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Messages - Glenjamin

#41
Whenever an audio track is playing whilst the player is changing rooms, the audio replays like a broken record until the next room is loaded.

Is there any way to stop this so the track continues without interruption?

#42
Nobody's probably going to guess it so my entry is #5.

I got this idea from how teen dramas tend to put such a large emphasis on the character's academic careers and relationships. If I had to save the world from monsters I'd probably take the year off.

Ideally, the game would be sets of scripted events, each contained within a small area. Each area would have a few rooms the player could explore, and a purpose other than the setting for events.

Some ideas.

  • The school - grow stats
  • Main character's house - customize cosmetics
  • Friends; houses - manage party
  • The mall - buy items
  • The streets - connect all areas

So depending on where you are in the story, You'd be fighting a monster, talking with a friend, Solving mysteries, and more.

The RPG elements would be relatively basic, except you can get a free turn by bashing the monster with items hidden in the scene.

I might flesh it out more once ETR and the next PBH update are done.
#43
This is my first time implementing a savegame mechanic. I checked the manual but I'm not sure what this process would be listed under.

My game has a few requirements for when you save. What would be the best way to tackle the following issues?

1. When the player loads the game, It should return them to the room they last saved in. The room should be reset. 

2. When the player dies, they get sent to the "game over" room. If you save from the game over room, the game should save the previous room, or the player will return to the game over screen on load.

3. There should only be ONE savegame slot.

How would I go about doing this? Thanks in advance.
#44
QuoteSomething like this in repeatedly_execute_always:

SetViewport(cCharacter.x + Nx - System.ViewportWidth / 2, cCharacter.y + Ny - System.ViewportHeight / 2);

Where Nx and Ny are some distances from character's x and y, which you need to define yourself.
And half of the viewport sizes need to be subtracted, because SetViewport sets top-left corner in room coordinates, while character has to be centered.

When you are done (e.g. leaving the room or changing character view): ReleaseViewport();

Worked like a charm! I changed "repeatedly_execute_always" to "late_repeatedly_execute_always" because the character tends to jump around awkwardly otherwise.
#45
I'm making a game with a large scrolling room and a very tall player character.

Because of the player's height, he's never truly centered in the screen and takes up too much of the top half.

How can I make the view-port anchored to a different part of the character?
#46



Welcome to the last pre-launch update!

Escape the room's story is now 100% complete, and the room layouts are finished. All that's left to do is implement the rest.

Now onto the rooms/animations:


Animal walk cycles are probably my favorite. This little monkey goes on quite the in-game journey.
[imgzoom]https://i.imgur.com/p7OwWvp.gif[/imgzoom]


"If you find what you're drawing uninteresting, it's your job as an artist to MAKE it interesting" - My smelly art professor

The more traditional room escape levels aren't quite as boring to draw as I originally pinned them for.
[imgzoom]https://i.imgur.com/HLWDI8F.png[/imgzoom]


This might not be the FINAL version of this particular background.
[imgzoom]https://i.imgur.com/PjDsB79.png[/imgzoom]


I'm getting the hang of run/walk animations. Soon enough I'll be able to breathe more life into them, but for now this does the job.
[imgzoom]https://i.imgur.com/aCsbFaW.gif[/imgzoom]


The first room in the game:
[imgzoom]https://i.imgur.com/cLXt8bV.png[/imgzoom]

Until next time!


#47
Concept: morganw
Playability: Matti
Artistic Execution: Cassiebsg
#48
Great topic, I was inspired from start to finish. (nod)

[imgzoom]https://i.imgur.com/YuoQxg1.png[/imgzoom]

DBoyWheeler: I really like your concept and framing. Having a huge winding bridge lead to an isolated city seems like a great way to kick off an adventure.

morganw: This one makes me think in a lot of good ways. Lots of mystery... What are those three structures in the back I wonder.

Cassiebsg: The thought of this as a 3D model makes my head spin. Cant wait to see it if you decide to do it.  (laugh)
#49
We've got a title screen!



Drawing the different griffons is a good way to unwind
[imgzoom]https://i.imgur.com/6qRsNsK.gif[/imgzoom]

This is not a river rapids simulator either
[imgzoom]https://i.imgur.com/9YhYxlE.gif[/imgzoom]

The main problem i'm finding when designing this game is the pacing. Making sure there's enough rooms between story elements means having to work on rooms that are mundane, not exactly my specialty.

I was losing focus but I'm back on the horse. I think the design/rooms are set. Now all that's left to do is make them!

It should be done within the next few weeks.
#50
You did it lorenzo! WOW



Here's a HUGE trophy for you to messy up your signature space with.
#51
QuoteBut I'm not sure if that's the exact definition of "playability" for Background Blitz entries.

It's usually meant as: Would the perspective work with a character in the scene? Are there clearly defined walkable areas? Are the exit points clear and readable to the eye at a glance?

My first time making an AGS competition. I wanted to mix it up a bit but i totally understand what you mean. :tongue:

Great work Lorenzo! There's a lot of storytelling in this background.
#52
Quoteis this a scrolling room? Then you have to add the viewport coordinates to the mouse coordinates.

This IS a scrolling room!

How would I go about adding the viewport coordinates to the mouse coordinates?
#53
Hello everyone,

I wanted to program a unique kind of movement for a part in my game where the player is on a raft.

My plan was to make a region that when clicked on, sets the player to walk to the mouse location, but with some distance added to simulate momentum.

Also it would be blocked so the player could only move to one location, then wait, and then move to another location to simulate the raft only moving when they paddle with an oar

Code: ags
function hswimtest_AnyClick()
{
//if the mouse is in front of the player
 if (mouse.x > player.x){
    player.Move(mouse.x+5, mouse.y, eNoBlock, eAnywhere);

//if the mouse is behind the player    
   }else  if (mouse.x < player.x){
     player.Move(mouse.x-5, mouse.y, eBlock, eAnywhere);

   }  
}


The issue is the mouse coordinates seem to change to the far left of the screen, and the character moves there instead of where the mouse had clicked.

As far as I can tell the in-engine walk mechanics aren't interfering with this. Thoughts?
#54
HUGE


Your background must include at least one giant organism.

What qualifies as Giant: Bigger than a human? Just big you get the idea.

Deadline: 10th of February 2018.

Voting Criteria:

Concept: Is your scene unique and eye-catching? Does your organism fit into the scene?
Playability: Are there things for the player to interact with?
Artistic Execution: Is your background nice to look at? Does your organism look HUGE enough?

Good Luck!
#55
Just a quick update with some rooms and some animations!

This came out better than I expected, still no clue on how to animate it (laugh)
[imgzoom]https://i.imgur.com/7sEuXZw.png[/imgzoom]

Anyone down for a swim?
[imgzoom]https://i.imgur.com/meIMD4J.png[/imgzoom]

The following gifs are completely unrelated, It's not an action game. ;)
[imgzoom]https://i.imgur.com/sOR03zb.gif[/imgzoom]

[imgzoom]https://i.imgur.com/7hAajw7.gif[/imgzoom]
#56
QuoteNice work! Those are some trippy flying things!

Thanks! They're actually my take on dragons/griffins.

Basically it's theorized that griffins are the culmination of early human's natural predators: Eagles, Snakes, and Big cats.

The same goes for dragons, a theory on why they appear in almost every culture around the world is our ancient predators are embedded into human conscience.

I didn't like the way they already looked, so I took the most notable pieces of each predator and made it my own.
[imgzoom]https://i.imgur.com/d9rClGd.png[/imgzoom]
#57
This game really makes me realize how important character designs and background layouts are to game design. The size of the player character alone can change how the entire game functions.

Here's a new screengrab:



#58
I need the expertise of an Experienced Dungeon Master to help plan the logistics of a TOP SECRET upcoming project.

Personal experiences with the game are defiantly welcome, as to build a good amount of inspiration for mechanics/story development.

Message me or comment in the thread if you're interested. (laugh)
#59
Thanks guys, had a lot of fun with this one!8-)


#60
Here's some W.I.P's of rooms in the game. Expect a trailer soon!

All outdoor locations are rooms but not all rooms are outdoor locations:



Making the SFX is the best part of this room:

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