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Topics - Lewis

#21
Part 1 solved. Read on for part 2...

PART 1 [SOLVED]

Hello! So, I've been trying to wrap my head around this all morning but can't seem to manage.

Let's say your game saves automatically on quit.

The first time you launch the game, you have two menu options: NEW GAME or QUIT.

You select NEW GAME. You play for a while, then you QUIT.

When you re-launch the game the next day, you now have three menu options: CONTINUE, NEW GAME or QUIT. In other words, the game knows you've played before, and saved-and-quit, so pops up the option to continue from where you left off.

That's fine. I've sorted the GUIs and made the game save on quit and tied it all up, and it's lovely. The question to which I can't fathom the answer is this:

How can you check on game_start whether the game has been played before?

I'd set it up with a simple variable before but, of course, that's silly - until the game loads in the save file, the variable will be in its original state, so the game will behave as if it's being launched for the first time.

So hey, I thought, why not just load the save file automatically on start, then have the game immediately check which (if any) GUI to pop up? But no, that doesn't work either, because you can't restore save files from game_start. You just get a crash and an error.

I've looked all over the forums and the manual and tried everything I can think of. It seems like something that would be possible to do: it's a common feature in many games. It seems like the sensible option would be to simply check whether there's a file in the relevant save slot. But I just can't fathom it. Any help greatly appreciated.

UPDATE: Ah! I thought I was on to something just now with the following in game_start:

Code: AGS
  if (Game.GetSaveSlotDescription(2) == "current save") {
    gMenu2.Visible=true;
  }
  else {
    gMenu1.Visible=true;
  }


...but the game crashes on launch if there's nothing in that save slot yet.

UPDATE 2: Got it! This works.

Code: AGS
File *output = File.Open("$SAVEGAMEDIR$/agssave.025",eFileRead);
if (output == null) {
  gMenu1.Visible=true;
}
else {
  gMenu2.Visible=true;
  output.Close();
}


PART 2

Just one tiny two-pronged problem now.

1) SaveGameSlot(); only occurs at the end of the script. So if it's on quit, the game quits before the game has chance to save itself.

2) The easy way to get around this is to just have the game save every time you pull up the menu - the player would never notice any difference. However, this means that when you load the game by pressing CONTINUE, the main menu is always left there on-screen until you get rid of it. Because the game saved when the menu was up.

And now I'm really stumped as to how to get around this issue - because I need the menu to automatically load on launch, the game to save while it's visible, but for the menu to immediately shut after loading, even if the save state includes the menu.

Any ideas at all? :/
#22
Recruitment / Character portrait artist
Mon 12/08/2013 08:50:35
Hello!

As some people may know, we're making a free game at the moment called Sepulchre. You can read more about it here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=48673.0

We might be interested in getting someone to draw some character portraits for the game. Anyone interested?

If so, please drop me a mail at lewis[at]owlcave.net and link me to / attach some previous similar things you've done.

Looking for someone who's able to draw four character portraits in the next week or so, ideally, though there's some flexibility on this.

Looking forward to hearing from people!
#23
Hello! Lewis here. Right now we're making a game with Ben Chandler called Sepulchre - a short free game that we're hoping to release next month.

It's a weird short mystery/horror game set on an old train. You can find out a little more about the game at owlcave.net/sepulchre

As we're releasing the game for free, we can't offer payment for this job. Awesome actors may be considered for paid work down the line in future projects, but I don't want to make any guarantees. Just wanted to make sure everything is fully disclosed. :-)

There are currently two characters whom we need voiced.

Character 1: Don
A ticket inspector. He has a passion for trains and an odd sense of humour. He speaks in quite a posh British accent, but clipped, often dropping consonants etc.

Audition line 1
'Ey, I saw one of yer fellow passengers pop their 'ead out the room at the end of the corridor. Maybe you'd get better conversation out of her. Pretty little thing, she was.

Audition line 2
*laughs* You city folk always jump to conclusions. Ain't nothing wrong. Just how we do things when our guests are asleep. Prevents prying eyes and swift fingers.

Audition line 3
Ah, Floyd must be getting things ready. Just take your time, boy. Let him do his thing. He'll unlock it when he's good and ready. Ain't no rush, is there?

Character 2: Floyd
Floyd is an older British man who runs the bar and restaurant on the train. He has a slightly playful-sounding voice, though perhaps with a very subtly dark edge to it. Interpret.

Audition line 1
Unfortunately all our meals are reserved. By all means have a drink, though. Pull up a stool.

Audition line 2
Oh, Mr. Lang? That pale man you met... I think he just wants a best friend. Perhaps you're not quite what he's looking for? You are, after all, blind drunk.

Audition line 3
That's what they all say isn't it, Mr. Lang. Just one more for the road, I can handle it. Never had difficulty driving before. And what about your liver, Mr. Lang? Can that handle just one more drink?

HOW TO AUDITION
Please send auditions in a decent-quality audio format to lewis[at]owlcave.net no later than Monday 5th August.

In your accompanying email, please state clearly which character(s) you're auditioning for.

Please submit one audio file for each character you're auditioning for, and include all three lines in the same file.

Before you apply, please make sure you'll be able to spare a few hours for recording during the week-or-so following casting.

Thanks!
#24
AGS Games in Production / Sepulchre
Tue 16/07/2013 09:30:48


RELEASED!

And the Wicked shall hold their tongues.
They stir. Beneath this silent world of saints and sinners,
'twixt the living and the dead...

       


       

Sepulchre is an upcoming adventure short from Owl Cave, written by Ashton Raze (Richard & Alice)
and drawn by Ben Chandler (a billion and one games).


It'll be completely free to download, play and share around.

All being well, the game will be released on 2 September, 2013.

[embed=601,315]http://www.youtube.com/watch?v=5FCFfxCrsI4[/embed]

owlcave.net/sepulchre
#25
Position filled. That was fast. Thanks all!

Hello!

A quick bit of background: we made Richard & Alice, which so far has sold almost 12,000 units and has a 71% average on Metacritic. We're working on our next full game, Location Services, but that's already covered in terms of team members. In the meantime, we're going to be making a short free game in AGS. It's fully written and designed, and we're going to script it in-house, but we want to outsource the background and character art.

This is paid work. We don't have a huge budget for this game, as we're going to be releasing it for free, so please bear that in mind. But serious applicants only, please.

THE JOB
- 11 x backgrounds (a number of these are extremely similar to each other - really there are three or four 'room types', each with multiple variations - so lots of room for re-using assets).
- 4x characters (each with a selection of animations).

THE STYLE
We're open to people's interpretation of the script (which I can send to interested parties, on the written agreement that it isn't shared with anyone).
However, as a guide, Broken Sword was the touchstone we had in mind. We're open to pitches for 320x200 or 640x400 - please refer to the script and decide which resolution would be more appropriate.

THE WAY THIS WILL WORK
We're happy to hear pitches from people who can do the backgrounds, the characters, or both. If we end up selecting two separate artists, we'll expect you to work together as a team, keeping up good communication between you. I'll be acting as producer, tying things together and advising as you go. If it's just one person doing everything, then obviously this simplifies things.

HOW TO APPLY
Please email lewis[AT]owlcave[DOT]net with the subject line Owl Cave Artist Application. (If you don't use that subject line, your application might get lost when I'm searching through them, so it's strongly advised). Please include:

- A bit about yourself (your location, your background etc)
- Whether you're interested in doing backgrounds, characters, or both
- A very rough idea of project duration (based on the information in this post)
- A very rough idea of project cost (based on the information in this post)
- Relevant samples of work (work that showcases the style you would utilise for this project)

We're looking to make a move on this fairly quickly, so the sooner the better!

Thanks guys and gals. Hope to hear from you soon.
#26
Hello!

So, I have a player character who needs to be constantly in their idle view animation unless they're walking, in which case they take the normal animation.

Normal view is 23.
Idle view is 24.

On game start, I'm calling cPlayer.SetIdleView(24,0); (i.e. set the view number to 24, with a delay time of 0)

But this is causing the character to freeze on the first frame of the idle view, and only animate when walking. When the character walks, it animates through the idle view, not the normal view.

Refraining from calling cPlayer.SetIdleView on game start solves the problem, but I need the idle view to be constantly looping when you're not moving. I have no idea why setting the idle view is having an effect on the character's normal view.

Any ideas? I've been banging my head against the wall for an hour with this, and I just can't work out what's wrong.
#27


Location Services is an indie game of anagrams and grid references, set in a digitised world.

In it, you play as Anthony Lira, a collector of information who tracks down individuals for money.

It's a side-scrolling puzzle game featuring tense security evasion and curious world-building. Plus, anagrams and grid reference mini-games against the clock. Naturally.

At some point in the future, it'll be released for Windows PC.



     

     

We are Owl Cave, the people who made Richard & Alice.
We've been working on Location Services for the past few months.
It's early days, but things are coming along swimmingly.

It seems we're fond of making adventure games that aren't really adventure games.
This one is more of a side-scrolling puzzle game where you complete mini-games against the clock to evade security and hack computers.
Plus there'll be an EXCITING and INTRIGUING story to delve into.

(It's somewhat less morose than Richard & Alice.)


locationservicesgame.com


#28
Hello! Is this a beginners' question still? I'm not sure. I never know what sort of level I'm at.

ANYWAY.

We're working on a side-scrolling game. Movement is entirely keyboard-controlled, with the mouse only used for interacting with the world. Movement is bound to A and D - there's no jumping or crouching - and characters move along 1px-thin walkable areas.

Problem is, we'd like to include slopes and stairs in the game, but I can't wrap my head around how to do this. Obviously, when you get to this sort of obstacle, I need the player character to move diagonally up and to the right, even though the player is only pressing the 'move right' key.

Any pointers on how to achieve this would be super-appreciated, as it would be kinda bland to have a side-scrolling game where everything was just on the same plane. Cheers!
#29
Hello! Good day!

As we think ahead to our next project, I'm on the lookout for talented artists who might be interested in earning some money over the Summer.

We'll be needing someone to draw our backgrounds, and someone to draw and animate our characters.

We're open to a range of styles. Do you hand paint everything? Do you model in 3D then render out? Do you outline in chicken's blood? Cool! Whatever! We'd like to hear from you.

This is, of course, super vague right now. But if you're interested, please send examples of your work plus an idea of rates and timescales to denby(at)denbyraze.com.

This is for a serious project. You will be paid for your work. We're the developers behind Richard & Alice, which has received great reviews in the press. We want our next game to be even better, so please only get in touch if you feel you'd be able to commit.

Work is likely to start in 2-3 months' time.
#30


8/10 - Destructoid        **** - Digital Spy

"Incredibly moving" - Rock, Paper, Shotgun        "A powerful tale" - Edge


[More reviews]

Buy it now for just $5.99!
(Or download the free demo.)

Richard and Alice are prisoners. Both their cells have a leather sofa and a state-of-the-art computer. But only Richard's has a TV.

Outside, the snow falls. It has done for some time. Elsewhere, they say, parts of the world have been rendered an inhospitable desert, the earth parched and cracked.
People live in the zones now. The lucky ones, anyway.

Richard and Alice have secrets.

A mystery story about family, desperation and the weather, set to the beat of an indie adventure game.





Out now  --  www.richardandalice.com
#31
Hello!

Two quick questions about mouse pointers/cursors.

1) With a 640x400 game, when playing in full-screen, the mouse is ridiculously sensitive. How can I tone down the speed at which the mouse moves?

2) For some reason, when the mouse pointer changes to 'wait', it moves about 15-20 pixels. When it goes back to an active pointer, it moves back again. The sprites are exactly the same size. What's with that?

Thanks guys!
#32
As the title says, really. Richard & Alice needs a custom GUI to handle dialogue choices in the game. We're pretty busy with other stuff, so we need to outsource a bit. Please email ahoy [at] denbyraze [dot] com, telling us what you've worked on before, and showing off your custom GUI skills (if you've specifically made dialogue choice GUIs, it'd be awesome to see those). You should also quote a price and give an estimated time of delivery in your application. Cheers!
#33
Hi guys,

Richard & Alice (www.richardandalice.com) is nearing completion, so we're looking for a team of testers.

Please see this page for further details and how to apply: http://denbyraze.com/2012/12/01/would-you-like-to-help-qa-test-richard-alice/

Thanks!
#34
I know, I know, I'm posting a ridiculous number of questions at the moment. (I've taken a week off work to try to make loads of progress with my game, and it seems I'm just running into problem after problem that I can't find a solution for.)

I'm having a bizarre issue with non-player characters changing rooms. Specifically, the issue seems to be with changing the rooms of characters who are not in the same room as the player at the time.

So, for example, if I leave cCharacter2 in Room 1, then later enter Room 3, I want cCharacter2 to be in Room 3 when I arrive.

I've tried calling cCharacter2.ChangeRoom(3) upon leaving Room 1, upon entering Room 3, and at various random points in between, but for some reason the character is just not changing rooms. I've been bashing my head against a hundred walls all afternoon with this, and I'm at the stage now where if I try any more workarounds I'm just going to screw up a whole load of other things in the game. It's starting to really stress me out.

I think this is the issue, anyway. The weird thing is that if I start the game from a certain later point, things seem to work more or less normally - the issue only seems to crop up if I play the game from the start. So I'm not sure if there's some earlier code that's messing things up, which makes having someone else look at the code a difficult thing.

Any pointers hugely appreciated. I'm tearing my hair out here, and it's probably something super-obvious.
#35
Hi again, folks.

This one's really baffling me. I've set a region's light level to -100 in the script at one point, which is the lowest possible light level. But objects and characters are still entirely visible.

The effect I'm going for is that one area of the room becomes completely pitch black - the character can walk in and out of it, but you shouldn't be able to see the character when they're within this region.

I've also set up several other regions so the light level tapers in and out when you enter and exit the area - but that one area that's supposed to be pitch black still leaves the guy visible.

Any ideas on this?
#36
Sorry - I'm all questions this week, I know. I think I'm just spending too much time with my game. My mind has warped beyond all logical comprehension.

That in mind: how on Earth do I set it so that, on room load, it checks if a music file is already playing or not - and, if it isn't, starts it playing?

Basically, there's a section of my game that involves backtracking between a few different rooms. Different music cues at different times, but with one of the rooms, I want it to default to playing a particular audio file if there's nothing already there.

This is probably a question far more basic than my experience with AGS, and I feel a bit silly for asking it, but I just can't find anything - either in my head, on the manual, or on forum search.

Cheers in advance.
#37
Hi. Right. I've been trying to wrap my head around this, and have had a few ideas, but I'm looking for the best way to create multiple endings that trigger based on set criteria.

Let's say I've got four endings.

Ending one is triggered by having collected Item 1, given Item 2 to Character A, and not found Item 3 at all.
Ending two is triggered by having collected Items 1 and 2 but not having given either to Character A, and not found Item 3 at all.
Ending three is triggered by having collected Items 1, 2 and 3, but only given Item 2 to Character A.
Ending four is triggered by having collected all three items, and having given Items 2 and 3 to Character A.

Obviously I get that things just have to branch at a certain point, but it's how to check these criteria that I'm struggling to wrap my head around. Any help would be hugely appreciated.

Thanks!
#38
I don't know if this is a beginners' technical question or an advanced technical question, really, but something weird has happened with my objects.

They're all listed perfectly within the objects drop-down for each room, but when I try to call any of them in the script I get an undefined token message.

The objects also aren't appearing in any code auto-complete. Inventory items, characters, dialogs, everything else - all working fine, appearing as normal. But the script seems to think all my objects have gone.

And I have literally no idea how to get around this.

Hopefully these images will help to illustrate:

http://lewisdenby.files.wordpress.com/2012/10/ags-problem.png - Undefined token message, even though oTiedBedding is clearly defined.
http://lewisdenby.files.wordpress.com/2012/10/ags-problem-1.png - In global script, characters are right there in the autocomplete list...
http://lewisdenby.files.wordpress.com/2012/10/ags-problem-2.png - ...but there's no sign of objects.

Now, I'm not sure what/if I did anything to cause this problem. Last time I launched the game from the editor, a few days ago, it was fine. Then I went in today and fixed two small bugs, tried to launch again to test... and this.

Any ideas? I really could do to get this fixed as soon as possible.
#39
Hello!

So, this has come up before, but in a post with a couple of different problems, and this one never got answered.

Basically: When using FollowCharacter on a scrolling background, the following character gains an unsightly graphical glitch where the sprite twitches and flickers as the room scrolls.

I've played around with various variables and found some that seem to mitigate it a little, but it's always still there. Any tips on how to get this looking smooth would be enormously appreciated.
#40
AGS Games in Production / Richard & Alice
Wed 04/04/2012 23:27:01

GAME IS AVAILABLE FOR DOWNLOAD
(Completed Games Thread)




Coming to Windows PC on 21 February 2013!
Price: $5.99
Get it from: GOG.com / Desura / IndieCity
(Pre-orders coming soon!)

-------------

"I was entirely hooked by the adventure's tale of a peculiar world,
and the friendship of two imprisoned people within it."
- John Walker, Rock, Paper, Shotgun


-------------

Richard and Alice are prisoners. Both their cells have a leather sofa and a state-of-the-art computer. But only Richard's has a TV.

Outside, the snow falls. It has done for some time. Elsewhere, they say, parts of the world have been rendered an inhospitable desert, the earth parched and cracked. People live in the zones now. The lucky ones, anyway.

Richard and Alice have secrets.

A mystery story about family, desperation and the weather, set to the beat of an indie adventure game.


-------------









[embed=600,400]http://www.youtube.com/watch?v=doSnZFbmUAo[/embed]

-------------

Quote[Richard & Alice is] definitely one of very few games to have ever attempted to have a meaningful, realistic, and non-magical relationship between a parent and child. Which, to use the word correctly for once, makes it something particularly mature. I'm very excited to see more of this.
- Rock, Paper, Shotgun

QuoteThe sinister nature of this wintered future is expressive, the pleasingly few characters properly fleshed out, and the puzzles logical and straight-forward... Really looking forward to this one, oh yes.
- The Reticule

QuoteWith its mature storyline and strong writing, and original score by Yonotan Luria and artwork by Kyra Hills, Richard and Alice is shaping up nicely [and could be] the next indie hit on PC.
- Midlife Gamer

QuoteThanks to its well-written dialogue and compelling storyline, I'm very much looking forward to seeing more of this extremely promising game.
- Kilted Moose's Games Blog

-------------

richardandalice.com
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