 04:03:19


Real update! Our hero has a new player model that I'm much happier with.



This is the player's act 1 outfit that you don once you leave work. I've also begun committing to a palette now that nearly half of the background sketches are completed.



I'm two thirds done the wireframes and main scripting for the first act and have done quick backgrounds for a few of the rooms that players will be spending more time in.

Here's a glimpse at Breck Street station and some of the surrounding area:



Breck street will be one of the first areas you can explore and where you will meet some of your allies, your first stealth puzzle, and potentially your untimely death! I'm still aiming to have the entire first act as playable by the end of December which will include the energy plant you start at, Breck Street station, and Midtown. If things go well I should be able to put a video walkthrough of the first few areas together for my next update!
#133
AGS Games in Production / Re: Dagstadt
Tue 22/09/2015 23:33:29
Little update, the metro system used to travel between locations now has a functional map. I've also nearly finished the GUI.



Regarding the art style, I am still trying out different concepts but am aiming for things to be a bit more stylized like so:

#134
AGS Games in Production / Re: Dagstadt
Tue 15/09/2015 23:55:04
Oh crap, I really didn't plan on getting to painting until all the puzzles and wireframes were done and working in game. I'll get something together asap.

Thanks for the encouragement!
#135
AGS Games in Production / Dagstadt
Mon 14/09/2015 07:45:08
Dagstadt

You play as Bailey, a naive but capable engineer. Following a narrowly averted disaster, you are suspended from your job at the Isomex energy facility. Starting you on a path to what feels like an unending wave of misfortune, it becomes clear that there are larger forces at work and someone wants you dead. You are thrown into a world of murder, secrecy, and absurdity as you uncover the history and future of the city you thought you knew.



‘Dagstadt' is inspired by the games I played as a kid; particularly Zak McKracken, Beneath a Steel Sky, and Dreamweb. The story is from a game I wrote but never got around to creating in 2005 that I have spent this summer revising and developing.



Planned features:
  • 50+ unique backgrounds!
  • 30+ minutes of original music!
  • Voice acting!
  • Morality system that effects how NPC's treat the player!

Canned features:
  • Day/Night cycle - had no real effect on the story and would have doubled the work load
  • Dynamic soundtrack - realized no one would notice :~(
Story - 100%
Scripting - 15%
Graphics - 25%
Music - 5%
Sound - 10%

I don't have a planned completion date but I'd like to have the entire game world navigable with day and night cycles, and the entire first act to be playable by Christmas.

Sept 14th 2015 - After my first week using AGS I've gotten a basic grasp on the scripting system, basic walking animations, finished 8 background sketches, and the first two puzzles are working! :-D
Oct 10th 2015 - New player model, large chunk of scripting, and finished 1/3rd of background wireframes.
Nov 15th 2015 - Started over from scratch to avoid needing to clean up my bad scripting!
Dec 5th 2015 - New GUI, speech + item fonts, and a ton of artwork and sound.
Jan 26th 2015 - Taking a hiatus from the project to redevelop the entire game to better suit it's story and game world.
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