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Messages - LostTrainDude

#261
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!
#262
Quote from: Crimson Wizard on Thu 13/09/2012 14:18:04
Or, more formal and expanded:

  • If ob1 is visible, make it not visible; otherwise (if it is not visible) make it visible
  • If ob1 is NOW visible, make obj2 be not visible; otherwise (if obj1 is not visible) make obj2 be visible

Then maybe I should interpret the '!' as an "opposite-marker" rather than a "simple" 'NOT'
That 'NOW' you wrote, actually poked me in the eyes as the two lines of code are executed sequentially. I can't think of a more basic rule of programming! Shame on me! (again) :)

Quote from: Crimson Wizard on Thu 13/09/2012 14:18:04
if I can see obj2 as visible it's because obj1 is not.

This is because the expression has a "right to left" associativity, right?

Quote from: Crimson Wizard on Thu 13/09/2012 14:18:04
The function may be called with any initial states, it will set object states to properly opposite ones.
That is because the second line will be executed with obj1 visibility already changed.

Maybe I've explained myself wrong, I spoke out of context. I'll try again.

Considering that:

  • The function has to be triggered by the player's interaction
  • The parameters are used for two door sprites that have to be alternatively visible in the room
I've tested two situations:

  • If I set the two doors to be both not visible
I won't be able to see any of the two as I enter the room

  • If I set them to be both visible
If I call the function this way:

Code: AGS

//room script
function oCDoor1_Interact() //Closed Door sprite
{
  VisibleSwitch(oODoor1, oCDoor1);
}

function oODoor1_Interact() //Opened Door sprite
{
 VisibleSwitch(oODoor1, oCDoor1); 
}


or this way:

Code: AGS

function oCDoor1_Interact()
{
  VisibleSwitch(oCDoor1, oODoor1);
}

function oODoor1_Interact()
{
 VisibleSwitch(oODoor1, oCDoor1);
}


What I get is:

  • first I see the closed door
  • it disappears on the second time I click on it, while the opened one appears
  • if I click on the opened one, it diappears while the closed one appears again
  • the closed one disappears correctly on the first click, from now on
While if I call the function this way:

Code: AGS

function oCDoor1_Interact()
{
  VisibleSwitch(oCDoor1, oODoor1);
}

function oODoor1_Interact()
{
 VisibleSwitch(oCDoor1, oODoor1);
}


or this way:

Code: AGS

function oCDoor1_Interact()
{
  VisibleSwitch(oODoor1, oCDoor1);
}

function oODoor1_Interact()
{
 VisibleSwitch(oCDoor1, oODoor1);
}


I get what I want, that is:

  • first I see the closed door
  • it disappears on click, while the opened one appears
  • if I click on the opened one, it diappears while the closed one appears again

I apologize if I'm overthinking this, or if I'm contradicting myself while trying to learn deeply :) Please feel free to let me notice of both!
#263
Thanks a lot for this further explanation :)

Anyway I must tell that, even if I get the sense of the code you wrote "as a whole", I would like to see if I get the whole "explanation".

Whenever the function is called, it checks the 2 given parameters' visiblity.
So that:

  • If ob1 is not visible, sets it visible
  • If ob1 is not visible, sets ob2 visible
The bottom line, then, should be that: if I can see ob1 as visible, it's because ob2 is not. The correct execution of this function, obviously, depends by the fact that when it's called, one of the two objects has to be not visible.

Do I get it right?
Thanks a lot for your help :)
#264
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);
#265
Just yesterday I stumbled upon this.

Ryan Hawkins, an industry developer, gathered some other industry artists to write a 300-pages long 215~MB PDF filled with tips, tricks, guides and tutorials about engines and techniques for 2D & 3D artits. Even if this is not so much related to this community, I think that could at least work as a pool of inspiration for many of us :)

Since it's free, why don't give it a try?
When I donwloaded it the download was very slow. I don't know if it still is, but anyway somewhere seems to be a torrent for it, but I didn't tried it.
#266
His room feels very interesting!

The new walkcycle too. The legs' movement feels natural (to me, at least) even if I don't really know if the body has to be so "fixed" (of course I've noticed the arm\shoulder movement).

Anyway good job! These are just my opinions :) I'm no good artist :P
#267
I'm looking at your last tips with great amusement. Moving the tower to another "third" of the painting somehow changes completely the whole "atmosphere". In a way that I like :D

Anyway, I have to say that, at least right now, I'll hardly use the Rubens' structure that Misj' posted. But indeed testifies that there are some rules that one couldn't easily imagine by himself.

I'll try to "think in curves and angles", yet I have to say that I couldn't imagine this painting differently from how I (and you, with moving the tower) painted it :)

Thanks again guys. Very much knowledge in such a (still) little thread :D
#268
Quite fine, yet busy here, but thanks for asking :D

I'm working on my novice skills as a painter

Other than that, some time ago (maybe December 2011-January 2012) I wrote this script, testing some sort of simple "Morality" system.

Code: AGS
// Morality.asc

// Variables for each morally influenced action
int renegade = 0;  // Increases with bad actions
int paragon = 0;   // Increases with good actions
int fame = 0;      // Increases whenever the player chooses to act, both in a good and bad way
export renegade, paragon, fame;

function GoodActDone() 
{
  // Happens when the player chooses to act in a good way
  // He becomes less a renegade and more a paragon
  // Fame increases, since he chose to act
  renegade--;
  paragon++;
  fame++;
}

function GoodActNotDone()
{
  // Happens when the player chooses not to act when could do a good action
  // He becomes more a renegade
  // He gets no fame, since he avoided to act
  renegade++;
}

function BadActDone()
{
  // Happens when the player chooses to act in a bad way
  // He becomes less a paragon and more a renegade
  // Fame increases, since he chose to act
  renegade++;
  paragon--;
  fame++;
}

function BadActNotDone()
{
  // Happens when the player chooses not to act when could do a bad action
  // He becomes more a paragon
  // He gets no fame, since he avoided to act
  paragon++;
}


Code: AGS
//Morality.ash
#define TOT_REP (paragon + renegade) / fame

import int paragon;
import int renegade;
import int fame;

import function GoodActDone();
import function GoodActNotDone();
import function BadActDone();
import function BadActNotDone();
#269
Quote from: Eric on Wed 30/05/2012 03:53:48
I too use one of the little Wacoms (mine's the CTE-430), but my dreaming goes a step further than yours. I play the lottery every so often with specific hopes of being able to afford a Cintiq.

Ah, yes! The Cintiq is a great piece of hardware indeed :) But is simply TOO MUCH for a newbie like me! I think I'll go for a "step-by-step" apporach :P
I didn't ever take an art lesson in my life (of course, I DID take Art History lessons at high school) and probably I'll never will. I've always gone through a semi-"empirical" (because, as in this case, I'm gathering tips from you all and from the web) way of learning such things and, indeed, it has its downsides, but at the moment it feels very fine :)

Quote from: Eric on Wed 30/05/2012 03:53:48
Do you have any issues with the tablet itself? I did a few things early on that helped me get used to it, like putting an index card down to have some texture when using the stylus.

Actually, the only real thing that bugs me is that it has a quite little active space to work on. To paint these paintings in 320x200 I had to zoom them at 285,31% and then calibrate the active space of the tablet considering the edges of the zoomed workspace (yet it does not consider exclusively the software I'm using, but, let's say, that specific area of the whole screen). Then MAYBE another little issue could be the actual effectiveness of its sensivity, that maybe could be more smooth and comfortable on newer tablets, but I don't really know. Never tried other tablets :)

I'm not sure if I understood what you said about the index card. Do you mean: drawing something on paper, than placing it on the tablet to trace it out digitally?
#270
Here I am again! :)

I've been quite busy lately so I didn't gave to painting the time it needed (and deserved). Anyway I began working on some sort of post-apocalyptic setting. I noticed with great satisfaction that I've actually learned something by all your advices and my practice (plus some inspirations took from the web). Anyway, here it is:



The hardest thing to do was the "pier". I took several time to discover that, actually, very few shades of color could work to get a good perspective effect. Once getting that, everything went smoother and faster.

For clouds, cityscape and sea it took overall time of about 30 mins.

I'm actually proud of what I did with the sea :P

  • I've painted a dark shade of blue\purple like the one used for the darker side clouds
  • Every now and then I've painted brighter shade of blue\purple with a big, soft brush. Left-right-left-right on a vertical line
  • Painted an approximate shadow of each building very smoothly onto the sea, to simulate a reflection
  • Took a thin brush and began stroking horizontally throughout all the sea, widening the strokes as I began approaching the southern edge of the screen.
  • Bright shades over dark parts (such as building reflections), dark shades over bright ones

After everything was done I've applied a Hue\Saturation mask over the whole painting, blueing\purpleing everything :D

While painting this I've imagined the tallest tower as a place that needs to be reached, yet its distance represents the main hurdle to beat.
Of course I'll be glad of any feedback I get from you guys, especially since they have helped me a lot until now!

P.S.: I didn't say it before. I'm using a quite small Wacom CTE-440 at the moment. I'd like to "upgrade" with a Wacom Intuos5 but at the moment I'd like to get better with this one, first. :)
#271
Thanks Anian and sorry for the late answer!

I had the feeling that the proportions were a bit strange but, I decided to put it here this way anyway. Your editing of the picture is far better than the original and sure it helps me a lot.

Anyway I'd like to ask you: how "easy" you go with the vanishing point? I mean, do you use a "geometric approach" to it or draw "approximate" lines to get it? Well, I know that if you had used geometry, here, the result should be completely different, but I'd like to know your general point of view :)

Here is something I did a while ago and, as you can see, I tried - and failed - to adopt a "geometric approach". It took so long that it became frustrating. Of course, this was made without a tablet and, of course, since it was my first try, it's justifiable that it took time :P

Thanks for your help! :)
#272
Finally I have made something about this painting!
Here's what I managed to do:



I have to say: it took ages to find the "right" brush for clouds. They're still not perfect, but I'm happy about my achievements there :D
Following your tips:
  • I made a different building, adding a door with a little spotlight to focus the viewer's attention there.
  • I've fixed the bench a bit and moved it more on the right, yet on an "unwalkable area".
  • I've painted the grass "blade by blade", than shading it with a darker color.
  • Near the house's wall I tried to draw some sort of "spontaneous vegetation" but I was having little troubles and decided not to force it too much.
  • I've lit up the moon with a big white brush and then used a mask to apply some contrast and hue modifications.
  • Added a little bush at the back of the wooden fence and a little shadow to it
  • Fixed the shading of the board's border.
    Thanks guys, you're helping me so much in practicing what I've never done before! :D
    I notice my achievements when I'm walking the streets and look up to the sky, watching cloud shapes and focusing on details like I never did before.
#273
Thanks to you too Misj'!
You gave me a great advice by downscaling the images and analyzing them, searching for focal-points.

Also, I've treasured the "This way the viewer is directed to the door or the skeleton". I usually forgot the "videogamer" in me, so reading it (again) it's a good design exercise :)

I'm still working on that pic, by the way. I've indeed made progress since the very beginning, which really gratifies me. When I'll achieve a "milestone" I'll post it here and let you blast your advices on me :P
#274
Thanks to both of you, guys. I'm working on the painting trying to figure how to implement your tips and critics.
Especially, Ben, I'm really analyzing the paintover you did and I'm trying to learn how to cope with the shades and shapes of the clouds that in your pic feel very realistic.

Also, learning about the use of Contrast and Saturation it REALLY improves my "global view" of what I'm trying to do.
After that I'll move to create something more "edgy" and less blurry for that building.

Thanks a lot guys, I'm having real fun doing this! :)
#275
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 :)
#276
Quote from: Khris on Sat 04/02/2012 17:10:43
I tried it and in the 2nd level, I can't move. I get squashed every time.
What am I missing?
Knoodn has got the point :) Follow his tip.

And if it you still don't manage it...

Spoiler
Press 'P', then go left!
[close]

Quote from: Knoodn on Sat 04/02/2012 17:18:29
Good to see you had the time to participate in the Global Game Jam.

This is a very enjoyable, little game you made. There are some wily puzzles - simple but clever.

Yep I did it! Thanks a million! :) I'm glad you enjoyed it!

Ah I forgot to say: all the sounds were made by me, with my own voice and with some items I found in the place we were (i.e.: panic bars)
#277
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!
#278
Completed Game Announcements / Re: Dreamagine
Sat 15/10/2011 15:47:41
Thanks a million for your feedback, KodiakBehr!

I'd like to share with you all a little story about the development of this game :)

In April there was, here in Naples, the first Italian Indie Game Development Contest (www.bravenewgame.com). I made this game from scratch in 10 days just to take part in the contest. My main goal was not to win but to MEET all those indie gamedevs that I met before only through internet or those I've never met at all! I really believe in the power of Networking, something that, IMHO, lacks in Italy where many (obviously, not everyone) want to achieve success in any possible way and in the less time possible.

This game really is a whimsy to me, but I really appreciated every single feedback that the AGS community gave me. It really improves my whole experience :)

Thanks again!

EDIT: Emotioneering is a word crafted by David Freeman who wrote a book about this: "Creating Emotions in Games: The Craft and Art of Emotioneering". By the way in the past months I've targeted a more appropriate term for my aspiration: "Narrative Designer". Sounds better, to me.
#279
Completed Game Announcements / Re: Dreamagine
Sat 15/10/2011 14:25:16
Thanks a lot for your feedback, Abisso :)
Excluding the "sadness" you felt (maybe it isn't so bad :) ) I'm glad you enjoyed this short experiment :)

Still working on my dream, no turning back!

Grazie! :D
#280
This is a great Module, thanks!
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