Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - MurrayL

#161
Completed Game Announcements / Re: subAtomic
Sun 06/05/2012 16:41:47
Thanks! I'm glad you liked it, we very much enjoyed making it  :)
#162
Completed Game Announcements / subAtomic
Fri 27/04/2012 17:33:34
Well, my friend and I finished a new game in 72 hours (actually closer to 40 once you factor in sleep, eating and other priorities) which you can now download and play on your very own home computer entertainment system device PCs!
Without further ado, I present to you:

subAtomic





A dysfunctional family are miniaturised in their misguided search for a holiday, thanks to the scientific minds at S.H.A.T. (Space Holidays via Accelerated Transport).

Features:
* Visceral point-and-click action!
* Literally tens of hilarious jokes.
* Experience the beginning, middle, and end of a story. The decisions you make will completely shape your experience and the final outcome of the game.
* The lack of a save-game feature means your actions have real-world consequences.
* Witness the epic development of more than one character as you control some of their actions.
* subAtomic plunges you into the scene at the deep end, with more than 10 different, immersive sound effects!
* A rousing, all-original musical score.
* Features unofficial cameo appearances by Albert Einstein and Carl Sagan!



You can expect the game to last about 30 minutes on your first play-through (although some story paths are shorter). All(!) content was made within that very short time period (graphics, dialogue, AGS scripting, music, SFX). There are naturally a few things missing which I'd like to add to a Special Edition if reception is good; particularly full voice recordings and a GUI.

Download:
The AGS game page with download link can be found here.
Note: If you entered the Ludum Dare #23 Compo/Jam you can find our page here! We'd love to hear what you think, and other LD48 entrants can submit a rating.
#163
Thanks guys; just what I needed! :)
#164
Is there a quick way to convert an ASCII KeyCode to a Char?

i.e.

Code: ags

keycodeToChar(65); //returns "A"


If not, what would be the easiest way of doing this?
I only really need to be able to do it for the alphabetical keys (65-90) if that makes things simpler.

This is for the purpose of generating random letters, so if there's another way of doing this please do let me know!
#165
Sorry to double-post; that's what I get for not reading the documentation properly.

Just found the import and export keywords and (after some fiddling) I think I have it working.

As a curiosity, I currently define the struct at the top of globalscript.asc and room1.asc. When I tried to export/import the struct, AGS threw a wobbly; is this intended behaviour, or did I get my syntax in a muddle?
#166
Forgive me for being an idiot; I must continue my reign of terror.

I've now got something resembling what I want using an array of Structs. Unfortunately I need a GUI control to reference it in its OnClick event, and the array of Structs is initialised within a room rather than in the global script.

If I move the initialisation of the Struct to the globalscript, the room can't access it ('undefined token').
Is there something I'm missing with regards to creating a globally accessible array? I tried putting it at the very top of the globalscript.asc but to no avail.

Sample (just using test data until I get it all working):

Code: ags

// room script file
struct EmailMessage
{
  int day;
  int tier;
  String keywords;
  String fullText;
};

EmailMessage emailMessages[36];

function room_FirstLoad()
{
  //Day 1 Tier 1
  emailMessages[0].day=1;
  emailMessages[0].tier=1;
  emailMessages[0].keywords="1 1 1";
  emailMessages[0].fullText="Day 1[Tier 1[Message 1";
  emailMessages[1].day=1;
  emailMessages[1].tier=1;
  emailMessages[1].keywords="1 1 2";
  emailMessages[1].fullText="Day 1[Tier 1[Message 2";
  emailMessages[2].day=1;
  emailMessages[2].tier=1;
  emailMessages[2].keywords="1 1 3";
  emailMessages[2].fullText="Day 1[Tier 1[Message 3";
  
  //Day 1 Tier 2
  emailMessages[3].day=1;
  emailMessages[3].tier=2;
  emailMessages[3].keywords="1 2 1";
  emailMessages[3].fullText="Day 1[Tier 2[Message 1";
  emailMessages[4].day=1;
  emailMessages[4].tier=2;
  emailMessages[4].keywords="1 2 2";
  emailMessages[4].fullText="Day 1[Tier 2[Message 2";
  emailMessages[5].day=1;
  emailMessages[5].tier=2;
  emailMessages[5].keywords="1 2 3";
  emailMessages[5].fullText="Day 1[Tier 2[Message 3";
  
  //Day 1 Tier 3
  emailMessages[6].day=1;
  emailMessages[6].tier=3;
  emailMessages[6].keywords="1 3 1";
  emailMessages[6].fullText="Day 1[Tier 3[Message 1";
  emailMessages[7].day=1;
  emailMessages[7].tier=3;
  emailMessages[7].keywords="1 3 2";
  emailMessages[7].fullText="Day 1[Tier 3[Message 2";
  emailMessages[8].day=1;
  emailMessages[8].tier=3;
  emailMessages[8].keywords="1 3 3";
  emailMessages[8].fullText="Day 1[Tier 3[Message 3";
}


I need functions in both room and global scripts to be able to read/write to emailMessages freely.
#167
There's support for multi-dimensional arrays, though, right?  ???

I sense impending disappointment.
#168
Hmm, I thought that might be the case  :-\

I'd rather use a dynamic array if possible, but I just read in another topic that you can't get their length through script.

No matter; thanks for the help!
#169
Beginners' Technical Questions / Array length
Sat 27/08/2011 18:31:49
Hi guys,

Sorry if this has been asked before; it's a pretty simple question but the forum search function has fallen over.

How can I find out the length of an array in AGS?
Normally I'd expect an array.length() function, but I'm not seeing anything like that in the editor prompts or help files.
#170
Yes; sorry it wasn't very clear!

As an example, let's say three words. They should hover above the player character as he sits at the desk. When the player chooses one of the words, they all disappear and the player character writes a paragraph related to the word chosen. Rinse and repeat for, say, two or three times to construct an overall piece of text.

Could you provide some example script to animate the GUI buttons? I could procedurally change the words displayed on them, but I'd like to have them animated with some degree of 'niceness' (a slick hover) that may otherwise require sprites, so I'd be interested to see what's possible.
#171
Hi guys,

I'd like to do an effect whereby words float above the player's head (like thoughts) to allow them to interact with a computer (the words roughly outline what will be typed by the character).

I know that I could do this using objects with hotspots set on them and make them visible when necessary. I intend for the effect to be used several times during the game (in the same location), so I would end up with a sea of invisible objects.

I'm not sure how flexible GUIs are, as I've not done a huge amount with them thus far, but they don't seem to be quite as suitable as the above method.

The text to be displayed will be set, so there's no problem in creating sprites with the text on, but if I can make a dynamic version that makes less clutter in the editor then obviously that would be better.

Is there an easier way of doing this?
#172
http://www.youtube.com/watch?v=1B9URkKjJDA

Just to convince you all I'm not slacking.

Although the keen-eyed among you may note that Douglas doesn't have a speech animation yet. What was I saying about slacking?  :P
#173
First large section of the game now completed.

I'd say there's about two-thirds left to do - which sounds like a lot, but isn't really. Now that I've got the vast majority of animations done the rest of the development should be a fairly smooth ride (famous last words), since I've got all the necessary content just waiting to be imported up until I start doing the audio side.
#174
Goodness me no; I wouldn't give away spoilers :P

The news on L.I.N.K. is completely unrelated to the game storyline - it's just fluff.
#175


Say hullo to L.I.N.K. - your trusty computer interface.
#176
Quote from: tzachs on Tue 11/05/2010 20:42:17
Am I to understand from the GUI, that the game will feature voice acting as well?

Yep! On release I'm aiming to have not only a full stereo soundtrack, but also a complete voice pack. No half-measures here!

Quote from: Ascovel on Tue 11/05/2010 21:43:00
Really cool character art. That crazy move from the video footage nicely animated as well.

Thanks! I'm never too sure of my character animation skills, so I apologise in advance for anything looking a little odd; but I'm determined to do everything myself with no outside help.

Quote from: Xenogia on Tue 11/05/2010 22:06:11
Definitely looking forward to your release.  I love the visual style that your going for :)

Thank you - it's good to know people like the style. To be honest, I'm just drawing how I would normally; so it's nice to hear that I can get away with it! ;)
#177
Not much, I guess, but I spent today doing the rest of the GUI.

#178
Oh, my bad! That'll teach me not to look properly.   :-X
#179
Hey; I don't know if you are still accepting bug reports for 3.2f4 or anything, but I wanted to let you know while I remembered.

Sometimes when switching around tabs (I usually use ctrl+(shift+)tab) if the mouse is hovering over something when I switch, a tooltip will persist onscreen (usually telling me what a function does). When this occurs, I can sometimes get rid of it by switching back to the script the tooltip is from, but the other day I had one that refused to go away even once I closed every tab - I had to quit AGS and load it back up again to get rid of it.
#180
Check out a snippet of gameplay at:

http://www.youtube.com/watch?v=b6_NncL6T1w

Apologies for the poor quality; I only made the video to show to a friend, but I figured I may as well stick it up here!
And no, there's no sound and no music. I'm going to do that once the entire rest of the game is finished. It's low priority compared to gameplay.
SMF spam blocked by CleanTalk