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Messages - Gord10

#121
Hints & Tips / Re: OROW 8
Sat 13/07/2013 00:50:37
I am stuck in Mi.

Spoiler
The puzzle where we put 4 items under a "Descending" sign. What should they descend for? Number of vertices? It didn't work.
[close]
#122
Dark #3
Dark #2

I also loved the Clean ones!
#123
Engine Development / Re: Other Resolutions.
Sun 24/02/2013 19:42:18
People, I have managed adding 1280*720 resolution to AGS!

I have simply added R1280x720 definition as a 7th element in GameResolution.cs. And then I modified other resolution-related parts of editor and engine, like GetGameResolutionHeight(GameResolutions resolution) function. Now I've got a game that runs perfectly in 1280*720. I will release my next game in this resolution.

Note that I have done nothing yet for backwards compatibility.

I wonder if my compiled test game will work for you, too.
My modified version of AGS
Sample wide screen game

And DO NOT try this new version before taking a back-up of your game first!
#124
Hints & Tips / Re: Ben Jordan Case 8
Fri 10/08/2012 22:12:58
Quote from: The Hero on Thu 09/08/2012 19:19:14
@dbuske
Spoiler
there is a reason Percy is behind the door try talking to him
[close]
Quote from: dbuske on Thu 09/08/2012 19:14:14
I couldn't get by the guy with the gun in the beginning.  Have to get back to thee game.
Only played 10 minutes.
I'm stuck in the same place.

I have applied The Hero's solution, but I need the rest of it. In other words,
Spoiler
What should I do after PQJ smashes him by door?
[close]
#125
Hello,

I need backgrounds and animated character sprites for a sample adventure game. These artworks don't need to be new, anything old works for me.

This sample game is not an AGS game, it's target platform is iPhone/iPad and it will be using my own adventure kit I made with DragonFire SDK. That's right, I am working on an adventure game engine/library and for iPhone and iPad (and an adventure game which is using this engine). I will announce my project after being able to provide you a sample adventure game that works in iPhone.

For now, I have got this sample test game you see in the video below.
http://ahmetkelesblog.net/nasrettin.mpg

All graphics and sounds belong to the commercial game I am working on, I don't want to use these materials for the test game I will be releasing.

Why I am starting this thread in AGS Forums is because my working will be open-source after it's completed and what I currently need are not new backgrounds and character sprites. Anything you did in the past and give me permission to use in my sample game is okay for me, even if everything in my sample game will be logically inconsistent.

Let me make a list of what I need:
*Player character's animated sprites: Walking left/right, standing, talking.
*One non-playable character's animated sprites: Talking, idle.
*Two room backgrounds, preferably as wide as allowing side-scrolling.
*Two or more inventory items

My intention is to make this sample game available in iStore, downloadable for free. Of course you will be credited. I'm not planning to gain money from this adventure library (besides my own games, which will be using their own materials). Though, we can talk about this if you wish to sell me your material.
#126
Games in the list look awesome! I can't wait for this bundle to be released.
#127
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
#128
Completed Game Announcements / Re: I Forgot...
Sat 23/04/2011 19:41:53
And I forgot to add,
Spoiler
when I saw the character which represents our past, I thought he was our past flat mate. He looked so different from us, I couldn't understand whom he was until I get the control and examined him.
[close]
Maybe that was exactly your intention, though.
#129
Completed Game Announcements / Re: I Forgot...
Fri 22/04/2011 22:31:04
I loved the atmosphere and story!

Some critiques;
*There were great potentials for a puzzle at some points. For example,
Spoiler
the instructions for the lasers could be 'hinted' and we would solve it as a player. And we could see the hi-score list and the extra-ordinary score
[close]
*The texts of the last room (where background is all white) were so hard to read. I would use an alternative font without outline (because it isn't needed when background is all white) at that scene.
*There could be a little delay before Display works.
*In that room where we encounter lasers, viewport could move to show us the lasers before our characters talk about them. Players would think "Lasers? What lasers?" there.
#130
Hints & Tips / Re: Technobabylon II
Sun 26/12/2010 17:05:03
Spoiler

I need an item to show maid (whose personality is modified) in order to remind her the crime.
[close]
#131
"I Think I Think We Got Lost" was my game. I am really ashamed of it.
#132
The Rumpus Room / Re: Happy Birthday Thread!
Mon 16/08/2010 19:40:52
Thank you very much, AtelierGames  and Mr. Matti!

Umm.. Wonkyth?
#133
Also, there are no İ and ı letters in English. It's either I or i.

What people likes in original Monkey Island games isn't only its unique world, but also the gameplay itself. You are free to make and release such a RPG as long as copyrights don't trouble you, but then don't be surprised to see people hating your game.
#134
Quote from: icey games on Wed 28/07/2010 13:24:14
Well,I am going back & fixing it with the help of Calin.The game was really made as a test to see what I need to Fix,Add, or remove and that is a lot of feedback so once Calin sends back the game I will fix every thing maybe even extend it some ;)

It isn't a bad idea to release the game after the feedback of your beta testers, like serious game developers do.
#135
I will be doing the best I can.
#136
Have a look at here: http://en.wikipedia.org/wiki/Square_Enix
They have 2925 employees, $1.49 billion revenue and $86 million net income. Final Fantasy is one of their biggest game.

How much do you think it would cost you to buy FF's copyrights?
#137
General Discussion / Re: AI for AGS
Fri 09/07/2010 21:42:08
My AGS Fight Game includes a simple example of AI, you might want to check it out.

I believe that anything that you can do with C++ and standart i/o library for AI can be done in AGS, as well.

We could be much more helpful if you had given us an example state of your game, but I assume that you want the characters to make decisions according to the variables. It isn't so hard, you can set 'behaviours' like angriness, and what changes the behaviours are the conditions in repeatedly_execute (or anything like it). You can even formulate each emotions of the character; using game variables in a mathematical expression.

#138
Oh, and a small detail that was negected in this thread and not so visible in the main site:

This is not a standalone freeware game, but a Dungeon Siege 1 mod.

Quote from: Tramponline on Tue 06/07/2010 09:11:47
Grand, isn't it!! ;D I was so looking forard to this release. Did you ever play the original U6 Gord? And which magazine is it, that featured an article about this project?

Umm, I always had problems with the old Ultima games that I downloaded, but I was still curious about them, waiting for their remakes. I don't remember anything about this being a mod was mentioned in Level when I saw about this remake a few years ago.
#139
Wow, I had been waiting for this since I readed about it in a magazine!
#140
General Discussion / Re: featuring Chris Jones
Thu 01/07/2010 12:21:22
Quote from: Monsieur OUXX on Thu 01/07/2010 12:08:46
I never get tired of how often the name "Chris Jones" pops up in the most random places :

I am not sure if Pumaman feels the same way :P

Doesn't the video just look like the adventure games which tries to use seperate backgrounds for live-animated characters?
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