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Messages - Joe

#1
Wow. The atmosphere and graphic detail looks awesome!! Congratulations!! I'm pretty sure 2â,¬ will really be worth it :-D
#2
Ahhh! It was that.

Spoiler
The hidden wallet. It was tricky to pick it up. As I had to skip the text so that I had time enough before the dog moved down his head again.
[close]

As you said, it was more an interactive movie than an adventure game. But I liked it very much, as it was very poetic. I felt identified in some situations, well I guess we all would feel identified since we live in a world where normally nobody cares...

Spoiler
I didn't expect the end, it was pretty shocking and made me quite sad cause I wanted more... But, after all "more" would have been too much suffering :p
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Congrats again on your release! And keep the good work!

Cheers!
#3
Congrats on your release!
It might sound stupid but I got stuck :S
Spoiler

I tried to use the glass to pick the weedkillers so i can get rid of mrs farmer but i have to pay for them so i try to give ahmed the coins but it's not enough so i try to get more coins from the piggy bank but he says 'I think i don't need more coins'. Zoey came and got angry so the note on the table is gone and I don't remember the editors number... I need some hint.
[close]
#4
I've had problems with the AGS mp3 player before, it got "solved" when I converted the mp3file to ogg. You could try using ogg aswell and tell if the problem persists. Good luck.
#5
What Mandle says would work on simple rooms only. If walkable areas have a complex shape that solution wouldn't work. You would need to constantly check the character X increment and if it's positive set the 'right' speed, and if it's negative set the 'left' speed.
#6
After doing everything Snarky said, if the problem persists, you could upload a minimal version of the game to reproduce the issue.
#7
Well, thanks haha! :smiley: Glad you got it working!
#8
Anyway just try playing with GetViewportX() GetViewportY() to correct those scrolling issues.

EDIT:
e.g.:

Code: ags
ds.DrawCircle(mouse.x + GetViewportX(), mouse.y + GetViewportY(), 33);
#9
Well Snarky overtook me, I was gonna say 'use objects' aswell. But if we are gonna stop using GUIs, why not get rid of everything? So:

Just delete that GUI and do the following:
- Import another sprite for the room background (sprite 2 in the code below) (actually you should remove the room background too).

- Use this modified code:
Code: ags

// room script file

DrawingSurface* ds;
DynamicSprite* spr;

function room_RepExec()
{
  spr = DynamicSprite.CreateFromExistingSprite(1); //sprite number for the base wall
  ds = spr.GetDrawingSurface();
  ds.DrawingColor = 0;
  ds.DrawCircle(mouse.x, mouse.y, 33); //lines 10 and 11 are only for drawing the circle outline
  ds.DrawingColor = COLOR_TRANSPARENT;
  ds.DrawCircle(mouse.x, mouse.y, 30); //lines 12 ans 13 are for making the hole.
  ds.Release();
  
  ds = Room.GetDrawingSurfaceForBackground();
  ds.DrawImage(0, 0, 2); //draw the "hidden" wall to the background
  ds.DrawImage(0, 0, spr.Graphic); //draw the wall with the hole
  ds.Release();
}


Not sure if this would work fine with scrolling anyway its easily solvable.
#10
Quote from: silverwolfpet on Fri 06/05/2016 19:46:48
Woah! Thanks for the help, guys!

@slasher - I'm not entirely sure I understand how that would achieve the result I am looking for, because it's not just one message that is hidden. I need multiple things to be visible and I probably shouldn't make 100 hotspots for 100 hidden messages. :-D Still, thank you for your answer! I used part of your code!

@Joe - That is precisely what I'm looking for. I followed your instructions to the T and I cannot seem to make the gGui1 with a transparent border and background (unless I use transparency at 100, if that is what you meant). Otherwise it just shows up as white.

I used Slasher's suggestion for making the Circle GUI follow the mouse cursor, but it won't do that. It just spawns in the top-left corner and stays there. Hm, the code seems fine, I triple checked everything. Maybe I'm missing something? I named everything properly, I checked the sprite numbers...

I use 32-bit colors.

The problems that seem obvious at first glance would be that the GUI is not following the cursor and that the BG02 sprite is not being spawned.


The GUI doesn't have to follow the cursor, actually it must be fixed in (0,0) and also should have the same width and height as current room. To make the GUI transparent try to set border and background color to 0. Good luck ;)
#11
To achieve this result:



You just need the following:

1x GUI with transparent background and border. (gGui1 in the code below)
1x sprite to store BG02 (sprite number 1 in the code below)
1x room with BG01 as background image

and

This script for the room:

Code: ags

// room script file

DrawingSurface* ds;
DynamicSprite* spr;

function room_RepExec()
{
  spr = DynamicSprite.CreateFromExistingSprite(1); //sprite number for the BG02 image.
  ds = spr.GetDrawingSurface();
  ds.DrawingColor = 0;
  ds.DrawCircle(mouse.x, mouse.y, 33); //lines 10 and 11 are only for drawing the circle outline
  ds.DrawingColor = COLOR_TRANSPARENT;
  ds.DrawCircle(mouse.x, mouse.y, 30);
  ds.Release();
  gGui1.BackgroundGraphic = spr.Graphic;
}
#12
Quote from: StarLite Moon on Mon 02/05/2016 15:46:30
I'm removing this game. It isn't good enough. I've no intentions of working on it any further. Other people managed to play it, save, load get through the into, play it a bit without any problems. So it stays as is. It's too bad considering I have 3 more stories but since I suck at it why bother making anymore games
Come on! This is a very childish attitude. You posted your game and got nice feedback from users! You should feel encouraged to correct the reported bugs and improve your game!
#13
Completed Game Announcements / Re: Rabbit Hill
Thu 28/04/2016 04:15:54
Well, I just hope my comments serve to motivate and improve in future projects. By the way, are you thinking of making another game in this style? I'd be looking forward to playing it.:wink:
#14
Completed Game Announcements / Re: Rabbit Hill
Mon 11/04/2016 13:35:50
Quote from: sthomannch on Mon 11/04/2016 11:44:18
It took me a while to get through, but in general, the puzzles were solvable. The more difficult parts:
Spoiler

The meter from the ghost hunter, was in a way intuitive, but it was not easy to find the tower, even after having seen the map on the leaflet
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Actually:
Spoiler

Jack White's notes were very well written. That was a very nice detail in the game, in his notes was explained how to get to the tower and many other things. If you omit reading his notes you might miss big part of the plot.
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#15
Completed Game Announcements / Re: Rabbit Hill
Mon 11/04/2016 04:58:01
Played and finished it! I have to say that I really enjoyed playing this game, it has a nice and clean story, very immersive. I like this kind of "horror" as it's very psychological. I even suggested some friends to download an play this game :wink:

The only bad thing I would like to say is that mixing resolutions won't give very nice visual results. In this case I could play it down, because the story was immersive so I "forgot" about resolution. Anyway congrats on your release. And best of luck in your next projects.
#16
The dialog script should recognize the inventory item, since they are global variables. In your code you are missing a semicolon at the end of the 6th line, and I think those braces are unnecesary.
#17
Did you solve the problem? If so please tell, otherwise upload a minimal version of your game to reproduce the problem please.
#18
Congrats on your screensaver finished! Gonna check it right now.
#19
Quote from: slasher on Thu 26/06/2014 19:48:18
Error: Array index out of bounds (index :-1, bounds: 0...799) // last number varies at various times.

You are accessing an array with index -1. Index cannot be negative numbers.
#20
Sorry, today it's not my best day.

Of course your code solves the problem and, since you are the game creator, you will decide if that solution is good enough or not. I used the variable because I'm not the game creator and I don't know if your NPC will animate again at some point in the game alterating his loop so it won't be 8 anymore and the "if" condition will become useless.
That the only reason I'm using a boolean variable. But if the NPC is not animating anymore then that change might be a good (but not elegant) solution.

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