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Messages - ManicMatt

#1
Thanks everyone, sorry I took forever to respond!

This was just for fun, and Red Dwarf themselves, cast included, do not seem interested. What can ya do. Would have been awesome if someone from RD had liked it. I'm doing Frasier now, also just for fun. It's pretty much done, just need to add audio.
#2
It would be a pipe dream, but I made a mini showcase of Red Dwarf the adventure game! I doubt either creator of Red Dwarf would be interested but it was a fun process! The main background took me longer to draw than any background ever.

#3
Coincidentally, I just made a pitch video of Red Dwarf as a point and click adventure game! I'll put a link in this board.
#4
AGS Games in Production / Re: Solus Ascending
Sat 13/07/2024 11:52:51
Thank you both! I've took some time to work on a "what if Red Dwarf was a point and click adventure game?" image/video, and the background I chose is so heavily detailed it's taken some time, but I think I can apply these sort of extra mega detail techniques to my backgrounds. Although, it took a long time to do the background for their living quarters.
#5
AGS Games in Production / Re: Solus Ascending
Sun 23/06/2024 23:44:42
I forgot about that film, and it's on my shelf!

Thanks, me too..
#6
AGS Games in Production / Re: Solus Ascending
Wed 05/06/2024 14:16:56
Haha "one man voice show"! Thanks, it was strong competition that year as well! I doubt I could get away with that on this new game!
#7
AGS Games in Production / Solus Ascending
Tue 04/06/2024 21:08:06




Solus Ascending is a traditional point and click adventure game using an inventory system and logical puzzles. You play as Sandeep Patel, a man who is good with electronics, and makes a living from repairing people's equipment. Recently there have been tremors, and the government claims they are earthquakes. But Sandeep isn't convinced, and suspects other goings on are also suspicious. Sandeep sets on a mission to find out what's really going on, and will set off a chain of events that will shock the general population to the core.

It is extremely early days with this game's progress, but I wanted to see if there's interest in this title as a commercial release, before continuing work on it.



Serious crimes are met with the death penalty.


From the creator of..

#8
This game page can be locked down, the Kickstarter was unsuccessful to due a lack of interest in the project. I shall endeavour to get more feedback on future projects before starting a crowd funding. Thank you to those who backed the game!
#9
I like the look of this game, looks and sounds great!
#10
Gives me Zak McKraken vibes! Looks fun! Nice clean look, easy to read the rooms.
#11
I'm hoping these graphics are more well received than my last two games! I learned to use blender, so much to learn on that software!

I've put a trailer up so you'll see there's humour for sure, if perhaps slightly toned down from Boiled-Hard.
#12
Presenting my fifth AGS game!


Story

Upon tracking a strange energy reading, Maxine crash lands a shuttle on a planet resembling modern Earth. She's not alone though - her robot friend Jonas hurtled through the planet's atmosphere, breaking into several pieces! It's up to Maxine to track down Jonas's body parts to put him back together so Jonas can fix the shuttle!

More details to follow soon! Please sign up to be notified of the Kickstarter launch:
Fractured Hearts Kickstarter



Explore a bathroom - in space!

The residents of the yet unnamed town have come across the body parts of the robot Jonas and put them to good use.


- graphics 7%
- puzzles 5%
- scripting 5%
- music/sound 2%
#13
Hello all, I am back! I wouldn't normally necro a post so old but it perfectly describes the issues I am having. I see nobody ever came up with a solution but maybe users around now may be able to help? Thanks. Worse than no idle animations, is that setting animations for the character doesn't work at all and is overidden by the module.

Update:

It's not exactly ideal, but so far this seems to work as a work around for animations (except when idle), should anyone else have this conundrum in the future and this isn't directly solved.

I created a "fake" main character, and have them set to be invisible and always be on the same spot/location as the main character:

Code: ags
  cFake.FollowCharacter(cEgo, FOLLOW_EXACTLY, 0);
  cFake.Transparency =100;

Then, when I need the character to talk, for instance:
Code: ags
cFake.FaceDirection(eDirectionUp);
    cEgo.Transparency = 100;
    cFake.Transparency = 0;
    cFake.Say("It worked!");
    cFake.Say("Bloody hell.");
    cEgo.Transparency = 0;
    cFake.Transparency = 100;

While I feel quite clever to have thought of this.. it's a pain in the bum.
   
#14
I did find that, and I actually found that even more confusing haha!
#15
Thanks Khris, you're awesome as always!

However the code as is didn't work for me, I had to change it to this and now it works, although it doesn't show any inventory items until I press the Tab key first but given the character won't start with any inventory items it might not be a problem. This is how it looks now, also note you had accidently used () instead of [] for ItemAtIndex which is easily done. Just pointing this out just in case anyone in the future is looking at this thread for advice.

Code: ags
    function activateNextInvItem() {
     
      InvWindow *iw = InventoryWindow1; // assigned to player, does not have to be visible(?)
     
      if (player.ActiveInventory == null && InventoryWindow1.ItemCount > 1)
    // if no item is active, make first item active
    
    player.ActiveInventory = InventoryWindow1.ItemAtIndex[0];
      else {
      // move to item after current one
      for (int i = 0; i < iw.ItemCount; i++) {
      if (iw.ItemAtIndex[i] == player.ActiveInventory) {
      player.ActiveInventory = iw.ItemAtIndex[(i + 1) % iw.ItemCount];
      break;
      }
 }
 }
 }


I also had to change "BUtton" in the second piece of code to "Button", just a typo. Easily spotted for me, and I risk sounding like an arse, but again just pointing it out for anyone intending to use your code.  :smiley:

So unless you can see some error in my changes, I think this case is closed?

Thanks again!  :cheesy:
#16
Okay so what happens now is, I see the graphic, I press tab, and then the inventory image dissapears, but at no point are items active because before, the mouse cursor would appear with the active inventory item. (Something else I need to work on)

I'm wondering if my GUI set up is wrong. Is guiInv supposed to contain InventoryWindow1, and btnInvItem inside it?

The code currently looks like this:

Code: ags

    function activateNextInvItem() {
      for (int i = 0; i < InventoryWindow1.ItemCount; i++) {
        if (InventoryWindow1.ItemAtIndex[i] == player.ActiveInventory) {
          // move to next item, including wrapping around
          player.ActiveInventory = InventoryWindow1.ItemAtIndex[(i + 1) % InventoryWindow1.ItemCount];
          break;
        }
      }
      // actually show sprite (instead of visible inv window)
      if (player.ActiveInventory) {
        btnInvItem.NormalGraphic = player.ActiveInventory.Graphic;
        guiInv.Visible = true;
      }
      else guiInv.Visible = false; // hide active item GUI if player loses active item / has none
    }
#17
Okay, I'll give it another go!

The problems I am now having:

invMain is an undefined symbol, should I be renaming this to the name of my inventory GUI?

If I do that, I then get

"GlobalScript.asc(28): Error (line 28): property 'Button::Graphic' is read-only"

The manual states this is a read only command too? Do I change it to "btnInvItem.NormalGraphic;"?

Making this change also means the game runs but there's no inventory on screen. I think that's what happened when I first tried your code, I'm clearly doing something wrong here. Please advise!
#18
Thanks everyone! I tried Khris' code out but I don't think I know what I'm doing, it's too complicated for me. I get the game to run but nothing seems to happen.

The closest I have with Crimson and Matti's suggestions is

Code: ags
  else if (keycode == eKeyTab)
  {
    InventoryWindow1.ScrollDown();
  player.ActiveInventory = InventoryWindow1.ItemAtIndex[1];
  }
  else if (keycode == eKeyQ)
  {
   InventoryWindow1.ScrollUp();
   
    player.ActiveInventory = InventoryWindow1.ItemAtIndex[0];
 
  }


But this doesn't actually seem to go up and down, as the third item in my inventory doesn't appear as an active item. I just seem to be activating inventory items 1 and 2. You said about keeping track of the index, but I have no idea how to implement that. Help!
#19
Thank you but I do not believe either are what I am after.

Let's say there's 5 inventory items held by the player. Pressing a key will replace the current visible inventory item displayed in a GUI inventory box with the next one, and so on. So in my code it is just:

Code: ags
else if (keycode == eKeyTab)
  {
   InventoryWindow1.ScrollDown();
}


So this isn't going to identify which item appears next, so I can't just code in that iKey (For example) will be active upon pressing a key without being able to detect what item is currently visible. That's why I was hoping there's a way for AGS to detect which inventory item is shown and automatically make that the active item, so when the player presses the enter key it will use the active item on a region/hotspot.
#20
Hello (again),

My other hurdle is hurting my brain, I've been searching through forum results with no luck.

So my game doesn't support the mouse, keys only. I have a small inventory GUI that is constantly onscreen, and only displays one item. You press the tab key or the Q key to flick between different inventory items. But I cannot find any code that would make the currently visible item become the active inventory item. Does such a piece of code exist?
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