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Messages - Matti

#521
Critics' Lounge / Re: Possible AGS Background
Thu 07/07/2016 17:40:02
Quote from: Blondbraid on Wed 06/07/2016 16:31:04
Danvzare's idea sound hilarious!

+1

sounds like a lot of fun :)
#522
Critics' Lounge / Re: Tile graphics: graves
Wed 22/06/2016 18:07:30
I played a bit with the graveyard (darker chapel, some trees). Do you think it looks better or worse?

[imgzoom]http://i.imgur.com/G8R7QB7.png[/imgzoom]
I also made a new tile. But I think it's too much fog again..

[imgzoom]http://i.imgur.com/vy1ctT6.png[/imgzoom]
All three:



Quote from: Danvzare on Mon 20/06/2016 10:18:32
Also, I don't know if this would be possible. But what if you made the fog animated?

It would be cool and definitely possible, but also a lot of work and the game would get quite slow. That's why I decided not have the tiles animated.
#523
Critics' Lounge / Re: Tile graphics: graves
Mon 20/06/2016 01:54:03
Quote from: selmiak on Sun 19/06/2016 12:54:56
This looks cool but also a bit like grey stones on green. Maybe add some random crypts and chapels and what else can be found on graveyards.

That's a good idea. I added a chapel and some fences and it looks better and more graveyard-ish now. Still trying things out and I think it's too grey altogether.

[imgzoom]http://i.imgur.com/AbbC9nF.png[/imgzoom]



KyriakosCH, thanks for the interest. I'll keep that in mind if I need help.
#524
Critics' Lounge / Re: Tile graphics: graves
Sun 19/06/2016 12:27:48
Thanks for the input. Showing the moulds and arranging them in columns is definitely helping. I played around some more, made the tombstones smaller and added some fog. I also tried to draw fences but that didn't work out.

Here's what I got now. I think it looks better than previous versions, but I'm still not sure about the look. Also, maybe it's too bright?


Quote from: KyriakosCH on Fri 17/06/2016 17:40:18
Are you making the game with AGS? (cause i would like to learn more of this engine's ability) :D

Yes, this is being made with AGS, here's the GiP thread.
#525
Critics' Lounge / Tile graphics: graves
Thu 16/06/2016 16:40:24
Hi there.

For my current project I need a lot of different tiles for the game map. After a lot of work I'm pleased with most of them, but some still bother me.

While humans and orcs need farmland to produce food, the undead need to build graves. And somehow I can't get them to look decent.

I tried something like this, but I think it doesn't look good at all:



I tried this for winter (there's season cycling). I think it looks okay and fits the style of the cities, but I can't transfer that properly to the other seasons:



Just for reference, here's farmland:



Any suggestions or paintovers are welcome. You can of course also comment on other things.
#526
AGS Games in Production / Re: The Farm
Thu 16/06/2016 15:56:30
I thought I already commented on this one ???

I think the artwork is gorgeous, totally in my taste! Good luck with finishing the game, I'm really looking forward to it.
#527
You changed the opendoor interact function and now line 9 leaves the gum visible, while it shouldn't.

Try this (again):

Code: ags

if ( cMackey.x < 500 ) 
{ 
  cBingo.Walk(590, 450, eBlock, eWalkableAreas);
  oOpenHotelDoor.Visible = false;
  oClosedHotelDoor.Visible = true;
  oGum.Visible = false;
}
#528
AGS Games in Production / Re: STATION 54
Mon 30/05/2016 13:06:40
Sounds interesting and I like the style.
#529
It seems the inventory is called gInventory1, not gInventory. Could that be the problem?
#530
What's the visibility setting of your inventory GUI?
#531
You can simplify it even more, because making oGum invisible is unnecessary at that point ;)

Honestly, I don't know why your code isn't working, I don't see a mistake. But one thing you should consider is to learn to indent your code correctly and consistently right from the beginning. It looks cleaner that way and makes it easier to spot bugs. This is how I'd do the code (I just took the important parts):

Code: ags
function oOpenHotelDoor_Interact()
{
  if ( cMackey.x < 500 ) 
  { 
    cBingo.Walk(590, 450, eBlock, eWalkableAreas);
    oOpenHotelDoor.Visible = false;
    oClosedHotelDoor.Visible = true;
    oGum.Visible = false;
  }
  else 
  { 
    cBingo.FaceObject(oOpenHotelDoor);
    cBingo.Say("Mackey is blocking the door.");
  }
}

function oClosedHotelDoor_Interact()
{
  cBingo.Walk(590, 450, eBlock, eWalkableAreas);
  oClosedHotelDoor.Visible = false;
  oOpenHotelDoor.Visible = true;
  if (isgumondoor) oGum.Visible = true;
}

function oGum_Talk()
{
  cBingo.Say("Gross, but ok. I'll chew it off.");
  oGum.Visible = false;
  isgumondoor = false;
  cBingo.AddInventory(iGum);
}


Also, I would just have one single object for the door and change its view when it's opened or closed.
#532
I can't test this right now, but line 32 is where the new active inventory item is set. Try this:

Code: ags

else 
{
  player.ActiveInventory = inventory[game.inv_activated];
  gInventory.Visible = false;
}
#533
The Rumpus Room / Re: Happy Birthday Thread!
Sun 22/05/2016 14:56:51
I just remembered this thread.. many thanks, Mandle!
#534
As Khris said, you have to create global bools (dialog_puzzle_5_1 etc).

If you want a new dialog to start in a specific room then put check_dialog_puzzle_5(); in the room script, not in the dialog script. Also, in the function Khris posted change dGuy.SetOptionState(6, eOptionOn); to dDialogName.Start();

#535
AGS Games in Production / Re: God's Algorithm
Mon 16/05/2016 12:20:32
This sounds quite interesting and I love the artwork. Good luck with the development. I'm definitely looking forward to seeing more of this!
#536
This looks very exciting! Love the cute style and the satirical take on patriotism and war.

Good luck with the release! I'm definitely going to play this one.
#537
Thanks for the nice comments, they sure keep me motivated.

Yes, the graphics have come a long way and I'm satisfied with the result. Right now - after a lot of trial and error - I finally found a way to draw the mountains in a way that pleases me. I also added hills that give a bonus in battle but must be flattened for farmland.


#538
Thank you, Cassiebsg.

I implemented some hotkeys and players can now turn on/off a map grid, city areas and markers for tiles unit can't pass.

#539
I updated the first post, primarily with these screenshots:









#540
It has been two busy and very productive months!

During march I did a complete overhaul of the tile graphics, making them much more detailed. It's still unfinished as it's over a hundred sprites per season, but most of it is done.

Then I slightly improved the AI movement and behavior, finally getting rid of the long lasting game-braking bugs I had, yay!

This month I finally implemented a fully working research system. There's four fields of study with different research projects. You can research one project in each area at the same time.

Right now I'm working on the GUIs, their rough look bugged me a lot lately. Next thing I want to do is to redo the city screen, mainly how and what you can build. After that I want to implement spell casting. Then the most important parts of the game will be done!

Here's parts of the summer/fall/winter landscape, haven't done much of the spring tiles yet. The mountains are still placeholders.



The research screen:

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