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Topics - Glenjamin

#21

(man oh man do I hope this idea wasn't done before)
A new Point-and-click thriller game

[imgzoom]https://i.imgur.com/cXfeFn7.png[/imgzoom]
It's just another fun "escape the room" game, right?

The player wakes up in a room and they need to solve puzzle to get out. The formula's there. 

But something's amiss. Puzzle elements start to get more and more abstract.

You keep escaping room after room after room for what? There's just more rooms! It's like you're not even escaping at all.

There's more at play than just four walls...

[imgzoom]https://i.imgur.com/3ui7DaP.png[/imgzoom]
[imgzoom]https://i.imgur.com/0m8q44z.png[/imgzoom]
[imgzoom]https://i.imgur.com/ypGBSVc.png[/imgzoom]
[imgzoom]https://i.imgur.com/OAAQ3SM.png[/imgzoom]
Goals:

  • Combine hand drawn and pixel art visuals fluidly
  • Experiment with various art styles
  • Test experimental mechanics/story elements
  • Make a serious project with good atmosphere and story
  • Engage the player with few, basic mechanics.

Progress:

  • Story: 100%
  • Visuals:80%
  • Programming/Puzzle design: 96%



#22
Have YOU ever wanted to learn the secret history of the united states moon landing?

Now you can, in...well, "Fake the moon landing RELOADED!"

Just be warned, things get pretty strange here!

(Contains swearing and rare violence)

Check out the game on itch.io, or direct download here




This was originally a game jam game. It had some serious flaws and defiantly ended up being a stranger beast than I set out to make.

Now it's RELOADED with major bug fixes, graphical changes, and better voice lines here and there.

Enjoy!
#23
I have a game with multiple endings.

I'm trying to make it so every time you get an ending, it unlocks a menu button so you can see the ending again via the main menu.

The endings are controlled by variables, Here's an example:

Code: ags

if (flies == true){
  gtitle.Text = "You got the flies ending!";

  //unlocking ending
  flyending = true;

}else if (flies == false){
   gtitle.Text = "You didn't get the flies ending!";
  //unlocking ending
  noflyending = true;
}


My issue is I need a method of completely resetting the game so the player can try for another ending WITHOUT resetting the progress on the main menu.



#24
Completed Game Announcements / Get Food
Sat 04/11/2017 20:01:56
GET FOOD

Download it here, at the game's Itch page

Every now and then I like to take a break from one of my main projects to unwind and work on something that makes me laugh.

Unfortunately for you, making terrible games makes me laugh.

[imgzoom]https://i.imgur.com/Tlx487W.png[/imgzoom]
This is a game where you get fast food. That's it.

Don't have too much fun with it, okay?
#25
My game has a tall 400px background.

I want to lock the ViewPort's Y depending on what half of the screen the player is on, so the half of the background is only in view.

I moved the Top and bottom edges to the center of the screen, and added this:

Code: ags

function room_LeaveTop()
{
  SetViewport(player.x - 160 , 0);
}


and

Code: ags

function room_LeaveBottom()
{
  SetViewport(player.x - 160 , 200);
}


This works like a charm, except it makes the player character vibrate when moving horizontally which is a deal breaker.

Is there a way to only set the Viewport's Y, and have X behave normally so it scrolls with the player?
#26
Critics' Lounge / Monster in a jar
Thu 10/08/2017 23:51:42
This is supposed to be a monster being preserved in a jar.

I'm going for a look similar to animals preserved in formaldehyde or some other chemical (If you want to get technical I know we don't use formaldehyde anymore)



I tried experimenting with the yellow liquid, and how it changes the creature's colors.

It's important to the story that the creature has visible counter-shading, but I also want to capture that yellowish hue.

What do you guys think?
#27
Hey everyone,

I'm working on writing a script for an educational video series about the technical end of different aspects of game art.

I've got three episodes so far, Tilesets,sprites, and backgrounds.

It's always good to include a little history, s does anyone know what the first video game to use a background image was? (Not including tilesets arranged to form a background)

#28

Check out the free demo, and the first release here:

The Project Beach House itch page








Dan and Sarah arriving at the beach house



Dan and Sarah in the beach house living room



Dan meeting one of level three's monsters


Dan fracturing his leg after a long fall


#29
Hey everyone,

The Project Beach House team needs YOU (explicitly you, in the pants and the human skin) to help test and proofread PBH.

Here's the project: http://www.adventuregamestudio.co.uk/forums/index.php?topic=54689.0

Let me know if you're interested!
#30
I'm working on a game that has mechanics based upon random outcomes.

Essentially, every time the game is opened, it will have a small chance to randomly spawn an entity.

So basically every time the game loads there's a chance it will be a slightly different experience.

What is the simplest way I can execute this?

Thanks guys!
#31
In my game, picking a dialog option causes a string of events.
I currently have the if statement in the room's repeatedly execute function.
This is problematic, because once the dialog option is chosen, it repeats the event forever.

Here is my code.

Code: ags


function room_RepExec()
{
if (ddanger.HasOptionBeenChosen(1)){
   ddanger.SetOptionState(2, eOptionOn);
    ddanger.SetOptionState(3, eOptionOn);
}
if (ddanger.HasOptionBeenChosen(3)){
   cego.Walk(45, 60, eBlock, eAnywhere); 
}
}


How can I solve this problem? Thank you!
#32
Hello everyone!

I'm making a game where the player needs to hide in a closet to avoid a monster.
This event is based on three variables:
Turning on the lights which triggers the event,"Lights"
The amount of time it takes for the monster to arrive, "Timer(1)"
And whether or not the player is hiding, "Hiding"

Here is my code so far.

Code: ags

function room_RepExec()
{
if (lights == true && IsTimerExpired(1) && hiding == true)
  {
     cdoormonster.Walk(181, 138, eBlock, eAnywhere);
     SetTimer(3,500);
     //timer(3) is for when the monster leaves the room after a certain amount of time
  }
else if (lights == true && IsTimerExpired(1) && hiding == false){
  cdoormonster.Walk(181, 138, eBlock, eAnywhere);
  cdoormonster.FollowCharacter(cEgo, 1, 10);
  }
}


The issue I'm having is, the monster only appears when the player is hiding, and if the player were to leave the closet whilst the monster is in the room, it would not attack.

Thank you for your help!



#33

The Quiet Chronicles needs YOU!
The Quiet Chronicles is having some difficulties being fully realized, as I'm currently disposed on other projects.
All we need is an animator and a coder to make this project complete. Under my direction, this project will take a relatively short time to complete, and result in a fresh and satisfying spin to the original.
For more information, please PM me. All skill levels acceptable! Thanks everybody!

Visit the thread here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52838.0

Visit the original thread here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52757.0
#34
THE QUIET CHRONICLES


We're back again baby!
The votes are in, and it's been decided. The Quiet Game is getting a FULL version!
The issue is, we still haven't decided between 3 or 6 levels yet, so be sure to vote at:

Let's mix it up!
We've been debating how we can make such a one-time idea into 3-6 levels. We found the answer by analyzing the way people played the original Quiet Game.The entire idea behind the game was that the main character would be mean to you, thus giving you incentive to hurt him with environmental hazards. However due to the humerous dialogue, we've noticed most players wouldn't hurt him, just so they could hear it. As a result, we've shifted the meta!
         
In some levels, you'll  be asked to hurt him, other times you'll need to protect him from incoming hazards, and some other currently confidential ideas.


Here's some features you can expect to see in The Quiet Chronicles:

  • 3-6 levels with branching paths
  • Over 30 minutes of dialogue
  • More fluid, slapstick inspired animations during events
  • At least 3 cut-scenes
  • Free-Roam mode where you can explore a level freely with no goal or time limit
  • Tutorial hobo levels! Play as everyone's favorite lowlife

SCREENSHOTS
For your viewing pleasure

Happy Holloween
#35
THE QUIET GAME IS BACK AND BUG FREE!
The winner of the OROW 9's sound design award is back and better than ever.

[embed=480,360]<iframe width="420" height="315" src="https://www.youtube.com/embed/Q_gzkCVaSHs" frameborder="0" allowfullscreen></iframe>[/embed]
Take the place of YOU as some bald slob won't stop scolding you. It's your job to shut him up!
Use environmental hazards like open manholes and falling pots to put him down!


The quiet game's patch will:

  • Fix all bugs
  • Run at a higher resolution

  • Implement a scoring system

The full release of The quiet game will have:

  • 3-6 levels with different environments
  • Over 30 minutes of dialogue
  • A humerus story line
  • Varying paths with different outcomes
The strawpoll on gvodevo.org is now available!
#36
This may not be entirely an AGS-based question, but it still counts.

Due to my game's art style, my sprites are extremely small. So small that the backgrounds don't even fill half the room area.
What is the most efficient way of making them more workable? Is there an in-engine way of doing this? Or should I just double the size and keep the aspect ratio? Thanks!
#37
How can I move the camera smoothly from one point to another? I'm aware of the SetViewport() function, but that just jumps the camera from one place to another.
I need a nice smooth pan for a dramatic moment. Thanks!
#38
PROJECT LOST
A point-and-click survival horror mystery adventure
PROJECT LOST HAS BEEN POSTPONED
See the official reply for details

The STORY
Project lost is an experimental point-and-click horror adventure that explores the concept of morality and whether one's hopes and aspirations outweigh the needs of those around them. In Project Lost, you take the role of an aspiring artist who flees his home when it is revealed to him that his wife is pregnant. Stricken with an extreme feeling of wistfulness and fear, he escapes onto a boat headed to an undetermined destination, as he has no knowledge of sailing. Days pass until, by chance, an island is seen in the distance. Upon arrival, he is greeted by terrifying monsters and is forced to confront his problems head on by defeating each of them one by one. Will he be able to achieve his seemingly simple goal? Will he ever return home and take responsibility for his actions? Will he survive? Find out in Project Lost.



PLANNED FEATURES

A massive open world of varying landscapes.
A barrage of varied and terrifying monsters, all with their own stories, game mechanics, and plot significance.
A story with multiple endings, impacted by every decision the player makes.
The charming game play present in classic 90's point-and-click games with notable improvements and dark undertones.
A free, story-significant demo.
Partner characters that follow the player and can carry out a variety of tasks.
A new inventory system with equipment and basic crafting.
Multiple puzzle solutions resulting in varying outcomes.
Fun.



The Project Lost Demo is almost complete!

The Story

The Project Lost Demo expands upon the story of the main game by taking the place of the protagonist's son Daniel and his girlfriend Sarah as they slowly become aware of the events of Project Lost. One day Dan receives a strange letter stating his father's secret home had been discovered. Upon arrival he finds strange artifacts of his father's past and exploits on the mysterious island. As he continues to explore, he finds himself trapped in the basement where a otherworldly force begins to pull him further and further away from reality and closer to the island. As Dan continues to drift into the unknown Sarah begins to discover strange occurrences like creatures lurking in the shadows and out of place objects appearing in her house.
See the mystery unfold in the Project Lost Demo!

Demo updates

  • Modified the opening puzzle to be less confusing
  • Added the first Sarah scene
  • Polished the doorman encounter
  • Added noise filters to rooms 5 - 23


Screenshots


Questions? Comments? Contact us at gvodevo@gmail.com
Wow this text is huge
#39
I'm currently working on a game where the player speaks through audio clips.  He has an animation where he's talking, and one where he's not. I am not using speech views.
I figured I'd use a bool variable to indicate whether a sound clip is playing or not, and if it's false, the not talking animation would play.
What functions can be used for if any sounds are playing or if none at all are? Thanks.
#40
Is there a command to stop all in-game sounds at once?
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