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Messages - Gabarts

#121
I like graphic artwork in this game. I don't know why gamers nowadays (maybe the younger ones and shitty consoles) want 3D... it looks so crappy
The funny thing is that one of the first LucasArts job ever, "Rescue on Fractalus" was 3D too :)
#122
What about this? I think I will play it when it comes out... maybe is console targeted but hope in a PC release.
Any of you know when it will be out? It looks like a Monkey Island platform with nice 2D-3D mix :)
#123
Easy... following my heart I would say Monkey Island

but for the style and concept art and a more modern touch it's Broken Sword for me.
#124
Thanks! yeah, the adventures out there nowadays are very elaborate and often meet 3D (that personally hate for an adventure game). I mean, I remember playing "Indiana Jones and the Infernal Machine" or "Escape from Monkey Island"... I completely lost the original feeling and passion. When I replay some old classic of LucasArts, it's like see a great picture, an amazing piece of artwork that I cannot see on 3D productions. I haven't played many adventures in these last years but last one was "Machinarium" and that was very very good.

I hope to put together more and more graphic materials with my game and then ask for some coding help next...
#125
LOL :) I've used "Oro" since the very beginning (didn't even noticed) but I can always change it in "Tesoro" (more appropriate maybe) which is the same "Gold"... I've noticed a bug that I haven't corrected :) the X spot where you find your wallet need to be removed once the action is done. I will put a longer DEMO with cutscene later on.
#126
I've started the project with the idea of learning something about AGS and trying to create my own LucasArts adventure...
Well, I'm very happy, and also with your help I managed to create this simple DEMO to play. The most challenging part of course was the coding and make all working with the script, but I enjoyed the Logic 8 Midi music part :)

UPDATE
------
Coverart_Front
Coverart_Back



As I've said... it's a simple little DEMO (it's my first try)

This DEMO is in italian language but I hope one day to finish the game (this is very hard but not impossible...) and make also english translation.
Thanks

Development progress

-Story   100%
-Graphic 40%
-Puzzle  40%

Chapter I completed and playable!

You will find more details in this work in progress website:   GABARTS Digital

The DEMO is outdated, check the link above, it contains the full game playable (ITALIAN language only at the moment, working on the translation).

DOWNLOAD
#127
Sorry, forget this, I've seen maybe what's the mistake, I've used Firstroomload instead of room Load  :-X
I will post the DEMO soon...
#128
I'm happy to announce that my very simple DEMO of "Indiana Jones and the Gold of Gengis Khan" is ready for you to try.
But first I have another little annoying problem (the same that occured with the video intro)

After using the same code for room load of my final credits room for the DEMO
Code: AGS
function room_FirstLoad()
{
 gAction.Visible = false;
 gMaingui.Visible = false;
 cEgo.Transparency = 100;
}


I still get the annoying GUI pop up of about 1 sec before launching the room events
I've alredy changed the GUI parameters like starting visibility to 0 etc etc...
Some tricks? Thanks
#129
At first glance I didn't understand well the any_click_on door special and had a bit hard time to clear my way until now. In fact I've used a longer way to reach the actions... sorry
I will try to read more careful and pay attention to details. Thanks

Now I've finished the DEMO, thank all for your support. -of course is ridiculous coded DEMO but is what I wanted :)-
#130
... Thanks, I'll check again all the functions. But if I want to use for dialogue variables like Chris said, I only need to use the bool name (for example talked_to_bartender) and set it to true in talk_to action?
What about a more complex bool to code under globalscript.asc? I think the way I've coded it is wrong... ;)
#131
I've tried to code this but maybe is completely wrong, can you help me?

Here what I've coded (I want the door opens only if an item is in inventory):

Code: AGS
function hPorta_AnyClick() {
   
   
    if (MovePlayer(46, 105)) {
      player.FaceDirection(eDir_Left);
    // LOOK AT
    if(UsedAction(eGA_LookAt)) {
      player.Say("E' il portone blu di casa.");
      }
    // USE
    else if(UsedAction(eGA_Use)) {
      player.Say("Meglio di no.");
    }
    // OPEN
    else if(UsedAction(eGA_Open)) {
      
      if (Portafogli_inv = true) {
       player.LockView(19);
       player.Animate(1, 0, eOnce, eBlock, eForwards);
       player.UnlockView();
       oPorta1ap.Visible = true;
      }
      
      else {
      
      player.Say("Non posso andarmene senza il mio portafogli.");
      player.Say("E' da qualche parte qua nella casa ma non riesco proprio a ricordarmi dove l'ho lasciato.");
    }
  }


And here the code for the variable

Code: AGS
bool Portafogli_inv {
  player.ActiveInventory(iPortafogli);
}


I've set a Global variable bool Portafogli_inv to false
#132
Quote from: gumpy on Sat 16/06/2012 04:42:21
Coding is not the time consuming part of the project - in fact that's the easy part of the project.

Lol :), I'd like to say the same thing, I'm stuck mostly because of that!
#133
Sure! :) Don't expect instant replies... I have few time at the moment, but I will show you my ideas and how I want the game made. Thanks for now, I'll keep in touch. I'm finishing the DEMO to post here somewhere to let you have an idea of the game, soon...
#134
Thanks Kris, what about iPhone! :) Have you developped something about it?
#135
I'm still searching for a coder, no matter if he is english...

the game would have a consistent boost in development, consider that I'm not on this too much but wih a programmer I would pass to him all the ideas and info about scenes and actions. We can help each other by messages here on the AGS account or by mail and his name will finish of course in the final credits. Don't think I want to finish the game soon or make a super adventure, I just want to give a boost in developping my puzzle ideas, but anyway, if noone is available no matter, I will find a way :)

I will post here the DEMO of what I was able to do -not too much :)- if anyone is interested, just to have an idea (I'm completing the first room puzzle).
#136
Advanced Technical Forum / Dosbox- AGS games
Tue 19/06/2012 14:41:26
Maybe is the wrong section to post in but I was wondering if AGS new version games can run on Dosbox or SCUMMVM...
Do you know a quick way to custom your exe file that is compiled? (Icon, comments and so on...)

I'd like to make a DEMO soon, thanks
#137
Maybe... I need to check out my old pc, but I have some fresh new sprites for a Simpson game also I've tried to make, it's Homer Simpson walking animation, I think I'll move to that after my Indiana Jones game. Simpsons are quite easy to animate and draw :), especially backgrounds

I'll show you something here next days
#138
Thanks, the first two are definitely more clear now, as for variables (true, false) I need to dedicate much more time and do some tries. I can set a variable for all kind of actions, right? The goal is finding the proper code :)
#139
Ok, maybe this is a bit complex for me at the moment but I'd like to have some advices on how to create these things:

Background animation

I've seen that is better using many backgrounds instead of single animating objects, but what if you want 3-4 looping characters in your background like for example in Venice for "Last Crusade"?

Interact with a looping character

Let say I want to talk with a character that is doing a loop action in background (maybe using RepExec function, don't know) and when I click he stops, start dialogue and then restart the loop, is easy to do?

Bool or conditions

This instead is when you can't open a door until you get some items or talk with someone for example, I was thiking to the bool function, but maybe is a different thing.

Can you give me some tips to start with these things? Thanks
#140
Thank you very much for the infos, now it works
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