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Messages - Glenjamin

#141
Ladies and Gentlelosers!
The quiet game has now DOUBLED in size!


The original BAD Quiet Game was in a primitive 320x240. This is what costed tutorial hobo his job.




With the tireless efforts of his labor union, Tutorial Hobo returned to his job and showed us what he can do.
The Quiet Game now runs in a highly advanced 640x480! Twice the size, Twice the fun!
(Or it's finally big enough to actually see it)
#142
AGS Games in Production / Re: The Quiet Game!
Wed 14/10/2015 20:33:38
QuoteCool, looking foreword to playing this version!
Have a release date in mind yet?

Believe it or not, the bug fix is actually done! The game will not crash or break at random anymore. However there's still some things I'd like to fix. For example the character's voice triggers can stop, leaving
some dead air here and there. Also, the game is REALLY tiny. Everything should be done within a week or so tho, so sit tight!
#143
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!
#144
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!
#145
AGS Games in Production / So long everyone!
Wed 23/09/2015 01:14:01
It is with extreme sadness and regret that I officially put Project Lost on hold. This project's concepts have been in development since late 2012. As we finally began to develop the game it became more and more apparent that we do not have the skill, time, or talent to carry out this overly ambitious project. The characters and story are beloved to us, and we felt it would be an injustice to the concept to continue development at this quality. A polished
version of the complete game demo will be released shortly as well as an interactive concept art booklet based on the Project Lost Protagonist's journal. I apologize to the few of you who were actually looking forward to this project coming to life but now you'll have to wait a few more years to see it's fruition.

In the meantime:

My passion for interactive entertainment is limitless, and whenever I'm not working on a project I feel like I'm twiddling my thumbs or sitting on my hands. As a result, I'm going to be working on numerous side projects like experimental software and fun video games. All of these will be posted on the G-vo Devo website as they are developed. I encourage all of you to check it out some time.

Thanks for all of your help and support over the course of this development. We had a blast and I hope you did too. If any of you need help regarding ANYTHING, please let me know.
You can keep up with my exploits at my blog: http://glenjaminsdevblog.tumblr.com/
Be sure to check out: gvodevo.org
Feel free to contact me and the crew at: gvodevo@gmail.com

From:
     Gfreezie (A.K.A Glenjamin of G-vo Devo)
#146
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!
#147
AGS Games in Production / Just a quick update!
Sat 12/09/2015 22:36:50
Just a quick update everyone!

The bad ending of the project lost demo is complete!
I can now safely confirm that Project Lost will have a good, a bad, and a perfect ending!
I can't reveal much about it because spoilers, but I can guarantee it'll be satisfying and awesome! Thanks everyone!


Best wishes from Dan and Sarah
This image is non-canon
#148
QuoteGfreezie: I hope you fix the glitches and bug and release a second version soon. I gave up since the game kept breaking. But was enjoying and would like to play it again, but bug free. ;)(nod)

Honestly I dont see why not. Fixing the bugs is pretty simple. I do want to work on the timing of some events and maybe add some more. I had fantasized about making it into a full multi-level game at some point, but
I figured the speech would get dull after a few times and I do want to finish the project lost demo. Honestly I'm probably going to expand upon it in some way eventually. But expect a simple bug fix soon. :grin:
#149
I've been reading all of your reviews about the quiet game and I'm so happy!
I was worried that the humor wouldn't really land too well and the glitches would put you guys off, but looks like I was wrong!
Thanks for all the kind words and support!
If you want to keep up with my most recent project "Project Lost", check it out here. http://www.adventuregamestudio.co.uk/forums/index.php?topic=52631.0

A bit of a stretch from the quiet game but whatever. Thanks for everything you guys. I loved playing your games and we had a really good batch this year! Thanks.
#150
3rd place and sound design award? AMAZING! Thank you guys so much! I enjoyed all of these games a lot and was glad I could contribute to the AGS community for my first time. I had a ton of fun doing all that improv voice acting and I loved reading your reviews! Thank you all so much. Contact me if you need anything.

10/10 best community. Would post again.
#151
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
#152
I hope you guys like my game! I can't wait to play all of yours!
#153
Oh yeah MR. KRABS


Almost finished! It's not much, and im still not that well versed with the engine, but i think i brought something new to the table. Good luck everyone! get those games done!
#154
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.
#155
SOON.
#156
Is there a command to stop all in-game sounds at once?
#157
Thank you so much! my game is functional again thanks to you!
#158
I'm currently working on a game where the player takes 3 hits to kill him and end the game.

So logically, I set up a variable for health called "health" and se it's starting value to 3.

Then I set up the code to play the death animations when the player is killed.  This is currently in the Room_load funtion

Code: ags

if (health == 0)
  {
      player.ChangeView(1);
        player.Animate(2, 5, eRepeat, eNoBlock);
        Wait(50);
     aScream.Play(eAudioPriorityHigh, eOnce);
     player.Animate(1, 5, eRepeat, eBlock);
    }


Then, there's three events controlling when the player gets damaged.

This is when a bowling ball lands on his head.
Code: ags


if (player.IsCollidingWithObject(oObject1))
{
player.StopMoving(); 
aRambling_ball.Stop();
oObject1.Visible = false;
 player.ChangeView(8);
 player.Animate(0, 5, eOnce, eBlock);
 health -= 1;
 oinactiveball.Visible = true;
 Wait(100);
   player.ChangeView(4);
  
    ctalk.Walk(2241, 143, eNoBlock, eAnywhere);
 }


This is when he gets a door slammed on him.

Code: ags


if ((atshop == true) && (running == true))
{
  aAccounting2.Stop();
  player.ChangeView(8);
  player.Animate(1, 5, eOnce, eBlock, eForwards);
  player.ChangeView(7);
  player.Animate(3, 5, eOnce, eBlock);
   Wait(100);
   player.ChangeView(4);
   health -= 1;
    ctalk.Walk(3290, 143, eNoBlock, eAnywhere);
  }


And finally, when he gets hit in the head with a flower pot.

Code: ags


if (player.IsCollidingWithObject(oactivepot))
{
player.StopMoving(); 
aAccounting2.Stop();
oactivepot.Visible = false;
 player.ChangeView(8);
 player.Animate(0, 5, eOnce, eBlock);

 obrokepot.Visible = true;
 Wait(100);
   player.ChangeView(4);
   health -= 1;
    ctalk.Walk(3290, 143, eNoBlock, eAnywhere);
 }



Despite executing all 3 of these events perfectly in the game, The death animation doesn't happen. Thanks for all the help you guys! :smiley:
#159
I'm working on a game where the player constantly moves to the right, and objects need to be interacted with on the go.
It's crucial the player keeps moving to the right. As a result, I turned blocking off. However, whenever the player clicks the floor or any of the objects, the player stops short. How can I fix this?
#160
When and where do we submit our finished games?
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