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Messages - Ghost

#701
Downloaded without problems*. Started game.

Countdown starts.

1.00: Pushed Button.
1.25: Pushed Button some more.
5.10: Figured out that this game may not allow me to push the button.
12.22: Found options and made button invisible, but felt that this robs the game of temptation.
33.12: Realized how meta the game is.
60.00: Best. AGS. Minute. Ever.
82.12: Watching button now. So soothing. So red.
99.02: I wonder if Dieter Hallervorden ever foresaw this game.
--- counting ---

* I also have neither sound nor music. I bet I need to push the button to get them, but I can't. Because this is a game where you DON'T PUSH THE BUTTON!
#702
I absolutely like the idea. Seriously, Lovecraft's myths were already a shared universe when he was alive and people kept pouring their ideas into it. The original setup is cosmic horror, yes, but the iconic monsters allow for a lot of leeway. There's been an RPG "Cthulhu Saves The World" even, and it was glorious. And let's not forget "Hello Cthulhu", which has all the cosmic horrors stuck in a Hello Kitty sugar bowl world (laugh)
Lovecraft can be criss-crossed-over with anything (nod)

And just the cover really sells it to me. Very nice style, I'd defenitely check it out.
#703
Congratulations Team BlueCup! \o/
#704
Quote from: viktor on Mon 17/02/2014 00:25:30
How do I determine the view that is suppose to be used?

As already said:

a) LockView(Number Or Handle Of TheView You Want To Use)

b) Then, simply use Animate as you already did, setting a loop in the now locked view.

c) Then unlock, and have your character "reset" to his standing/walking view.

It can be a hassle to create separate views for everything, but it's quite convenient once you're used to it. It even allows composite animation.
#705
So if I read you correctly, you use loops/one loop in the player's "walking view" to animate him bending over? That could be the problem then.

There are some things that are rather basic but important:
- The first eight loops in a view are reserved for directions. The first four for Up/Left/Right/Down, the next four for UpLeft/UpRight etc. Using these loops for anything else is not recommended because AGS needs them to stick to the "rules".
- Basically, any action should have its own view. A Bend-Over animation would justify its own view, with the benefit that the direction is taken care of automatically.

Think of a VIEW as "one animation", for all directions, which are assigned automatically. I really think your bug is caused by AGS somehow staying in a view that's "not used as intended".

__
Edit: And this is not meant to sound harsh. I don't know your level of experience, so I just went for the basics. It MAY be something completely different going wrong, and me not seeing it.
#706
Quote from: viktor on Sun 16/02/2014 23:14:45
But the view I am using as the default view is the same view that contains the loop for the animation. So how is locking and unlocking the same view going to help?

Well, I didn't know that. True, in that case it won't do much.

Maybe it's best to post the whole code- it's usually easier to see what happens when you can read through the whole function.
#707
ChangeView is a permanent change though. I double-checked the manual and the method it describes seems tailer-made for the situation.

The trick is using LockView, and viktor's code doesn't do that, so Unlock won't work (you can't unlock what is not locked).

Code: ags

player.LockView(VIEWNUMBER);
player.Animate(0, 5, eOnce, eBlock, eForwards);
player.UnlockView();


Substitute VIEWNUMBER with the number/handle of your view.
#708
cEgo.UnlockView should do the trick. After locking a view and animating it, UnlockView restores the "default" view as set in the character panel.
#709
Quote from: janosbiro on Sun 16/02/2014 05:03:13
Can I enter? What do I do? Just submit the text as a post, just like the last competition?
Yup- as a rule, this is free for all, and you just post your story. Godspeed (nod)
#710
Exploiting the fact that few man can resist a sexy lady, beef with ketchup, sports, and explosions, the comitee presents:

The Weapon Of Mass Distraction

[imgzoom]http://i.imgur.com/scJCm6P.png[/imgzoom]

Lured in by three of man's favourite things (baseball, dyamite and hamburgers) the lady in search of a Valentine is free to press a single button and
have the net take care of the rest.

Runs on nonsensorium (purple cloud) and comes with a spanky outfit for the lady.

Disclaimer: May not work on Star Trek fans, people who hated the Transformer movies, cynics, geeks, bananas and/or Canadians.
#711
Quote from: miguel on Sun 16/02/2014 00:52:02
>Order Lancelot to have his men start training.

Deal. +1!
#712
The Rumpus Room / Re: Happy Birthday Thread!
Sun 16/02/2014 00:07:36
Aye, happy times to everyone's favourite Sith Lord!
#713
Oh man. My sympathies, Snake. I've had dogs since I was a kid and seeing them go is heart-wrenching. But you had him around 13 years, and I bet he had a good time with you! Keep those memories.
#714
AGS Games in Production / Re: Spring Break
Sat 15/02/2014 01:23:02
Thanks a lot, sir! (nod)

Progress-meter added to first post; stay tuned.
#715
The Rumpus Room / Re: News Of Teh Worlds!
Sat 15/02/2014 01:19:56
#716
Quote from: Intense Degree on Fri 14/02/2014 11:37:17
but wouldn't it be simpler just to use the one room and then removing and restoring the walkable area across the lake depending on the character view?

Agreed, if the only difference between the rooms is a walkable area, using a carbon copy of that room is cumbersome. And if the player only ever travels over the lake and leaves the hovercraft then, you can even use the Walk command with the eAnywhere parameter, which allows a character to move outside of walkable areas.
#717
AGS Games in Production / Re: Spring Break
Fri 14/02/2014 14:18:30
Thanks everyone for all the thumbs ups! Reading that is like giving your brain a nice hot shower. :) And sure, there will be cookies!

Daniel: It's not the same "universe"- Once Upon A Crime takes place on a patchwork world of fairy tales, this time it's a literal "Land of Cockaigne" (Schlaraffenland, Lekkerland, Bengodi, Land of Plenty and what have you)- the whimsical version where food is all over the place. I just like building landscapes out of foodstuff (laugh)

Mandle: No, the Mars bar was for a Mass Effect parody game. It was not funny enough though.
#718
AGS Games in Production / Spring Break
Fri 14/02/2014 03:09:57
Back in April 2013 there was a "Spring Cleaning" MAGS. I started work on a game but didn't make it within the deadline. For a while it sat there on my hard drive gathering dust and being laughed at by the defragmentation subroutine. But waste not want not, and things did improve a good deal!

SPRING BREAK
An Interactive Spring Cleaning
Pepper is a wind-up doll living a happy life in Candyland- each day a cheerful summer day with her friends, playing and having adventures. One day, however, she finds her clockwork stuck with candy and syrup, and that IS bad when you rely on winding yourself up once per day.



Pepper sets out to restore her gear-box to former glory in a rather literal spring cleaning. And she'll need all the help she can get.



Fortunately she's not on her own, and toys do come with a manual...



...but when even the water's nothing but sirup, how DO you actually clean your spring?

SPRING BREAK started as a MAGS game and remains a short classic point-and-click. I recently updated the majority of the old assets; just for fun, compare this old orignal screen to the updated ones:
Spoiler
[close]

Features:
- the now-standard BASS-style interface
- half a dozen rooms, all of them with EXITS
- classic puzzles all the way
- animations galore
- probably the highest calorie-to-pixel ratio of any AGS game

Should hit the database around March and I hope you'll be along for the ride.

__

I'll post updates on overall progress right here; make sure to check back every once in a while.

14.2. - Rusty Gears WIP
- Plot summary and game bible are in place and ready to be ignored.
- Interface, Framework and Locations in place.
- Base Animations for all characters in place.
- Work on Puzzle scripting starts.

16.3 - Tic-Toc WIP
- Progress has been a bit slower these days, mostly because now I have all the major puzzles written down. To make them interesting they need to be linked into sequence; so
there's a good bit of planning right now.
- Spring Break is going to have an original sound track. Our very own qptainNemo has agreed to lend his services and create some ear candy to go along with the eye candy. I'm very proud to have him aboard; you may remember the downright awesome tunes he's provided over the time.

Designer's Diary: No sense of scale
This screenshot showcases a neat dilemma: Scale is all over the place in this game.

The Patchwork Pepper doll stands exactly 12 inches high, yet our protagonist interacts with characters that clearly fit into a landscape made for the average human. And that's not taking into account the fact that in this land, a slice of cake can be smaller than a jelly baby...
It's fun to simply ignore scale and just mash stuff together. The minute you start building a valley out of pancakes and sirup, you can be pretty sure that people WON'T complain about that kind of stuff. You've essentially removed scale. And even that makes for some neat puzzles (laugh)

Meet the cast

Uncle Frostee

"A story? Ho-hum, of course I'll share one with you. So, what do you want to hear about?"
We can't say when this certain Candyland came into existence, but when it did, Uncle Frostee was there, and had always been there. Clearly the oldest inhabitant of Candyland, he's an easy-going model of "the cool uncle" we all want to have when we are kids. By tradition Uncle Frostee welcomes everyone to the land once they find their way in, and while no-one in this realm is even allowed to have a proper job, he is a bit of a lore-keeper. If anything, the huge snowman is a traditionalist to a fault, often mixing up the tales he's told so often with real life. But then again, that's uncles for you.
Uncle Frostee lives in the Frozen Dessert, a vast valley made of ice cream and semifreddo. Interestingly, the cold climate has never bothered anyone: In this world you're only cold when you want to be.

Tangy Tanya

"Ooo hi! Hallo! Let's have a party, you and me and everyone! Yay! Birthdayyyyyy parteeeeee!"
Even in Candyland sentient food is not all that common, and Tangy Tanya's one of a kind. Outgoing, cheerful, energetic and always full of ideas, she's the kind of (lollipop) person who's physically unable to be bored. While occasionally a bit too manic, she's a rainbow of inspiration for the Candyland folk, and usually the first one to invent a new game. And before you ask, yes, she IS sweet. Literally.
West of the Playgrounds, there's a small valley of natural layer cake and creamy hills, where every day is a birthday party. This is where a person like Tanya would want to live, and that's why she does just that.

Mr. Woodruff

"Winding down, eh? What's so bad about that? I enjoy winding down."
While apparently a human, Mr. Woodruff all but forgot about his past. It doesn't bother him much- Candyland is the perfect place for a peace-loving, thoughtful man with a gift
for making lemonade, and Mr. Woodruff has quickly settled in. Relaxed, easy going and lazy to a fault he's in charge of keeping the rivers ful of may wine. Rumour has it
he once, just once, lost his cool and actually raised an eyebrow at a particularly annoying fly.
That's how mellow he is. That he settled down close to the soda springs was a given.

The Scissorman

"Abra! Kadabrrraaaaa!"
Nothing is known about the man under the top hat. But even those who are afraid of him must admit that is IS a nice hat.
If you want to meet the Scissorman, you need to walk all the way to the pancake plains (just follow the smell of butter pokey) and, standing with your back to his cylinder, speak out his names three times.
Then you turn around.
If you dare.

Patchwork Pepper

"I like candy!"
The Patchwork Pepper toyline was a huge hit during the late 70s- a quality felt body stuffed with sawdust and housing a clockwork that allowed the doll to walk in a straight line "without ever stumbling" due to the surprisingly well-made gearworks. While the toy eventually fell out of favour it remains a beloved part of many a collection.
But this Pepper didn't like collecting dust in a shelf and one night wandered away to have an adventure. She found Candyland, and gladly made herself at home there: Finally in the company of people who were just like her.
Her carefree life is currently a bit on the upside-down side, but Pepper won't stop until she's cleaned up her broken gearworks. She knows just the right people to help her and, yes, it's just like having another fun adventure!

Meet The Cast is over ;-D
#719
well deserved win, Hobes! (I just will NOT call you a hobo, okay?). Fun game indeed.
#720
The Rumpus Room / Re: Because.
Thu 13/02/2014 21:35:37
Bah Weep Grah Na Weep Ninny Bong.

Get the reference, divide letters by pancake, shake and stir. Melts your FACE.
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