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Messages - Gribbler

#1421
This year? But of course! The game should be ready sooner than you think:)
#1422
Hi guys!

We've got a new gameplay trailer available for you in the first post. Enjoy:)
#1423
AGS Games in Production / Re: A Golden Wake
Thu 28/02/2013 16:41:15
It looks fantastic! With your experience I'm sure it will be top quality adventure. Can't wait!
#1424
Hi guys!

I have some news. It's both good and bad, depends how you look at it.

So here goes: I've just became a Dad! Yay!:) GOOD! The game will now probably suffer a slight delay... Cause, as all the Fathers on the forum surely know, amount of free time drops considerably with newborns:) BAD!

Nevertheless, I want to assure you that the game is 95% finished, so keep fingers crossed!

Thanks!

#1425
Hi guys!

Progress update:

Story 100%
Puzzles 100%
Scripting 90%
Graphics 95%
Sound 60%

We're keeping a steady pace. Here's a snippet of some new artwork which will be included in the game:
#1426
I'm very happy you like the graphics. We're both busy with everyday life (work, family, etc.) but Parafia's working very hard to hit those retro tones. He's spawning great animations one after another. It's sometimes hard to keep up scripting it all:)
#1427
Thank you all for positive feedback. It's very encouraging :)
#1428
Hi, guys! Teaser Trailer youtube link is available in the first post.
#1429
AGS Games in Production / Re: THE BUM
Tue 11/12/2012 10:39:06
At least sock idea is still somewhat original:) But I remember few years back there was some Mel Gibson movie in which he talked using a plush beaver puppet...
#1430
AGS Games in Production / Re: THE BUM
Tue 11/12/2012 09:58:01
Lol back in 2006 when this project started there wasn't any. How many bum
games are there now?:)
#1431
AGS Games in Production / Re: THE BUM
Fri 07/12/2012 21:59:39
I'm glad you like the artstyle and somewhat abstract plot - protagonist is in fact a sock with a bum "attached" to it:)
#1432
AGS Games in Production / THE BUM
Fri 07/12/2012 18:00:39

Hello fellow adventurers!

I'm happy to announce my first game, working title THE BUM, which is finally near completion. I started the project over 6 years ago (yep!) but as my graphics skills were pretty poor (and, quite frankly, still are...) it was rather stagnant for most of the time. Fortunately talented background/sprite/animation artist came onboard about a year ago and things sped up.

The game tells a story of a homeless man who communicates with the world using an old sock on his right hand. He's a huge football fan and plays it a lot near his backalley. One day he gets mugged by a wandering bully and looses his precious ball in the process. Now he must pull himself together, team up with a local superhero, find a new ball and confront his oppressor again.

Here are some screenshots:










PROGRESS:
Story 100%
Puzzles 100%
Scripting 90%
Graphics 95%
Sound 60%

Let us know guys what you think. We highly value your opinion.

Thanks!

TEASER TRAILER HERE:
http://youtu.be/Ke7D-vx9qes

TRAILER AVAILABLE HERE:
http://youtu.be/VVUzX_m4A08
#1433
First of all thank you Khris for your help. I can now cycle through cursor modes over the inventory. Which is great! But right mouse button still serves as "LOOK AT" cursor mode. If I try to cycle through cursor modes when the cursor is over some item "looking at" is being called instead of cycling.
#1434
Hello!

Scripting basics, animations, sounds, music, variables I have pretty much figured out by now, but GUI scripting and pretty much code at the beginning of the GlobalScript are still a mystery to me. I'm afriad to fiddle with it to this day:) And I believe my next problem applies to this area of the game. Here's the deal: I have a inventory window constantly displayed on the bottem of the screen. I have default cursor modes like Walk, Look, Interact etc. When I move the cursor over the inventory window, RIGHT BUTTON clicks start to serve as LOOK AT function instead of cycling through mouse modes. How do I change this? I want the player to be able to change mouse modes over inventory window (and select eye cursor manually) just like in any part of the screen. I do not want to use right click for looking at all. Now, I tried to apply this:

Code: AGS

 if (button == eMouseRight || button == eMouseWheelSouth){
    mouse.SelectNextMode();
    }


I put this into the "function show_inventory_window" in GlobalScript but with no luck. I keep getting "undefined symbol 'button'" message.
I still do not understand functions so I once again need your help guys...

#1435
Thank you so much guys! You're unbelievable here:)
#1436
Hello!

I want to make a title screen for my game. I have all game rooms already created. I added additional room - number 1. It is a simple png file with a title and three signs below it: PLAY, LOAD and QUIT. I made hotspots out of them. I hid the character in this room and my game has a inventory panel at the bottom. Here's code for the room:

Code: AGS

function hQUIT_AnyClick()
{
QuitGame(1);
}

function hLOAD_AnyClick()
{
//show_restore_game_dialog();
}

function room_Load()
{
gInventory.Visible = false;
gIconbar.Visible = false;
}

function hPLAY_AnyClick()
{
player.ChangeRoom(3, 121, 120);
player.FaceLocation(283,  92);
gInventory.Visible = true;
gIconbar.Visible = true;
}


I have two problems here. First, LOAD hotspot. I entered the code from the button found in the default iconbar but I keep getting message: undefined token show_restore_game_dialog. I don't know why. If I keep iconbar visible, LOAD button in it works fine, and it has the same code.
Second problem is - while on this main title screen I still have the option to cycle through cursor modes: see, talk, interact etc. but I want it to be just cursor arrow, exactly as you have when you move cursor over iconbar when visible.

What do I do? Beside RTFM, which I already did:)

Any help would be greatly appreciated.
#1437
Thank you so much Wizard!
#1438
Hi!

Here's my problem. I wan't the player to say something for one specific inv item, something else for the second, and one general sentence for all other inv items.

My code so far:

Code: AGS

function oBRANCH_UseInv()
{
if (player.ActiveInventory == iHANDSAW) {
      player.Say("You'd have to use your stonger hand.");
}
if (player.ActiveInventory == iHANDSAWRAG) {
      player.Say("Well, alright.");
      player.Walk(123,  108, eBlock);
      object[0].Visible=false;
      player.AddInventory(iBRANCH);
    }

else {
  player.Say("I can't cut it with this.");
}
}




Currently "I can't cut it with this" is displayed as I wanted - when items other than those two specified are used, but it is also displayed after the sentence of the first item. What am I doing wrong?
#1439
I simply typed "walkable" in manual search section. There was only info about scaling, lighting, mask importing, moving and walking. Nothing about removing and restoring walkable areas.

BTW I already tried your suggestion and it works perfectly:-)
#1440
Great idea! I didn't know you can enable and disable walkable areas. I searched the manual for their functions and found none... Anyway, thanks! I will try that.
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