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Messages - Matti

#81
This is very cool. Sprite stacking is new to me too, but it's definitely an interesting technique. Thanks for sharing, eri0o.
#82
I made it with 3 guesses today, but needed some time for the third  :)

⬜⬜⬜🟩⬜
⬜🟩⬜🟩⬜
🟩🟩🟩🟩🟩

Spoiler
TROPE
BLIPS
GLYPH
[close]

I'm still not fond of using words in plural: it's allowed and quite handy sometimes, but I know that the answer is never in plural. I'm always playing on hard mode and most of the time I try to make a possible correct guess right away.
#83
Looking good. Wishlisted!  :)

Quote from: MuhlbockGames on Thu 13/10/2022 00:28:54I couldn't figure out how to properly embed the youtube video so I just left the link instead  :P

You need to only insert the numbers and letters after "v=" from the URL, like this:

#84
Not sure why the coordinates are wrong. Do you by any chance set the player's (y)coordinates somewhere in room 1 (in room_Load for example)?

What you could do is this:

Code: ags
function room_AfterFadeIn()
{
  if (player.PreviousRoom == 2) {
    player.y = 255;
    player.Walk(551, 255, eBlock, eAnywhere);
  }
}

Or put

Code: ags
if (player.PreviousRoom == 2) player.y = 255;

in room_Load().


EDIT:
Quote from: CCrane on Tue 15/11/2022 12:04:55I don't know which of those functions gives me trouble but it seems to me the eAnywhere parameter isn't recognized properly. It's supposed to overrule walkable areas, no?

The eAnywhere parameter doesn't matter here, if the player is walking correctly. If something is not working properly in this code it's the player.ChangeRoom command.
#85
Thanks for that tip, LimpingFish!

I thought about registering on twitter for a while, but now I'll wait some more and see what happens.
#86
I love the LucasArts-vibes of this game  :)
Good luck with the kickstarter campaign!
#87
In case someone missed it: The game has been released a few days ago. It's 10% off til Oct 5th.

https://store.steampowered.com/app/1182310/The_Excavation_of_Hobs_Barrow/

I already played a bit yesterday and I'm really enjoying it.
#88
Good to hear that development is going steadily, I can't wait! On the other hand I don't mind you adding more stuff to the game :)

To me it looks like some kind of resurrection machine. Let's see if I will dare to use it ;)
#89
Other than the picture being too bright and saturated I like it. But as others said, as it's supposed to be a game background, it really depends on how characters (and objects) will fit in there. So without any context or playability I don't see much sense in voting for the background.

I'm interested to see what your one room game will be like.
#90
Quote from: Nahuel on Fri 02/09/2022 14:33:29
Excellent, thanks Matti that did the trick, thanks again!

You're welcome.

Quote from: Crimson Wizard on Fri 02/09/2022 16:38:55
There's event eEventEnterRoomAfterFadein added in 3.6.0 beta.

Cool, good to know!
#91
Quote from: Nahuel on Fri 02/09/2022 11:03:44
Is there a better way to reuse it globally?
I tried for repeatdly exectute checking the variable but the text is said while the fade is being doing and the player can skip this.

Too bad there's only eEventEnterRoomBeforeFadein available as an event type for the on_event function.

It should work with repeatedly execute though if you check IsInterfaceEnabled() before saying the line, because the interface should be disabled while the screen fades in.
#92
This looks interesting, reminds me of Curious Expedition.

Looking forward to it!
#93
In my current project I'm doing something similar. I think I started it with an empty template.

In the game_start() section of the global script I set mouse.Mode = eModeInteract;

In the on_mouse_click function I have this (amongst other things):

Code: ags
  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
  {
  }

  // Left click = walk/talk/interact
  else if (button == eMouseLeft) 
  {
    if      (player.ActiveInventory != null)                          Room.ProcessClick(mouse.x,mouse.y, eModeUseinv); // use item
    else if (GetLocationType(mouse.x, mouse.y) == eLocationHotspot)   Room.ProcessClick(mouse.x,mouse.y, eModeInteract); // interact with hotspot
    else if (GetLocationType(mouse.x, mouse.y) == eLocationObject)    Room.ProcessClick(mouse.x,mouse.y, eModeInteract); // interact with object
    else if (GetLocationType(mouse.x, mouse.y) == eLocationCharacter) Room.ProcessClick(mouse.x,mouse.y, eModeTalkto); // talk to character
    else    Room.ProcessClick(mouse.x,mouse.y, eModeWalkto); // walk
  }

Not sure if this is the best way to do it and I'm also not sure how much you would have to change the sierra (or bass) template to do this. But I think it should give you an idea.

I created a label called l_Hotspots and put this in the global script's repeatedly execute function to show the name of the things the cursor is hovering over:
Code: ags
l_Hotspots.Text = Game.GetLocationName(mouse.x, mouse.y);
#94
Quote from: Crimson Wizard on Sat 30/07/2022 17:43:41
To clarify, the new way to do this since AGS 3.5.0 is: Game.Camera.X and Y.

Yes, of course, sorry. I still haven't used Game.Camera, so I forgot about it.

For some reason, I also didn't know about those Screen functions.
#95
In a scrolling room you need to add GetViewportX() / GetViewportY() to mouse.x and mouse.y to get the right room coordinates.
#96
You can put a check in the repeatedly execute-function.

Code: ags

if (!object[0].Animating) object[0].Animate(0, 4, eRepeat, eNoBlock);


So if the cuckoo clock isn't currently animating, the animation starts again.

I advice you to give the objects a name, otherwise it can get quite confusing if you have a lot of objects.
Edit: Looking at the function it seems you have given the object a name. Then you can use it like this: cuckoo.Animate(0, 4, eRepeat, eNoBlock);
#97
I replayed the demo once to do things a bit differently and I like the randomness (and dependencies) of many things. This sure has some replayability.

I found a small bug/glitch:

Spoiler

I bought some ear plugs on the first day. Then on the second day, my aunt sent me some earplugs, amongst other things. I still had only one pair of earplugs in the inventory, so at first I thought I just wasted money. Then at some point Walter said that the earplugs are wasted and that he needed new ones. But it turned out they have been replaced by the second pair I had. The weird thing though is that the earplug's sprite was the same of the one that was almost broken, but Walter called it "mint condition" :)

So the graphic should have changend to new, mint earplugs. But even better, two pairs of earplugs should have been in the inventory.
[close]
#98
I played the demo today and I loved it.

The atmosphere is very good and I was impressed by the overall immersion. I really felt like I was there, being in a new city, a new home, getting to know people and places, and trying to study for the exams. The excellent art is really adding to this.

I also felt a bit stressed by the gameplay, but I guess that's exactly what the game tries to do. I really like that survival-horror-adventure mix. There was a constant pressure to study, eat, get money, but I always wanted to move on and progress. The last days in the demo didn't went too well, being hungry, tired and out of money, but I made it to the end  ;-D
#99
Critics' Lounge / Re: New AGS logo
Sat 02/07/2022 13:31:28
Quote from: Snarky on Sat 02/07/2022 12:54:26
If we do 4.1, can the outline be filled? I much prefer that cup design and handle orientation to the ones in 4.2 and 4.3.

+1

Also, it's a bit hard to choose and I would have preferred having two or three votes.
#100
It would definitely look better if the shadows were a bit angled.

Also, the objects and building are quite dark while the grass is very bright. This contrast doesn't look good and is hard on the eye.
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