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Messages - Matti

#241
For the zoom-in effect you could also use the new camera features, but I still haven't tested them myself: https://adventuregamestudio.github.io/ags-manual/Camera.html
#242
I think the best way to do this without regions is to use dynamic sprites and resize them. I'm not sure what the best approach is though.
#244
Yes, it really is a lovely game, nice work (as usual).

I played the original version yesterday and this one today, and I like how you made the game fit the MAGS theme :-D. It's also nice to have a slightly larger resolution.

I gotta say, I really like all of your games, Hobo, and I'm always glad to hear you made a new one  :)
#245
As Khris said, put it in game_start, in Global Script.
#246
Quote from: Thanyx on Thu 13/08/2020 10:47:13
It is a similar effect used in other games, for example Kathy Rain, where you see low res backgrounds and characters, but the portraits look like hand-painted high res pictures.

There's no mixed resolution in Kathy Rain though. The portraits are indeed hand-painted, just like the backgrounds. Only the characters are pixel-art, but the resolution is the same.
#247
AGS Games in Production / Re: Blue Odyssey
Thu 13/08/2020 11:14:11
The mechanics sound interesting and the game looks very nice. I'm looking forward to this one!
#248
After using a dynamic sprite you need to call DynamicSprite.Delete();

It indeed says room 1 because you quit the game in room 1. The sprite number increases every time you play the game (but I'm not quite sure why that is).
#249
As long as "Display multiple items multiple times" is checked, this should do the trick:

Code: ags

    if (InventoryWindow.ItemCount > 0)
    {
      r = Random(InventoryWindow.ItemCount - 1);
      player.LoseInventory(InventoryWindow.ItemAtIndex[r]);
    }
    if (InventoryWindow.ItemCount > 0)
    {
      r = Random(InventoryWindow.ItemCount - 1);
      player.LoseInventory(InventoryWindow.ItemAtIndex[r]);
    }


If you have stacked cards you'd need some modifications.
#250
Yes, doublecheck if there really is an object 3 in the room.

Also, it's better to give objects (and hotspots!) names. The code will be a lot easier to read and you can avoid referencing objects that don't exist.
#251
I usually don't pause adventure games because it isn't necessary, and I don't give much thought to a pause key/button. As Cassiebsg pointed out, normally you can just open the game menu to pause the game though.

I agree that it's quite useful to be able to pause long cutscenes or long dialogs where you don't select a question or answer inbetween (which, basically, is like a cutscene). I think it's bad game design though if you can't repeat important dialogs or retrieve the relevant informations some other way, like having a notebook or something similar.
#252
Why not use a GUI? You could have buttons for the digits and the arrows. In my code, bLock1-3 are buttons for the digits of the lock, bButtonUp1-3 and bButtonDown1-3 are the arrow buttons.

Code: ags

int code1 = 0;
int code2 = 0;
int code3 = 0;

function UpdateLock() // function to update the button sprites and to check whether the numbers are correct
{
  bLock1.NormalGraphic = 10 + code1; // graphic slots (e.g. 10-19)
  bLock2.NormalGraphic = 10 + code2;
  bLock3.NormalGraphic = 10 + code3;

  if (code1 == 5 && code2 == 1 && code3 == 8) // right numbers (e.g. 518)
  {
    // do something
  }
}  

function bButtonUp1_OnClick()
{
  code1 ++;
  if (code1 > 9) code1 = 0;
  UpdateLock();
}

function bButtonDown1_OnClick()
{
  code1 --;
  if (code1 < 0) code1 = 9;
  UpdateLock();
}

// do the same for buttons 2 and 3 (using code2 and code3)


Edit: Obviously, you could do the same thing using room objects instead of GUI buttons.
#253
I think you just need to change it to stove = !stove;

A longer, more comprehensible code would be this:

Code: ags

if (stove == false)
{
  stove = true;
  object[2].Visible = true;
}
else
{
  stove = false;
  object[2].Visible = false;
}


I'm just assuming that the object should turn visible when the variable is true. You didn't provide much info and didn't even post the function your code snippet is in.
#254
Good idea. I haven't used those features yet, so it might be cool to take a look at the them by playing a small game like this.
#255
Quote from: KyriakosCH on Fri 17/07/2020 12:28:27
Thanks! Did that now :D

Using 3.4.3 Yes, I had already changed the game name in that list. I was thinking of customizing the actual .exe itself, though... I recall you can even have a custom graphic for it :)

Changing the game name in the properties does change the name of the .exe too.

To use a custom graphic, put a USER.ico into the game's folder (at least that's how you did it in some older version of the editor).
#256
Because your view numbers are consecutive (which is good), you can shorten the script significantly [edit: beaten by Khris]:

Code: ags

if ((cEgo.loop == 64) && (cEgo.frame == 6)) {
  cEgo.SetIdleView(70 + Random(5), 2);
}


I wouldn't change the idle view though and just animate the player normally. This way, after any of the random animations the player will automatically return to the idle view. I don't have the time to test it, but this might work:

Code: ags
if ((cEgo.loop == 64) && (cEgo.frame == 6)) {
  player.LockView(70 + random(5));
  player.Animate(player.Loop, 2, eOnce, eNoBlock);
  player.UnlockView();
}
#257
If hungerLevel stays at 408 your script runs every game loop, so the idleview will reset again and again.

Try this:

Code: ags

function repeatedly_execute() 
{
  if (hungerLevel == 408 && cPedro.IdleView != 71)
  {
    cPedro.SetIdleView(71, 0);
  }
}
#258
You create these functions by going to the properties-panel of an item, object, hotspot, character.. below the project tree. There you click the thunderbolt-icon and then create functions by clicking the [...]-button. Those functions will then appear in the global script or the room script.
#259
Under General Settings (Basic Properties), you'll find the resolution for your game.
#260
AGS Games in Production / Re: INCANTAMENTUM
Fri 03/07/2020 14:55:40
Mee too  :)

I really like the looks of this!
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