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Messages - He-Man

#181
Hi.
It's been a while since I've posted in these forums. In the meantime I've been working on this upcomming game:

SILENT KNIGHT - Chapter 2: The Conscience of the King


The Story:

The story takes of where the first chapter ended: A knight has just escaped the prison Alcatrash as the first person ever after being sentenced to death by King arnold of Calithulhu. Therfore he is chosen to hunt down and kill a dragon that the rumors said have killed King Arnold's son in law.
Before the knight can leave Calithulhu he must find himself a transport, a map that can show him where the dragon lives and a magic potion that can kill the dragon...

The game is
16 bit colour
640/480 pixels
And it has a modified Monkey Island interface


Some screenshots:



Meet a lot of different characters


Visit known and unknown locations


Browse around and solve puzzles (udpated)

EDIT:
A piece of game music:
http://www.5feetunder.com/game/7-8shit.mp3

Some of the characters:

The local photographer


The local local hangman

Ã,  Ã, Ã,  Ã,  Ã, 

You even get to meet a few celebrities on your quest


An angel

Development Progress:

Story: 100%
Scripting: 100%
Graphics: 100%
Sound/Music: 100%

Updated 7 sep:
Added a few of the characters to the site.

Updated 29 sep:
Added another character to the site.
The game is almost done.

Updated 7 oct:
The game is complete!
I will release it soon. I just need to beta-test it a little more!

Final update (16/10):
The game is complete!
It can be downloaded from the Completed Games forum or from my signature.
#182
Venus - Thank you very much. I'm happy you like my game.
JSE - Try downloading the game again. I've just tried downloading it myself again and I didn't have any problems...
#183
Hi

I've finally pulled my self together and updated my game.
The update includes:

Visual updates (especially in the intro).
While interacting with a couple of objects you got no
response. These objects now work as they should.
Some typos.
A few speech changes.

The game should now be bug free. Anyway I hope so....
The game can be found at the same location a the previous version:
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=554

Have fun!
#184
Thanks a lot everyone.
Especially Strazer!
Things seem to work as they should now. I'll just play a little with your numbers  until everything looks as it should.

Cheers
#185
Hi
I'm having a problem with the room scaling.
I want to reverse the room scaling so the character becomes smaller when he walk down.
I've tried to use continouus scaling (AGS automaticly reverses my settings) and SetAreaScaling (AGS give my an error when loading the game).
Is there anyway to do this?
#186
Crap!
After testing my game in the crate room everything was swell.
But now I've found out that after editing my script the player can't interact with any objects. The player can look at objects but every other interaction reacts the same way as the crate did before.
The hotspots work as they should...
This is kind of wierd, please help me!
#187
That did the trick. I've just tested my game and now it works!
Thank you very much Pumaman.
I would never have seen that one...

Word!
#188
I'm not sure the problem is in the Global script because everything works as it should everywhere except for the last two rooms...
But I'm that good at scripting so maybe you're right. I hope so...


/**/function on_mouse_click(int button) {////////////////////////////////////On Mouse Click///////////////On Mouse Click
/**/  // called when a mouse button is clicked. button is either LEFT or RIGHT
/**/ int mrx=mouse.x+GetViewportX(), mry=mouse.y+GetViewportY();
/**/ GSloctype=GetLocationType(mouse.x,mouse.y);
/**/ if (GSloctype==1) GSlocid=GetHotspotAt(mouse.x,mouse.y);
/**/ else if (GSloctype==2) GSlocid=GetCharacterAt(mouse.x,mouse.y);
/**/ else if (GSloctype==3) GSlocid=GetObjectAt(mouse.x,mouse.y);
/**/ else if (GetInvAt(mouse.x, mouse.y)>=0) GSlocid=GetInvAt(mouse.x, mouse.y);
/**/ GetLocationName(mouse.x,mouse.y,GSlocname);
/**/ StrCopy(GSprevusedmode,GSusedmode);
/**/ StrCopy(GSusedmode,GSmode);
/**/ if (IsGamePaused() == 1) {
/**/    // Game is paused, so do nothing (ie. don't allow mouse click)
/**/  }
/**/  else if (IsGUIOn(MAPS)==1){// if map
/**/    if (button==LEFT){
/**/      if (IsInteractionAvailable(mouse.x,mouse.y,MODE_USE)) ProcessClick(mouse.x,mouse.y,MODE_USE);
/**/      else ProcessClick(mouse.x,mouse.y,MODE_WALK);
/**/    }
/**/  }//end if map
/**/  else if (button==LEFT) {
/**/       if (GlobalCondition(2) || GlobalCondition(3) || GlobalCondition(4)) SetMode("default");
/**/       else if (StrCaseComp(GSdefaultaction,"exit")==0){ //GSoffscreen==1){
/**/            SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/            WalkOffScreen();
/**/            SetMode("default");
/**/            }
/**/       else if (GetCursorMode()==9 || GetHotspotAt(mrx-GetViewportX(),mry-GetViewportY()==0)){
/**/          SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/          if (IsInteractionAvailable(mouse.x,mouse.y,9)) ProcessClick(mrx-GetViewportX(),mry-GetViewportY(),9);
/**/          else ProcessClick(mrx-GetViewportX(),mry-GetViewportY(),MODE_WALK);
/**/       }
/**/       else{
/**/        UpdateActionBar();
/**/        SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/        StrCopy(GSusedmode,GSmode);
/**/        GSagsusedmode=GetCursorMode();
/**/        if (AlwaysGoToHotspots==1 && GSdontgo==0){
/**/         if (Go()==1) ProcessClick(mrx-GetViewportX(),mry-GetViewportY(), GetCursorMode() );
/**/        }
/**/        else ProcessClick(mrx-GetViewportX(),mry-GetViewportY(), GetCursorMode() );
/**/        SetMode("default");
/**/       }
/**/  }//end if button left
/**/  else if (GSallowrightclick==1 && button == RIGHT){
/**/     if (StrCaseComp("none",GSdefaultaction)==0) {
/**/        SetMode("default");
/**/        SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/        if (GetCursorMode()==9) ProcessClick(mrx-GetViewportX(),mry-GetViewportY(),MODE_WALK);
/**/        else ProcessClick(mrx-GetViewportX(),mry-GetViewportY(), GetCursorMode() );
/**/     }
/**/     else if (StrCaseComp(GSdefaultaction,"exit")==0){
/**/        SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/        WalkOffScreen();
/**/        SetMode("default");
/**/     }
/**/     else {
/**/       SetMode(GSdefaultaction);
/**/       UpdateActionBar();
/**/       SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/       StrCopy(GSusedmode,GSmode);
/**/       GSagsusedmode=GetCursorMode();
/**/        if (AlwaysGoToHotspots==1 && GSdontgo==0){
/**/         if (Go()==1) ProcessClick(mrx-GetViewportX(),mry-GetViewportY(), GetCursorMode() );
/**/        }
/**/        else ProcessClick(mrx-GetViewportX(),mry-GetViewportY(), GetCursorMode() );
/**/       SetMode("default");
/**/    }
/**/  }
/**/  else if (button == LEFTINV){//left click in inventory
////////Mode Look at if walk or pick up modes selected when mouse on inventory
/**/    if (GlobalCondition(1)){
/**/       SetMode("look at");
/**/       StrCopy(GSusedmode,GSmode);
/**/       GSagsusedmode=GetCursorMode();
/**/       SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/       RunInventoryInteraction(GSlocid, MODE_LOOK);
/**/       SetMode("default");
/**/    }
////////////////////////////////////////////////
/**/    else if(GlobalCondition(2)==1){}
/**/    else{
/**/       StrCopy(GSusedmode,GSmode);
/**/     if (GetCursorMode()==2){
/**/       if (GScaninteractinv==1 && IsInventoryInteractionAvailable(GSlocid,MODE_USE)==1){
/**/         SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/         RunInventoryInteraction(GSlocid, MODE_USE);
/**/         SetMode("default");
/**/       }
/**/       else SetActiveInventory(GSlocid);
/**/     }
/**/     else {
/**/       GSagsusedmode=GetCursorMode();
/**/       SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/       RunInventoryInteraction(GSlocid, GetCursorMode());
/**/       SetMode("default");
/**/     }
/**/    }
/**/  }
/**/  else if (GSallowrightclick==1 && button == RIGHTINV){
/**/     if (StrComp("none",GSdefaultaction)==0) SetMode("default");
/**/     else{
/**/       SetMode(GSdefaultaction);
/**/       StrCopy(GSusedmode,GSmode);
/**/       GSagsusedmode=GetCursorMode();
/**/       if (GetCursorMode()==2){
/**/         if (GScaninteractinv==1 && IsInventoryInteractionAvailable(GSlocid,MODE_USE)==1){
/**/           UpdateActionBar();
/**/           SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/           RunInventoryInteraction(GSlocid, MODE_USE);
/**/           SetMode("default");
/**/           }
/**/         else SetActiveInventory(GSlocid);
/**/       }
/**/       else {
/**/       UpdateActionBar();
/**/       SetLabelColor(ACTION,0,ActionLabelColorHighlighted);
/**/       RunInventoryInteraction(game.inv_activated, GetCursorMode());
/**/       SetMode("default");
/**/       }
/**/     } 
/**/  }
/**/}
/**/

#189
Critics' Lounge / Re: C&C on guy
Mon 06/06/2005 21:29:09
Looks great. It's a very nice style for a game.
Some shading might make him even better...
#190
I've got this in the Script Header:

/**///Cancelable semi-blocking move-player-character functions:
/**/import function MovePlayerEx(int x, int y, int direct);
/**/import function MovePlayer(int x, int y);
/**/import function Go();



And this in global script:

/**/function MovePlayerEx(int x, int y, int direct){
/**/Ã,  //Move the player character to x,y coords, waiting until he/she gets there, but allowing to cancel the action
/**/Ã,  //by pressing a mouse button.
Ã,  Ã,  Ã,  int cursorspritenumber=33,
Ã,  Ã,  Ã,  Ã,  Ã,  blankcursorspritenumber=34;
/**/Ã,  ChangeCursorGraphic(7,cursorspritenumber);
/**/Ã,  GScancelable=0;
/**/Ã,  if (direct==0) MoveCharacter(GetPlayerCharacter(),x,y);
/**/Ã,  else MoveCharacterDirect(GetPlayerCharacter(),x,y);
/**/Ã,  // wait for release of mouse button
/**/Ã,  while (character[GetPlayerCharacter()].walking && ((IsButtonDown(LEFT)==1) || (IsButtonDown(RIGHT)==1))) {
/**/Ã,  Ã,  Wait(1);
/**/Ã,  Ã,  RefreshMouse();
/**/Ã,  Ã,  CheckDefaultAction();
/**/Ã,  }
/**/Ã,  // abort moving on new mouse down
/**/Ã,  while (character[GetPlayerCharacter()].walking){
/**/Ã,  Ã,  if (IsButtonDown(LEFT)==1 && (GetGUIAt(mouse.x,mouse.y)<0 || GetInvAt(mouse.x,mouse.y)>=0)) {
/**/Ã,  Ã,  Ã,  StopMoving(GetPlayerCharacter());
/**/Ã,  Ã,  Ã,  GScancelable=1;
/**/Ã,  Ã,  }
/**/Ã,  Ã,  else if (IsButtonDown(RIGHT)==1 && (GetGUIAt(mouse.x,mouse.y)<0 || GetInvAt(mouse.x,mouse.y)>=0)) {
/**/Ã,  Ã,  Ã,  StopMoving(GetPlayerCharacter());
/**/Ã,  Ã,  Ã,  GScancelable=2;
/**/Ã,  Ã,  }
/**/Ã,  Ã,  else {
/**/Ã,  Ã,  Ã,  Wait(1);
/**/Ã,  Ã,  Ã,  RefreshMouse();
/**/Ã,  Ã,  Ã,  CheckDefaultAction();
/**/Ã,  Ã,  }
/**/Ã,  }
/**/Ã,  ChangeCursorGraphic(7,blankcursorspritenumber);
/**/Ã,  if (GScancelable==0) return 1;
/**/Ã,  else return 0;
/**/}
/**/
/**/
/**/function MovePlayer(int x, int y){
/**/Ã,  //Move the player character to x,y coords, waiting until he/she gets there, but allowing to cancel the action
/**/Ã,  //by pressing a mouse button.
/**/return MovePlayerEx(x,y,0);
/**/}


/**/function Go(){
/**/ // Go to whatever the player clicked on. You can cancel the action, and returns 1 if the player has gone to it.
/**/Ã,  return GoTo(2);
/**/}

I hope this helps
NOTE: This script is not by me but Proskito. I don't understand everything in there...
#191
Critics' Lounge / Re: June Mags BG
Mon 06/06/2005 11:06:26
The way I make straight lines is with the pencil tool.
Make a dot where you want the line to start and make a dot where you want it to end while holding down shift. To make another line with starting point at the end of the first line simply make a third dot while holding down shift. That way you can easily make closed shapes that are easy to fill with colour afterwards...
This is also a good way to trace your scanned images...
#192
Thanks for the crits!
Guybrush - I see the problems with the shaddows. I think I'll fix that later. The reason why the picture looks flat and the texture looks gridy is because it's supposed to look a little like the mountains or whatever in Mario:

That's also the reason for the hole in the wall.
There's also a reference to AGS in the city gate picture...

Tattytorn - I use Photoshop. I paint over scannings of my drawings...
#193
Thanks for the quick answer, but walkbehinds are not the problem.
One of the rooms doesn't even have walkbehinds...
I don't get it...
#194
Hi
I'm working on a sequel for my game Silent Knight. I've finished three backgrounds so far and I would love some c+c on them before putting them in the game...


Outside King Arnold's castle.


The city gate


A house outside of town

Here's also a couple of characters:


This guy is guarding the city gate


And this guy is selling maps with celebrity homes

HIT ME!
#195
AGS Games in Production / Re: KOR remake
Mon 06/06/2005 00:21:39
Man, these screenshots look really great.
Your style is really good. I can't wait to play...
#196
Monkey_05_06:
Thanks, but I think you might misunderstand me!
If you click on the hotspot or object the right place the interaction works as it should.
This means you'll have to keep clicking 'use crate' different places on the crate until you find the spot that triggers the interaction. BTW this spot is always the same place.
This is not because the hotspot is not there since the status bar says that the cursor is over the hotspot.
It like half the hotspot is somehow disabled.

Akumayo:
This might end up being my last solution to this problem. It would be so much easier if somebody knew what caused the problem. It's going to be quite a lot of work since the bug appears in more than one room...
#197
The cursor hotspot is where it should be. And the strange thing is that up to the these last two rooms the cursor and everything else works like it should.
The status bar in the bottom of the screen that show the OVERHOTSPOT says the objects' names. But as you click on the objects nothing happens... The action doesn't even go back to 'walk to' as it normally do when you interact with "nothing"!
It makes no sense.
#198
Hints & Tips / Re: Silent Knight
Sun 05/06/2005 17:30:15
A complete walkthrough can be found here:
http://www.5feetunder.com/game/sk-walkthrough.doc
I hope that'll do it!

Your pal
Niels
#199
hi there

I have a strange problem with my game:
In the last two rooms of my game there are a couple of objects that are very hard to intetact with. It's almost as if there is some hidden object in front of these obejcts that keeps the player from interacting with the objects. The player needs to click on the object exactly the right place to interact. I've tried everything but I can't figure out what's wrong. The strange thing is that this bug happens on both a object and a hotspot...
I'm using Proskito's MI2 tempate v.13, but I don't think that has anything to do with the problem...

If my description of the problem is unclear, please check out what I mean. Here's the game:
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=554
The bug appears when trying to open the crate and using the hose...
(I'll post a walkthrough after posting this!)
EDIT:
A complete walkthrough can be found here:
http://www.5feetunder.com/game/sk-walkthrough.doc

If anyone has any idea what causes this bug and/or how to solve it please write back...
#200
I'm happy that so many people are enjoing my game.
I'm currently working on fixing all the bugs, so there'll soon be an updated version...
If i have the time I'll throw in an extra puzzle or two.

Cheers

ps. The second chapter is also on the way. I've already finished a couple of backgrounds and half of the story...
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