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Topics - LostTrainDude

#21
A NIGHT THAT WOULDN'T END
by LostTrainDude (& Dr. Wh)


Far in the North, where the night may last for months, a researcher is left alone with his boredom and with an important research to complete.


v1.1
----
- Added gamma correction slider (press the [G] key anytime in game)



HOW TO PLAY
Interact - Left Mouse Button
Examine - Right Mouse Button

FEATURES
- A month of actual development crunched down in 72 hours
- Needlessly big chunky pixels
- Debatable science
- Randomly generated soundtrack*
- Some John Conway's Game of Life inspired graphics
- Videogames and Jazz Standard Quotes!

INTRODUCING
- First story conceived along with my brother Dr. Wh 8-)

*Very "prototypish": some audio files randomly selected and played at random times. Needs to be fixed.
#22
I really hope that this is the right place to post this.

I'm mostly self-taught and I've been on and off programming\scripting for few years now. Today, for the first time ever (or, at least, so I think), I laid my eyes on the "Design Patterns" topic. Singleton, Factory Method, and so on: I've never actually studied them and what most bothers me is that I really don't understand if, by any chance, I did use any of these patterns without even noticing it.

I'm more or less "accustomed" to the programming vocabulary, still I seem not to make heads nor tails of what I read here.

Lately I've been able to really improve my understanding of programming thanks to practical application of programming concepts through, of course, Adventure Game Design (:D), Music Programming and so on. I think that I'm still in that phase where I really need to "see" things before I can learn them.

So my questions are: what's the story with Design Patterns? Being AGS semi-object-oriented means that can handle them somehow? Can anybody show me some practical use of these patterns? Have you ever used them in AGS?

Thanks in advance! :)
#23
A-Mused

A short tale about inspiration and lack of it

[KEYS]
Left Click - Interact
Right Click - Examine
TAB - Read Poem Book




This is my entry for this month's MAGS.

Pixel art graphics are made with Hexels
The few sound effects are programmed with ChucK programming language

Lightweight BASS Template courtesy of Ghost

And a little tribute:
Spoiler
Lester from Another World by Eric Chahi
[close]
#24
Don't you know there ain't no devil, there's just God when he's drunk
    - Tom Waits, Heartattack and Vine, 1980

Tom Waits: "The line was just... I was just sitting on the toilet, and there was this spider web in the corner, and I lit a match and a cigarette, and I held the match up to the spider and the spider started crawling up the web. So I got the match closer. I opened up a can of beer, drank the beer, tried to decide whether I should burn the spider off his web or let him go on his way... I figured there must be somebody like that up there: has a coupla cocktails every now and then and there's trouble on Times Square." (quote from Tom Waits Library)




Write a story about a work of art in the moment of its conception.
Take a piece from any literature, poetry, music, painting, movie scene, catchy slogan, videogame or whatever work of art you want, both real or imaginary, and write a story about how it formed in the author's mind! If you get inspired by a real work, please insert a reference to it as I did above. I quoted also the author's own words but, of course, it's better if you don't know how it was conceived. Let your imagination go!

Deadline is 15th January 2014, 2000GMT!

Happy New Year, folks!
This is my first topic and I hope I got it right (laugh)
#25
The following thread may contain spoilers, so watch out!

I was playing the FM-Towns version of Monkey Island 2, "Hard" mode, through ScummVM.
Usually the Elaine's map piece puzzle needs 3 steps to be solved:



  • The piece flies away from Governor's Mansion to the Cliff
  • Once you get the fishing rod from the fisherman on Phatt Island, you can use it to try to take the map piece which ended hitched on a branch over the cliff. Unfortunately it will be stolen by a seagull while you're "reeling it in" and brought over a treehouse on the Big Tree
  • Using Guybrush, Elaine's dog, over the pile of paper stocked in the treehouse, you retrieve the map piece.

On FM-Towns there is no point 2. I mean, during the little cutscene that shows the map piece flying around the island, it flies directly to the Big Tree. This makes the "fisherman puzzle" only some sort of "funny extra".

Out of curiosity: do you think (or know if) it is some sort of bug or is it a "workaround" for some kind of hardware limitation of the FM-Towns?
Anyway, while the original Amiga version was released in 1991, the FM-Towns version was released in 1994 ("the last title LucasArts ever published on that system", Wikipedia) and, actually, I'm not so sure that the same people worked on both versions: according to Wikipedia, Gilbert left LucasFilm in 1992.

Tweeting with Gilbert himself, he said that he doesn't remember this, but it is something he "would be surprised" about.
#26
LostTrainDude introduces to you all
Agent Trinity
and his arsekickin' Stealth Adventures

- Episode 0 -
The Ultimatum


Agent Trinity is sent to a bunker without knowing much about his mission.
His nation is on the verge of war with the one where he stands within in that very moment.
Their President issued an Ultimatum that will expire shortly!
Where? On a hidden clock!

His mission: find that clock and set its hands two hours backwards!

Don't get caught!
Be quick!
Save the nation!





[Features]

- OMG! Grayscale 8bit graphics! -
- Chiptune sounds! -
- Unnecessarily strong language! -
- As many as SIX MINUTES of arsekickin' stealth action! -
- Keyboard controls! -
- References! -

Download it here!



Dev's note:
I'm really excited. This was developed in 7 days, to join the Experimental Gameplay Project "Time Manipulation" competition. As I said in the credits of this really short game (so short that I treat it as a "pilot episode"), AGS community has my special thanks. I've learned a lot by developing this game. Combing through this forum, I always learn so much in a very short time. Many of my personal achievements in games' development happened thanks to this community. Thanks a lot to you all, guys!
#27
I've searched a bit on the forum, but didn't find anything.

I'm trying to get better at scripting (which I'm kinda poor at) by learning how do some modules posted here work and by creating some new functions from scratch.

Given the premise that I'm using the "common way" to animate a "door opening" - 2 sprites: one becames invisible, the other becames visible - I don't actually know how to write a function that can automatize this Invisible\Visible switching and let it work with whatever object I want.

I'll post some "concept" code that I would like to actually realize. Of course, "Object1" and "Object2" are completely made up :)

Code: AGS

//Code in GlobalScript.asc
function VisibleSwitch(Object1, Object2)
{
  if (Object1.Visible == true) {
    Object1.Visible = false;
    Object2.Visible = true;
  } else if (Object1.Visible == false) {
    Object1.Visible = true;
    Object2.Visible = false;
  }
}


I seem not to get how to actually consider 2 Objects, it's like I could use a that along with a this keyword.
Sorry if this is quite silly, but I could actually learn a lot from this simple issue :)

Thanks a lot in advance!

EDIT:

Ok. I had the solution under my eyes and didn't notice it. Here I post the correct code for this function.

Code: AGS

//Code in Globalscript.asc
function VisibleSwitch(Object* ob1, Object* ob2)
{
  if ((ob1.Visible == true) && (ob2.Visible == false)) {
    ob1.Visible = false;
    ob2.Visible = true;
  } else if ((ob1.Visible == false) && (ob2.Visible == true)) {
    ob1.Visible = true;
    ob2.Visible = false;
  }
}


I forgot to actually NAME the variables within the function. That was it! Shame on me!

Just in case:
Code: AGS

//Code in Globalscript.ash

import function VisibleSwitch(Object* ob1, Object* ob2);
#28
EDIT: I followed Anian's tips about posting and I've edited this post, leaving just one image - the one that I chose to keep working with.




Hi there, guys  :-D

It's like a week now that I'm bothering our poor ThreeOhFour (THANKS A MILLION!) asking for tips and sharing ideas and thoughts about drawing techniques. So (pushed by Ben) I've decided to open my own thread about this, to share with you guys all my mistakes and doubts, hoping to get some feedback as anybody else can easily hope to get here in this wonderful community :)

Enough said, here is my first ("finished") painting. As you could easily notice, I've been kinda inspired by ThreeOhFour's & Loominous' art

This is a 320x200 image (zoomed x2 in BBCode)


Since it's my first "real" "painting", it took hours to get to this point. I've used four layers:

  • Sky, moon, clouds - I'm proud of how "cheesy" are my clouds, that seem "heavy" for my use of a darker shade of blue.
  • Moonlight - I used a big soft brush and just gave a single stroke on my tablet.
  • Ground, herb, objects' shadows - I'm a little disappointed about the board's shadow. I'm no painter at all, so I'm still totally unexpert about shadowing.
  • Objects (actually some of them has a layer of its own) - I didn't mean to draw a phallic shape. I tried to add a chimney to fix that, but now what's done, is done. I used a specific layer for objects since I've often changed their position.
Lastly I've applied some contrast adjustement to the whole painting.




It feels strange, but I'd really like to visit the place I've painted.
Thanking you all in advance for the time that you will spend helping me in my journey, I'll wait for your feedback  :-D

P.S.: I've noticed the little color drip on the top-right portion of the screen. It's easy to get rid of it, so I will soon :)
#29
Hiya all!

I'd like to share with you the wonderful experience I had at Global Game Jam this year in Rome where, with other 4 people, I worked as Game, Level & Sound designer for a puzzle\platform game that involves a fluffy animal who has to break free from a cursed, yet beautiful mirror he bought from a traveling salesman.



It works only on Windows (at the moment) and it was made with Game Maker HTML5.
Like every other game in the Global Game Jam, it's open-source :)

Click here for the download page.

I had great fun designing and working on it and I hope that you all can enjoy it!
#30
Hi there!
I'm here to ask a simple question.

I have to say: if you take a look to Dreamagine, you can easily figure how little is my expertise in drawing backgrounds at all.
But this time I want to challenge myself!

I began studying a little one-point perspective drawing and the best result I've achieved, at the moment, is this:


Now, if I place a non-perspective character on a perspective background, for example:


Do you think it could work? Or have I to draw a perspective-ready character?

Thanks in advance!

P.S.: No, I'm not developing a Monkey Island spin-off :)
#31
Probably it's simplier than I imagine.
Anyway, I'm still a coding newcomer :)

I've created a new script. I've written variables and functions in the .asc file and imported them in the .ash file.
I've no problems at all with functions but I get an error message when trying to compile rows of code such as these:

Code: ags

import int x;
import int y;


The error message I get says: "Script link failed: Runtime error: unresolved import 'x'"

If it matters, in the script file (.asc), these variables has a value of 0:

Code: ags

int x = 0;
int y = 0;


Is there something I should do, that I didn't?
#32
Completed Game Announcements / Dreamagine
Sat 09/04/2011 04:09:38
This is my first finished experiment with AGS. I hope it's not the last :P
I'm fiercely trying to engage a career in Game Design as a WriterEmotioneer. Yep, I do think I'm still far :P But hey, I had to start somewhere, am I right?

I've been subscribed for months but I preferred to introduce myself with SOMETHING to say.
So, this is it :)

Enjoy!


The last time I had a tidy-out in my room I found some old school exercise books. Expecting to find many doodles, I found nothing at all. So I began to think: what does a child think when he draws his doodles? Where does he get inspiration?

This very short game is the way I tried to figure it out.
--------------------------------------

Game's music is gently offered by Carey Goldenberg
(http://www.youtube.com/user/carebop)

Here's the download link

Here are a couple of screenshots:


FIX - I found that some audio loops weren't active. I fixed the issue and uploaded again :)
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