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Messages - Igthorn

#1
Bugger!

If you look at the screencap at the top - the word approachable seems to be going off the edge of the space allocated to it (the lighter yellow) - am I making a mistake?

Thanks for your help
#3
Hi


I am having trouble with my text gui - the top right element is being displayed over the other elements instead of next to it and the text seems to be going outside of the border of the box - can anyone tell me what I am doing wrong?

Thanks
#4
Some significant progress has been made with character design and additional images
#5
I havent added any on mouse click functions - the only one in the script is the verbcoin reference which I havent touched. I'm afraid its probably not that.

Any other ideas.

Completely right about ShowPlayerCharacter!!!

Thank you.

#6
Hi
I've been adding little bits to my game and then this morning, when I right click my inventory screen doesnt appear. I didn't make any changes that I know of (no properties changes, I did some inventory item interaction but it was working) - can anyone suggest what I might have inadvertently done? Hopefully it can be undone.

Also my character has disappeared.

If I start a conversation the sprite appears in the top left of the screen but only when he is speaking
If I change the character to another one of the characters in the game, then the same thing happens
#7
Caged Universe Productions proudly presents:

A Game about a Novice by a Novice Game Maker:

Novice Quest:

A young orphan has determined that he would like to become a protector of the innocent and defender of the weak as well as a champion of  justice by applying to become a member of the Pandion Order of Knightmages and he must take the test to prove that he is worthy of the order.

His first hurdle is to prove that he has the mental capacity to assume the mantle of the Grey Ones and he has been instructed to meet Magister Boda in the library

++++++++++++++++++++++++++++++++++++++++++++++++++++
Out of Character
++++++++++++++++++++++++++++++++++++++++++++++++++++

I want to actually finish a game that I have started putting together but I realised I was always thinking too big - grand adventure games like the ones I spent lots of time playing when I was younger. Multiple locations and characters and epic scope work well in my mind but not so well in reality.

So I decided to aim for a single room game that stretches and teaches me the ropes of AGS.

I have tried to take a modular approach to game construction - you will see some undeveloped areas in the screen - as I develop the puzzle detail I can finish off the images.

My focus is to aim to acknowledge the games and books that were a huge part of my growing up with computers by including a number of easter eggs and homages to those games. The game is aiming at a cartoonish visual aesthetic with very flat backgrounds that are a nod to those early sierra games and use a faded palette. The guys over at Pixeljoint have already been very helpful with critiques and suggestions

Also I am trying (so far successfully) to have three different versions of each of the puzzles each at three levels of complexity. The main puzzles are basically done on one level - I just need to convert them into a game version which still requires some work.
Images as you can see are still raw but characters are done and gui's are mostly complete.  I still have to look at the texture of the walls of the room, animation of the room background.
I have found that writing a game is a little like writing a story - sometimes you are taken somewhere you didnt originally intend to go.

Expected End of Project: August 2014

Some images from the game:





Updated Screen Shot



I have made some progress with the core puzzle of the game as well as the easter eggs that are part of the experience - I am currently working on a board game that I want to incorporate into one of the sidequests but it is proving to be a little tricky.



I have made some significant changes in the design of the spell system and have begun to flesh out the world - all the while resisting as much as I can, the urge to go beyond the initial design of a one room game.

Having said that, I have used additional rooms as screens with the puzzles - changing the objects in the rooms for the different level of difficulty. Those screens are pretty ugly at the moment but as I spend more time on them then screenshots will follow.

My characters have gone through some changes already in palette and design.

Inventory:






#8
It does work!!!

Thanks so much for your quick response.
#9
Hi

That makes sense but I am not sure how to activate it from the "talk to hotspot" event?

Thanks so much for your advice.

#10
Hi All
I am obviously not understanding something about the use of textboxes and was hoping that a guru could walk me through it please.

I create a gui
I add a label and textbox on the gui.

When my PC talks to a hotspot (called hEgg), I want the gui to pop up and ask for the player to enter an answer.
I want to compare that answer to a number of possible answers and in some cases I want the gui to request a second answer (like a part two)

I understand (or think I do) that I need the text property of the textbox - but I dont understand how to force the player to enter something before I make the program check the string values.
I initially used
answer = tinputscroll.text

but realised that this just takes the value - it doesnt seem to wait for the user to type something.     

I have trawled the forum for hours but I am getting more confused rather than less so. Please can I have step by step instructions (and cheekily, explanations if possible) to resolve this.

Thanks
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