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Topics - Gord10

#21
You might have seen that I've implemented my own SetSpeed function for Self. I had shared my own 3.2.1 of AGS, but that was such an old version of AGS. So, I implemented those new function to the newest version of AGS (3.3.2.0).

https://www.dropbox.com/s/r827hdym9a4quxv/AGS_3.3.2.0_AudioSpeedAndFreq.zip?dl=0

Not only SetSpeed is present, I've also implemented three new functions: SetFrequency(int newFreq), GetFrequency(), SweepFrequency( int timeMS, int newFreq).

SetSpeed(int newSpeed): Default speed is 1000. It works only for OGG and MP3.
SetFrequency(int newFreq): As far as I see, default is 44100 for OGG and MP3; 22050 for MOD. Works for MP3, OGG, MOD.
SweepFrequency(int timeMS, int newFreq): Gradually changes frequency to the target, during timeMS miliseconds.
#22
Self is a psychological horror adventure game about the nightmarish world of a self-loathing man. The game is like an espresso; short, but intense. The story is definitely for adults who can endure playing a game about self-harm.

In-game screenshots






Cut-scene screenshots





Story
“Time” lost its meaning a long time ago.. And space, too. Between these four decaying walls, they became one with my soul.

Some things become meaningless when you hate yourself so much you want to die. Your accomplishments, loved ones, possessions… And who you are. All that remains now are your crimes and your disgrace. No pain you can inflict on yourself is strong enough to drown out your guilt.

Techical details
Game resolution is 1024x768.

It's made with pre-rendered 3D scenes (Source engine) and 2D game engine (Adventure Game Studio). 3D textures and models from leading Source games (Half-Life 2, Counter-Strike: Source, Left 4 Dead) and FakeFactory Cinematic Mod are used while creating the rendered scenes. Garry's Mod also has been quite useful.

AGS's source codes has been modified so that it will support changing the audio clip playing speed in-game. That has been used for increasing/decreasing the speed of music at various scenes.

Download
Download .rar (210 MB) from GameJolt
Download .zip (240 MB) from itch.io

Website
Self @ Aslan Game Studio
Facebook page of Aslan Game Studio
#23
Project:
Self is a psychological horror adventure game about the nightmarish world of a self-loathing man. The game is almost completed, it will be released as soon as its proofreading is completed. You can have detailed information about the game from its topic or GameJolt.


Details:

"It has been a long time since "time" lost its meaning. And space, too, between these four rusty walls those became united whole with my soul.

Some things begin to lose their meanings when you hate yourself to death. Your successes, loved ones, possessions... All those remain are the crimes you committed and their disgraces now. No harm you give yourself is not severe enough to subdue your guiltiness."

Position available:

I need someone who knows English good enough to proofread the English translation. The translation file is 655 lines, some of the lines are non-proofreadable things like @overhotspot@. As the game is short (about 10-15 minutes to complete), I don't think it will be a hard work. I will send you both the game's beta and the translation file.

Deadline:
I need it to be done before the 20th of October, though, because it's the deadline of a contest I intend to join (something like the Oscars of Turkish game development).

Comments:
Interested parties can reply to this thread or contact me via PM. Or even Facebook, anywhere I can hear you.
#24
AGS Games in Production / Self
Sat 11/10/2014 22:03:17
Update:
This game is completed :) Please see this thread.

----
Self is a psychological horror adventure game about the nightmarish world of a self-loathing man. The game is like an espresso; short, but intense. The story is definitely for adults who can endure playing a game about self-harm. It will be a freeware game.

In-game screenshots







Cutscene screenshots






Story
"It has been a long time since "time" lost its meaning. And space, too, between these four rusty walls those became united whole with my soul.

Some things begin to lose their meanings when you hate yourself to death. Your successes, loved ones, possessions... All those remain are the crimes you committed and their disgraces now. No harm you give yourself is not severe enough to subdue your guiltiness."


Technical
It's made with pre-rendered 3D scenes (Source engine) and 2D game engine (Adventure Game Studio). 3D textures and models from leading Source games (Half-Life 2, Counter-Strike: Source, Left 4 Dead) and FakeFactory Cinematic Mod are used while creating the rendered scenes. Garry's Mod also has been quite useful.

AGS's source codes has been modified so that it will support changing the audio clip playing speed in-game. That has been used for increasing/decreasing the speed of music at various scenes.

What's left?
- English translation (%95)
- Proofreading
- Beta testing

Release date
Before the 20th of October, 2014.
You can follow the game from GameJolt or Aslan Game Studio's Facebook page (yep, it's my indie studio).
#25
Hints & Tips / Dakota
Sun 12/01/2014 22:08:27
I'm stuck in

Spoiler
Where a detective is investigating the two bodies. Detective concluded that she was killed by someone hiding beneath the bed, avenging the drowned kid. I examined the bodies, computer, blood stains and bed.
[close]
#26
Please excuse me for starting this thread in Technical Forum, but I was unable to start it in Modules, Plugins and Technical FAQ.

This small AGS module provides functions and GUIs to show any AGS sprite to be shown on the screen with a  displayed message below it.


Let's assume that your game takes place in a gallery. With this module, whenever you examine a painting  (or do anything else that you wish), whole painting can be directly shown on the screen with a displayed  comment (called by DisplayAtY function) below the displayed image.

All this is done by a function whose prototype is
     ImageCommentShow(int image,  String comment, int displayY = -1)

Also, a transparent background GUI is included in the module, used for covering the actual game visuals  when your image and comment are shown to player.

Dependencies
*AGS 3.2.1 (Though, as this is not such a complicated module, it might work with older versions of AGS, too)
*gImageComment and gTransparentBG GUIs need to be imported. They are provided within the .rar package of this module.


How to use?
   -Firstly, gImageComment and gTransparentBG GUIs should have been imported to your game.
   -Change the width and height of gImageComment and gTransparentBG GUIs to your game's   (in default, they are 640*400).
   -To display a commented image, use ImageCommentShow(int image,  String comment) function. For example, if you want to show the sprite whose ID is 35 with a "That's a nice painting." and a following "Yes, I liked it!" comments, your code is
            ImageCommentShow(35, "That's a nice painting.");
            ImageCommentShow(35, "Yes, I liked it!");
   -And a following ImageCommentEnd(); code is necessary to hide the GUI's shown for your image
   -If you wish your text to be displayed at a Y position you desire (for example, 200), the code is
       ImageCommentShow(35, "That's a nice painting.", 200);

License
You can use this module for your commercial or non-commercial games.
You don't need to credit me or get permission from me.


DOWNLOAD

EDIT: Replaced the download link with a working one
#27
Hints & Tips / The Parrot Snatchers
Mon 28/06/2010 16:50:06

The original game topic is here.

I am stuck:
Spoiler
How can I get the rubber bat and the book in King's Store?
[close]
#28
My apologies in case this topic belongs to Beginners Technical Problems, I couldn't be sure of it. My main question/problem is about drawing on GUI's and/or how to use dynamic sprites for them.

What I want to do is simple: A quest log book that keeps our goals, whether finished or to be. Finished quests are struckthrough as in the example.



I managed to create a quest book that works the way I want, but I'm not satisfied with the way the text is struckthrough: The line is as long as the whole width, instead of the text. It is because the texts are actually unpressable buttons whose backgrounds are changed according on the condition of the quest. I am unable to change the visible width of this sprite that contains the strikingthrough line, it seems. Everything could be perfect if I used dynamic sprites and drawing surfaces.

My solution is to prepare a struckthrough font. But I know I am going to need to learn how to draw a GUI inside the game. I have tried to use dynamic sprites as permanent GUI sprites, but it seem to contravane to the nature of dynamic sprites?
#29
I'm the host of the week.

------------------


The purpose of Hourgame Saturday is, to encourage the amateur game-making, or to put it bluntly, to make you tear your ass off your chair and finally make something.
In this activity your task is to make an AGS game within a strict and a very short deadline (i.e. one hour).

Timeline:
The event takes place every (surely hope so) Saturday, starting at 7:00 pm GMT, when the theme is revealed on the IRC and in this thread. The participants then have one hour to make their entries and 15 more minutes for uploading. In brief: the deadline for entries is 8:15 pm.
Then the voting takes place till the Monday Morning (since I can't use internet on Sunday afternoons, that's what we'll have to settle with).

Basic rules:
- Participants should join IRC for rules and updates, but stickam/tokbox is fine as long as there's someone to relay the information. (crap, I hadn't noticed this rule!)
- The theme is set by the previous week's winner and by the contest's host in event of his/her absence.
- While it is not forbidden for the theme-setters to participate in the activity, their games cannot be voted for (to prevent accusations of cheating and to discourage regular participation).
- Instead, theme-setters are encouraged to draw trophies for the contest's winners.
- Making your game from scratch is strongly encouraged, though it is not forbidden to use music or artwork from public sources if you are allowed to (e.g. using public domain music tracks in your game is OK, but not really necessary). It is also possible to use a pre-existent AGS template for your game (e.g. that Verb-Coin GUI template).
- You cannot use the stuff you've made earlier, because this competition is about making something new.

Uploading:
Suggested hosts to upload your entry to are:
- http://www.mediafire.com/
- http://www.sendspace.com/
- http://www.rapidshare.com/
- Or your own place.

Voting:
Just tell us your favourite game (and possibly a couple of less favourite ones), and hopefully someone will do the counting.

------------------

The competition is going to start approximately 24 hours after this post, when I announce the theme.

I am trying to create a new FTP account in my hosting space so that the participants will be able to upload their games there instead of the free (and probably slower) hosts. I will update this topic as soon as I prepare them  (yes, I have misunderstood the concept of hosting. Of course uploading to my space is not a rule, it's just something that I thought to be helpful.

#30
I have read the discussions about the usage of 16:10 ratio in AGS, which are rather old. I couldn't decide whether I should had posted this text in AGS 3.2 Wishlist topic, because this is both a wish/suggestion for AGS and about my approach to being able to use widescreens efficiently.

I am making an AGS game in 1024*768 (to be exact, I'm remaking what I have done with AGS during last one year, because I'm not satisfied with the result) (and I don't want to lower the game to 640*480 or 640*400) and I have concluded that 16:10 is the most suitable aspect ratio for the game. Even though AGS doesn't have an available ratio for such a high resolution, we are still able to make the essential graphics in 1024*640 (or *576) and put horizontal bars to complete them to 768 height.

And we have a new "Slide borders on widescreen" feature in AGS 3.2.0 Beta to keep the visible aspect ratio of our games, so we can say that games with 16:9 or 16:10 can be done with 1024 weight.

However, we encounter the windowed box discomfort when we use manual horizontal and automatic vertical bars in a game working on widescreens, like in this example. The ratio is kept, but there must be a way to fill the fullscreen.

Assuming graphic options like 1280*800, 1024*640 couldn't be added, we have to use those window boxes in our games on widescreens while they were already designed for widescreens or we will turn back to 4:3.

Or we are going to make use of this simple approach that I'm planning to use: Resizing our 1280*800 graphics to 1024*768 and disabling "Slide borders on widescreen" feature. It is going to corrupt the ratio of essential graphics, but we are going to be able to use the full widescreen like in this and this (this one can be disturbing, you are warned) example, in case the game is designed as 16:10.

And what about 4:3 monitors and windowed views? The solutions I come up with are:
*Preparing an alternative version of the game which is most suitable for 4:3 screens (the hardest solution)
*Asking the players to lower their monitor's height setting manually. It needs to be done only once, because the PC remembers the monitor settings for each games (at least for me. can be a Windows XP feature?).

But I believe there must be a better way to accomplish satisfying my game's need, doesn't there?
#31
Hi all,

I am currently working on a new horror game that can be assumed as the sequel of Lost in the Nightmare (not a real sequel, as their plots are independent).





I had used pre-rendered backgrounds (actually just screenshots) from the maps I made for the Half-Life 1 engine for Lost in the Nightmare; my intention is to use the Source engine with the same technique (so I think we can consider this game as half mod-half game, like LitN), but with much more animations and a new graphic style.





I am using the Chalk & Charcoal filter first and duplicate the original screenshot onto the filtered image overlaying in order to color it.


Not filtered


Filtered

The problem is that I think the Chalk & Charcoal filter looks ugly in animations; it creates something like noise on the background. I am sure I am using the same filter settings for the whole frames, but I can't prevent it to look strange when it comes to different frames.

Did you like the new graphic style for the new game?

And do you think I should change the filter I am using? I want to give something like a comics ambience.

Any advice and critique is welcome.

Thanks in advance.
#32
Gord10 is proud to announce the deluxe version of Lost in the Nightmare;





I have released the deluxe version of my 2005 made AGS game Lost in the Nightmare.
As the original game was already released, you can read the review and/or download the old version of the game  right now from http://reloaded.org/download/Lost-In-Nightmare/116/


*Revisioned graphics



Changed the shadow/highlight and hue/saturation values and adding some extra filters like Diffuse Glow. And remade some of the scenes.
I wanted to give a dark, film-noiristic but still dreamy ambience to the game.

*A new level!



A terrifying extra level will be available to play when you finish the game with the good ending.
Some of the events on this new levels are depended on a decision you make, so it is a replayable level.




*New scenes and extra endings:


I have decided to add more scenes inside the game.
And two extra endings; one of is a death sequence and the other is a secret ending for saving the campers.



Some of the new scenes are going to make the game deserve the mature rating more.

*Bug fix:  Many major and minor bugs are fixed! I should have done this so earlier.
*Proofread: The game script is proofreaded by Jonathan Anson.
*More music: Now I have used some tracks of some of my favourite metal bands, like Rammstein. I can say the tracks I used went very well with some scenes of LitN.



Disclaimer for the original Lost in the Nightmare:






Are you ready for this? Then step into the dark world of Lost In The Nightmare and face your darkest dreams..
An 'interactive horror adventure' with pre-rendered 3D graphics and cutscenes with cinematical camera pitches.
This game is not recommended for the people who is below 18 years old.


The main character is Burak Guney, a private detective who used to work for the police. You are hired to find three university students who got lost in a forest near the Karabalta Town while camping. They have been lost for 3 months and the police couldn't find any clue what happened to them. You'll stay in Karatas Hotel during your investigate (The story will be supported by the cutscenes with cinematical camera pitches).



Pre-rendered 3D backgrounds taken from the Half-Life engine are used in Lost In The Nightmare. I'm preparing the HL maps with Valve Hammer Editor by myself and using modified versions of the textures and models of the mods like They Hunger, Medieval World.

DOWNLOAD (138.8 MB)

I haven't included a bonus trivia document as I had promised, I am sorry about it.


January 8th, 2008 news:
New download link.
The game is now hosted on a much better server.
http://www.bitwise-studios.com/gord10/litn_sos2.zip
So the players get rid of RapidShare and my old crappy host that can corrupt the files while downlad.

Many thanks to Ragnor!

And I apologize to everyone again for this host/download problems. I am ashamed. 
#33
In spite of the shortness of this
CNN news
, the importance of it was too much for me.

300 kilograms of TNT was about to be exploded in the city center where I lived on the 11th of September, just the same date with that other disaster.


This parking lot was just near my old high-school!

Damn... They could have driven the bus into the city center and exploded it while I was in there while I was going home.


Well... Sorry for this short post, I just wanted to express my tension.   
#34
Gord10 is proud to announce the deluxe version of Lost in the Nightmare;

Lost in the Nightmare: 'Save Our Souls'




I am releasing the deluxe version of my 2005 made AGS game Lost in the Nightmare in 1 or 2 weeks.
As the game was already released, you can read the review and/or download the old version of the game  right now from http://reloaded.org/download/Lost-In-Nightmare/116/
But I suggest you to not download the old version yet, because I think it will really worth waiting for the deluxe version in case you haven't played the game yet.


Introduction:
Are you ready for this? Then step into the dark world of Lost in the Nightmare and face your darkest dreams..
An 'interactive horror adventure' with pre-rendered 3D graphics and cutscenes with cinematical camera pitches.
This game is not recommended for the people who is below 18 years old.

Pre-rendered 3D backgrounds taken from the Half-Life engine are used in Lost In The Nightmare. I'm preparing the HL maps with Valve Hammer Editor by myself and using modified versions of the textures and models of the mods like They Hunger, Medieval World.


Story:

The main character is Burak Guney, a private eye who used to work for the police. You are hired to find three university students who got lost in a forest near the Karabalta Town while camping. They have been lost for 3 months and the police couldn't find any clue what happened to them. You'll stay in Karatas Hotel during your investigate.


But soon, you will discover the dark history of the town.

In-game screenshots






Development Progress:

Story: 95%
There are still some stuff that needs to be decided!

Scripting: 95%
The extra action sequence is not scripted yet.

Graphics: 90%
The extra action sequence again. And the revision of the whole backgrounds is not completed.

Sound/Music: 99%
I am not using original music, anyway. I just need to crop a new track, that's all.


And what does the deluxe version bring?


*Revisioned graphics



As you see, I am changing the shadow/highlight and hue/saturation values and adding some extra filters like Diffuse Glow. And remaking some scenes.
I want to give a dark, film-noiristic but still dreamy ambience to the game.

*New scenes and extra endings:


I have decided to add more scenes inside the game.
And two extra endings; one of is a death sequence and the other is a secret ending for saving the campers.




Some of the new scenes are going to make the game deserve the mature rating more.

*Bug fix:  Many major and minor bugs are fixed! I should have done this so earlier.
*Proofread: The game script is proofreaded by Jonathan Anson.
*More music: Now I have used some tracks of some of my favourite metal bands, like Rammstein. I can say the tracks I used went very well with some scenes of LitN.
*And also a bonus document that you will receive when you finish the game with the good ending (I made the good ending harder to reach, by the way.). It contains the trivia about the story and the characters; what they were symbolizing from my mind.

I couldn't do the extra story in spite of my promise. But I'm working on a long action sequence for the good ending. I found the good ending too short and easy, it needs a good chase inside the dark forest :)

That's all for now. I hope to complete it in 1 or 2 weeks.

P.S: You can find the wallpaper sized versions of two recently made scenes here:
http://coolblue-gord10.deviantart.com/art/...lpaper-63297354
http://coolblue-gord10.deviantart.com/art/...itN-WP-61201762

#35
I am really ashamed of starting this topic, the solution is probably something easy that I missed in spite of my all searchings.

I am currently working on the new version of Lost in the Nightmare and now having a problem that I didn't have before.

I want my game to display a series of messages before fade in when a new room is entered. I use DisplayMessageAtY(0,200); code on "PlayerEntersRoom (before fadein)".

The whole messages are supposed to be seen on a black screen; the room is faded in when the messages are finished.

But it doesn't happen that way anymore. The first message gets seen on the black screen, the room background is loaded instantly and it gets loaded again with fade in effect when the messages are finished.

Weird thing is that I am not having this problem while playing the old version of Lost in the Nightmare. I have checked the global scripts in case I added a harmful code inside, but couldn't find anything about fadings or messages.

Worse thing, this problem occurs in the whole rooms that uses this kind of messages.

In case you would need to investigate the room, http://dosya.coolbluegames.com/room521.crm is an example room I'm having this problem.

[offtopic]
And also for some reasons I can't enter the AGS website without using the proxies for a few weeks. Is there anyway that i don't need to use the annoying proxies? Because it took my 1 solid hour to search this problem on the forums
[/offtopic]

Thanks in advance!

Edit: http://dosya.coolbluegames.com/room521.rar should work to download.
#36
Hello,
I have released the template of my 2004 made game,
Asporia: Hidden Threat.
.



The purpose of releasing this open source pack is to create a helpful resource showing how to create a basic RPG using Adventure Game Studio.

Extract the "asporiahiddenth.agt" file to the same folder as AGS (the folder where agsedit.exe is located).



Start/restart AGS, choose "Start a new game" and then select the "asporiahiddenth" template to use this source pack. I recommend you to use the 320*240 resolution if you would want to attempt to run the game first (and don't forget to set the game resolution to 640*480 in the File/Setup Game, in order to avoid the unreadable texts in the compiled game).

Asporia: Hidden Threat was scripted using an old version of AGS, so it doesn't use the new object-based scripting that AGS presents in its recent versions. However, the new version of AGS is still able to run these old commands if you remove the tick on the "Enforce object-based scripting" on the General Settings of the game (the tick is defaultly off in this source game, though).

But still, you need to get a new version of AGS to run this open source, as I had to adjust it to be compatible with the new version. (AGS v2.72 was used to create the template; an older version is not recommended to run this source pack.)


Download the template.
.

I hope you find it helpful.

#37
What are QR codes?

A QR Code is a matrix code (or two-dimensional bar code) created by Japanese corporation Denso-Wave in 1994. The "QR" is derived from "Quick Response", as the creator intended the code to allow its contents to be decoded at high speed. QR Codes are most common in Japan, and are currently the most popular type of two dimensional code in Japan.
Although initially used for tracking parts in vehicle manufacturing, QR Codes are now used for inventory management in a wide variety of industries. More recently, the inclusion of QR Code reading software on camera phones in Japan has led to a wide variety of new, consumer-oriented applications, aimed at relieving the user of the tedious task of entering data into their mobile phone. QR Codes storing addresses and URLs are becoming increasingly common in magazines and advertisements in Japan. The addition of QR Codes on business cards is also becoming common, greatly simplifying the task of entering the personal details of a new acquaintance into the address book of one's mobile phone.

Consumers with capture programs and a PC with an RS-232C-interface may use a scanner to acquire the data.
Quote from Wikipedia.

For example;

This image means "We love AGS". You see the message when you encode the image.

Why do I need help for this?

*I am able to generate the images for a certain text. But I still couldn't decode the images into the messages. It seems like I need the 3rd generation cell phones.

*And the most important part: One of the (old) best friends of mine had sent me one of them. He said he wanted to tell me something, but not in a clear way. He wanted me to solve this code:



Now I don't want to talk about the personal things about us; just let me tell you I finished my all friendship with him a short time ago (let me just say he got sad and this was just my intention to make him feel bad). He told me I would also feel bad when I will solve the code (probably because something I don't know is written in the code).

These all happened about 1 month ago, I think. But now I decided to learn the code.

I would be so grateful if someone could help me to solve this message (This is a Turkish code, by the way).
Thanks in advance.
#38
General Discussion / Elf Yourself
Mon 01/01/2007 12:26:46
I had to share this..
http://www.elfyourself.com/?userid=b5520a3f6b04f23879d66aeG07010104
'Elf Yourself' was one of the things that could make me laugh for a long time.


If I need to explain what it is; this is a site that allows to make yourself an elf. You upload your photo, edit it, and you have a dancing elf that has your face.
Something a must seen, I believe.
#39
Yes, I know this is just a little template, but I think this template could be handy for the AGSers who wants to add noise effect to their games.

This is the realtime noise effect filter that I have developed to use in LitN 2.

It provides an animated noise effect in front of the screen.



You can also set the transparency and the speed of the noise.

The noise effect is based on an animated and %85 transparent object inside the room.

It is just the version v1.0 for now, I will try to develop it more. (I must confess that I don't know how to make modules yet, I will release a module version when I finish learning preparing modules ^^;  )

Download: www.geocities.com/akk13us/noisefilter.zip

All C&C are apprecited.
#40
http://www.netnebulo.hu/loituma_clock.swf

jatsu tsappari dikkari dallan
tittari tillan titstan dullaa,
dipidapi dallaa ruppati rupiran
kurikan kukka ja kirikan kuu.

ratsatsaa ja ripidabi dilla
beritstan dillan dellan doo.
a baribbattaa baribbariiba
ribiribi distan dellan doo.

ja barillas dillan deia dooa
daba daba daba daba daba duvja vuu.
baristal dillas dillan duu ba daga
daiga daida duu duu deiga dou.

I have been listening this song for about 30 minutes; I can't stop this, because guess I got addicted.
By the way; guess it is a Finnish song, I would be glad if someone could translate it :)
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