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Messages - Hobbes

#121
Fixed it! Apparently I declared an incorrect number of parameters in my script function. Whatever that meant. :-) It's working now!
#122
Dear all,

I've been looking for a very similar function for my game. I think I've set up my GUI correctly but my question is, where would this script described above go? If I declare it as a custom function in my global script, where/how would I call it?

I'm very sorry for bringing back this topic, but it seems to be exactly what I need. Any help would be much appreciated.
#123
Things seem to be running smoothly as far as I can see. Some issues earlier today, but they seem to be fixed. Thank you for all your time & effort in keeping this little part of the internet in good working order!
#124
AGS Games in Production / Re: Metaphobia
Sat 10/11/2018 19:39:58
The trailer looks amazing! Intriguing plot premise. I love the amount of work that went into the animations. It reminds me of Jordan Mechner's rotoscoping from the 90's. Looks really, really smooth!
#125
Even though the BSG part should've overruled everything in my opinion. That should be an automatic pass. So say we all!
#126
(nod)

Looking forward to what creative things people can come up with. And what silly easter eggs I might put in.
#127
Text parser is working fine, thanks for this. Together with the IsNullOrWhitespace code, this is now working flawlessly. Thank you both!!
#128
Slowly slowly working away on my prototype a bit more... I'm trying to add a character name to the creation screen.

I've got 2 questions. It's working fine, but right now the game will allow any name + empty string.

1. As a test I tried to get it to non parse "Shit" as a string. That works. However I don't really want to write 10000 if-else statements. Is there a way to parse all the swearwords in one if-statement?

2. Also, how would I parse an empty string and not accept it?

This is what I have so far:

Code: ags

function Button1_OnClick(GUIControl *control, MouseButton button)
{

if (TextBox1.Text == "Shit") { Display("Try again... foulmouthed person!"); }

else {
 player.Name = TextBox1.Text;
 player.ChangeRoom(3, 536, 229, eDirectionLeft);
}
}
#129
I've done it. :)

Maybe not in the most efficient way possible, but two integer variables are counting the day parts & the days.

By reading out the days and tying them to a fictional calendar, I can also print the days of the week by name. Coupled with a calendar that I can hang in the MC's bedroom, I can also host random "Stardew Valley" esque events.

It's all running as simple "if" and "else" statements. Once I figure out how to use custom Functions (creation & calling them) I'll probably shift some of the code into there. :)
#130
AGS Games in Production / Re: The Witch House
Sun 28/10/2018 13:55:45
Really looking forward to this game! The inclusion of a day-night cycle adds a lot of manual labour but in a horror-game, it adds so much! I loved the "safe" moments in a game like Alan Wake where you explored the town during daylight. Then, when night fell, all bets were off.

Keep up the great work. Your pixel art looks amazing!
#131
Dear all,

I'm currently working on a prototype to see if I can make a game using a very simplistic day-night system.

My parameters are:


  • The game has a maximum of 30 playable days
  • A day consists of 5 slots: 9-12, 12-15, 15-18 & 19-22
  • Certain actions advance time.

So I'm looking for a number of global variables to run, I think.


  • Global Variable that indicates what Day-part it is (1 out of 5).
  • Global Variable that indicates what Day it is (1 out of 30).

I would then have certain activities you perform add a number to the variable of the day part. As soon as you hit day-part 4, your working day is over. The evening part is freed up for leisure.

So far I'm envisioning a game that mixes the easy job-part of Jones in the Fast Lane with a more narrative-driven part running alongside it. So players have the freedom to choose whether they go to work or not. But within these 30 days they have the time to complete the game or fail.

Next part would also be how to show this in a GUI (what day part it is, what day it is, etc).

Basically at the end of day-part 4, the screen should list a GK1-style "Gabriel decides to head home for the day" and then you'll be transported back to your apartment for day-part 5 regardless.

I'm struggling to come up with the proper integers to run this with in a global script. Since the game would have multiple activities available that advance time, it would need to be run as part of the global script. Would I put it in its own function? Would I update the GUI with the repeated_execute function?

Any help would be greatly appreciated!
#132
Thanks for your feedback everyone. Whilst I'm well aware of the old resolutions of AGI, SCI & SCUMM games, they were never stretched out to the screen in a 180 resolution. I'm not super happy with how that looks, so I'm moving back to 320 x 200. :-)

Next phase of this: palette... if I go for 256 colours, then I can use the colour cycling features in AGS, which could be really quite amazing when you see what the old games were able to do with that... to be continued! :)
#133
Dear all,

I'm trying to get the best resolution available. I've started drawing backgrounds at 320 x 200. However there isn't a proper multiple of 320 x 200 to get to 1920 x 1080. I've now changed my resolution in-game to 320 x 180. This way a multiplication of 6 gives me proper 1920 x 1080 (320 x 6 = 1920 and 180 x 6 = 1080).

I do find that my graphics suddenly lean more towards the AGI sprite-size than the smaller pixel size of later SCI games, which is the style I'm going for. I'm curious to hear what resolution other people program their games at to get a proper fullscreen in AGS but still keeping the pixelart style very much intact.
#134
General Discussion / Re: Where`s m0ds?
Mon 14/05/2018 20:30:35
I was actually wondering the same thing as well. Mark has done so much for the AGS Community (still bummed I couldn't make it to the Amsterdam Mittens so, so many years ago!)

There's more people who're absent, but Mark does stick out with his m0ds Guest account that shows up sporadically. Hope everything's all right!
#135
Dear all,

With the weekend now over, I don't think there'll be much happening during the week, but here's the latest background I finished tonight. This one would be the first game screen from the game, where our main character is woken up from his tank.

This is the first interior drawing I've done in a long, long time and I really struggled with it. I'm sure that there are plenty of mistakes in shading & perspective, but I think in general it has potential. Even making the shift from 320 x 200 (or in this case 480 x 200) is really tricky when for Buccaneer everything was drawn at a 320x138 size (the GUI took up enough space to get away with small backgrounds!)

#136


Thanks for the feedback everyone! I've taken the shading on the character portrait and also fixed some sprite-things as ManicMatt suggested. For now I've moved onto a second background attempt. This one is actually game-related and would be the second/third screen in the intro sequence. Escaping from the lab after waking up in a bio-chamber (hence the underwear-outfit). :-)
#137
Dear all,

Thanks for your feedback! It seems my web server is running on https, so that's why my avatar wasn't showing. Fixed it now. :-)

I've taken on some of the feedback received and tried to desaturate the image a bit. As a "work in progress" I'm now considering a total palette change to make it more desaturated as a whole.

Attached is my second attempt at this background. I've also worked on my character sprite. I'm aiming for a mature game, so the previous sprite seemed too cartoony for that. I've also done a mock-up of the speech GUI and included the portrait for my character.

Any critique on the background, the sprite & the portrait is more than welcome.

#138


I'm possibly maybe toying with the idea of starting a new adventure game in AGS after... ahem... 13 years. So what better way than to purchase Aseprite and have a go at creating a background image + main character sprite?

I call this one: The Old Tree + Unnamed Character. And yes, the tree is supposed to be abnormally big.

Having some difficulty setting my profile picture, for some reason the forum won't accept my GIF. (Solved)
#139
So I've recently taken up coding in AGS again. Since it's been several years and the last version was 2.62, it's quite a switch to work with 3.1.

I've started a new game with the GUI template of the Verb Coin. It's been working wonderfully, but now I get a really weird error whenever I'm compiling.

Room 1 is an empty room, but when I compile, the compiler halts with this code:

Error (line 80): unexpected '4' in File ASCII Quick Converter.ash

I didn't even touch this script, which worked fine until a few hours ago. What happened in that time? I added all the rooms I'd need for the game and loaded in the backgrounds. That's it! And suddenly it stopped functioning...

Anyone have a clue what happened here?

-------

Never mind! By disabling line 80 (which only shows the W character), things are working flawlessly again!

It is a weird bug, though...
#140
Hey all,

Yes, I'm still plodding away on Buccaneer 2! After my short crisis at the beginning of the year I've now resumed work. So far I have the skeletal version of the introduction + Day 1 completed. There's still a LOT of fine-tuning to be done, though, before I can call those areas of the game finished and move on to Day 2. Since there are 5 in-game days, it's a lot of work.

I am currently looking for the following people to help me out:

* A sprite-artist.
It's no secret that I paint over the Fate of Atlantis sprites for Buccaneer 2. I am very bad at animating my sprites so I'm working with Scummrev and grab whatever I can... However, it would be wonderful if there's someone in the community who can sprite well in a 320x200 environment and is willing to work with me on Buccaneer 2. It would speed up development to no end!

* A cut-scene artist.
I had a cutscene artist, a really good one, Regnum Eternum. He posted here once and we had some email contact but he slipped away from the project as far as I can tell. If I'm wrong, please contact me!
However, I'm looking for someone who can draw still images in 320x200. Close-ups of faces, some environmental shots. We're looking at 5 to 6 full-screen images, which I will break down to create comic-book like cutscenes and an introduction sequence as seen in Gabriel Knight 1.

Thanks for reading, and I hope to hear from people!!

Regards,

Jaap
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