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Messages - MyEakinBack

#21
Yes it is my first game using AGS. And I tried to do way too much. :-[ I had to stop myself by splitting the whole story into episodes. So I'm a bit nervous that there could still be something stopping game play. This was tested for three long months, but it's still good for game players to save often, and set up multiple saves along the way.

I am glad to see your items didn't stop game play. I definitely want to hear comments that make the game better, so keep them coming. An update will definitely happen for something more serious. Got a vacation coming in July, so we'll see about timing an update.

Don't be shy out there. Let me know about improvements. Thanks!
#22
Hints & Tips / Re: Beyond Eternity episode 1
Thu 18/06/2015 15:24:08
@chaosgodkarl: it's just a tiny hint
Spoiler

You should have conversed a bit between characters about the closet item. That should lead you to the next step with an NPC who will tell you more.
[close]
edit: if you need more:
Spoiler

In the hints file, you would need this in the Infrared path, STEP 4.
[close]
#23
Hints & Tips / Beyond Eternity episode 1
Thu 18/06/2015 01:17:12
Make sure you have version 1.0.4 or later.
In the home menu (save and load games), click the About button to find out. The new version was upload 04 Jul 2015 ~20:00.
There is a bad bug toward the end of the game that can leave you without a way to finish:
Spoiler

If one player has all of the tanning bulbs, and gives them to the other player, the 100 watt bulbs will disappear from both inventories. You then cannot find them again.
[close]

Link to hints file:

HINTS

This is a .html file that uses a lot of javascript. The link brings up the text version of the file. So go through the Download buttons in Media Fire to get the file.

Update June 27:

A full walkthru is now available.

The walkthru was updated July 9
#24
QuoteUnfortunately the game crashed on me and I lost my progress since last save.

Yeah, definitely a problem there. The problem was limited to one character and it only happens when one of the inventory items is used in a way I hadn't intended or thought of. Great catch. It's tough to think of all possibilities, and I missed one there for sure.

New file version 1.0.1 is now uploaded. Saved games should not be impacted (but I'm kinda new at this so don't shoot me). If you're past the point where you can do super-fast walking down the halls, you don't need this update.
#25
Professors are disappearing out of thin air from West College.

How long has this been happening? Where are the Professors going? Why do they not admit facts that others plainly see?

You explore West College to solve the mysterious professor disappearances. You must pay close attention to widely scattered clues. Along the way, you pick up scientific knowledge that uncovers many pieces of the mystery. Time and patience are needed to work through multiple challenging puzzles. Unraveling the evidence could be more important to the future of our Earth than you ever imagined.


  • Point and click adventure game (left click only)
  • Touch screen or mouse/keyboard
  • Non-linear puzzles
  • Two main characters to switch between
  • Voice acting
  • Approx. 6-8 hours of game play



 

 

An installer (plus uninstaller) is available - it does not create any registry entries

Latest version is 1.0.6. Naming convention for versions is that first number (1) is for game play changes, second number (.0) for changes that make saved games unplayable, and third number (.6) for bug fixes or minor changes that do not impact saved games.

At this time, ALL SAVED GAMES WILL WORK WITH THIS VERSION.

Download Game

A complete hint guide (with hide/show buttons) is available to help get through the many puzzles:

HINTS
#26
You could certainly make it appear as if an inventory item changed into a character (lamp becomes genie).

I'll make up an example. Maybe the genie fades in and out of view, and if you use the lamp on him you get to talk to him.

Code: ags

GENIE_IS_VISIBLE = false // global variable
bool genie_partial = false;

function room_Load()
{
  cGenie.Transparency = 100;
  // you probably also have to place him somewhere in the room where no one bumps into him
}

function room_RepExec()
{
  int i = 0;
  // partially appear approx. once per 25 seconds
  if (Random(1000) == 0 && !GENIE_IS_VISIBLE) {
    // appears next to Ego
    cGenie.x = cEgo.x + 20;
    cGenie.y = cEgo.y;
    while (i < 30) {
      // bring him partially from hiding
      cGenie.Transparency = 100 - i;
      i++;
      Wait(1);
    }
    // flag that he is now partially visible
    genie_partial = true;
  }
  //else if (!genie_is_visible) {
    // hide him when not talking to him
    //cGenie.Transparency = 100;
  //}
  else if (genie_partial && Random(200) == 0) {
    i = 0;
    while (i < 30) {
      // fade him away within approx 5 seconds
      if (cGenie.Transparency < 100) cGenie.Transparency = 70 + i;
      i++;
      Wait(1);
    }
    genie_partial = false;
  }
}

function cGenie_UseInv()
{
  // Ego uses lamp on genie only when he is partially visible
  if (cEgo.ActiveInventory == iLamp && genie_partial) {
    cGenie.Transparency = 0;
    // flag to avoid RepExec code
    GENIE_IS_VISIBLE = true;
    genie_partial = false;
    // remove lamp from inventory
    cEgo.LoseInventory(iLamp);
    // remove lamp cursor
    mouse.Mode = eModePointer; // or any mode you want
    // start dialog
    dTalkToGenie.Start();
  }
}

Dialog dTalkToGenie

@S
Genie: You rang master?
return
@1
Genie: <answer question>
return
@2
Genie: I have answered your questions
Genie: I am leaving you now
  // make him disappear
  int i;
  while (i < 101) {
    cGenie.Transparency = i;
    Wait(1);
    i++;
  }
  GENIE_IS_VISIBLE = false;
  // lamp back in inventory
  cEgo.AddInventory(iLamp);
stop


Hopefully someone will jump in if I made a mistake or has a better idea!

Edit: Code had mistakes
#27
Hey, this thread really struck a chord with me as you sound just like me. Yes, some of us think we are pure right-brainers, but as we get older we might found out that is not the case. Just by knowing that you have ideas for a game, I am sure that you have much creative ability. It just takes effort to learn how to put it to use, just like all that technical schooling we take.

I learned much later in life that most of art is actually right brain activity, just like writing code. You can look at all the wonderful info this site has in the critics lounge to see how technical art can be. I have a feeling that you have it in you to create the art you need, if you spend the effort in discovering it. Even just a few simple sketches of what you are thinking of can really help with finding partners.
#28
Ah, there it is. One of the dialog options has the dashes in it.

Maybe I passed out at the keyboard with my head hitting on the dash key - LOL :grin:

I've been testing with both a tablet and my laptop. Perhaps the corner of the tablet was resting there. Not as funny a story though...

Actually, I think it did get corrupted. At one time I did not have a space when hooking up the speech:

&159Do you have the UV readings from the recent episodes?

In the game, the speech file was playing but the Say text was "you have the UV readings from the recent episodes?". Then I put the space back in:

&159 Do you have the UV readings from the recent episodes?

Maybe the connection to the speech.vox got lost because of the text being mixed up with the number? Just thought I detail it out if it helps.
#29
I'm getting so close to being done and I had this error pop up during compiling:

Unexpected error: String is too long: ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- (max length=149)

The trouble is there is no indication as to where this appeared - no room name, no script name, nothing. This was compiling just fine a bit earlier. The last things I did were to move a few variables from one function to another in about a dozen rooms and to modify 3 ogg speech files. The compiler writes out an exe, but it does not write out audio.vox and speech.vox. The exe will not load. I have tried removing the new oggs to no avail.

I fear I may have to go to a back up and paste in all of the script updates I've made over the last couple of weeks. Any ideas out there?
#30
Quote from: JanetC on Fri 29/05/2015 13:14:04
You still have to pay $99 a year even to release free apps, unfortunately.
'Tis a small price to pay to give back to such a wonderful community. I only wish it could all go to indie developers. Although I'm sure it takes quite a bit of effort by the fine developers at Apple to keep us all safe from viruses.

I have been testing for some time with the JJS setup and a jailbroken device, and the games work quite well on Apple devices. I for one am saying it is worth the effort!
#31
This is an absolutely spectacular post! I am awe inspired on the selflessness shown here. I know I was hoping to eventually post iOS versions of games, even for free.

I'm sure the AGS community here is eternally grateful! I know I am.
#32
QuoteGreat art style! I always hoped that some talented adventure scripter would once bring these sprites from the Liberated Pixel Art Cup to live!
I see that some great effort went into those sprites. Unfortunately, I did not participate in the event. I did base my characters on the Universal LPG sprites and the Kaizer templates that are public domain, so they look very similar. I do appreciate the kind words!

I will be the first to admit I am not the greatest artist around. The backgrounds are a combination of much older free art and public domain pictures, with a lot of modifying. My domain is really the puzzles and scripting I think.

Quotemay be to consider implementing an in-game hint system of some kind.
Great suggestion! I have now implemented a hint system. I don't see this delaying the release, as I already had a structure set up that let this be implemented.

final call for testers!

I am now making a final call for anyone who would like to do testing. This is the final part of the project which is not as fun as earlier parts. I would be looking only for testers who are devoted to completing a difficult job.

This game takes at least four hours to finish if you have a cheat sheet and know exactly what to do. So I think that the type of testing I am looking for (main path plus potential side paths) would require 2X or 3X that amount of time (8-12 hours).

So if you would really like to help, you should be able to devote maybe 12 hours of time over the next two weeks. I would say if you can't do this, and I know few of us can, you should not reply. Thanks!
#33
Wow, that is an awesome scene.

I'm not that experienced, but I personally would recommend using objects with fairly short animation scenes. I would single out small areas where you could create an object and provide a short animation view. You could then use random numbers to set the times when an animation appears (eNoBlock). This way, the characters would look independent of each other. I have a feeling that at the detail you want, you will kill the CPU in no time.
#34
Ah, so glad you found it. I too am using more than one main character. I found I have to check who's up almost everywhere. I need a button on my keyboard that spits out:

If (player.ID == 0) {
}
else {
}

I've written it so many times!
#35
Finally catching a breath of air from all the game creating, and I realized we all need our dose of Tardigrades. Keep the effort going here AnasAbdin, you've got to be getting close! And I think we all need a good space adventure.
#36
Have you thoroughly looked through all your repeatedly execute code? Perhaps you could post it if you're doing anything significant there?
#37
I've got good news and bad news about the progress of this game.

The good news is the game is pretty much complete except for voice acting. Of course, I want to do a lot of testing to make sure things work right. And I'll be finishing it up sometime after Technobabylon takes the spotlight soon.

The bad news is that this game came out a bit complex. I'm just that type of person. Always getting my head in way too deep and trying to do too much. There are too many inventory items, too many clues scattered in too many places, and maybe too many annoying puzzles. The puzzled seemed easy enough to the guy making them, but maybe they turned out a little too time consuming for someone who doesn't have such a twisted mind as I. :=

Hey, maybe it's all good news? (roll)
#38
Are you using the dialog scripting? Do you mean the option-off and option-off-forever commands like this? I wouldn't know how to do this outside of dialog scripting though.

Code: ags

Option text:
1: Why did the man cross the road?
2: ...

@S
  if (player_likes_bad_jokes) {
option-on 1
  }
  else {
option-off 1
  }
return
@1
Punch: To catch the chicken.
option-off-forever 1
return
@2
...


The variable 'player_likes_bad_jokes' is a global boolean that we change during the game. I like to use flags in the @S area to turn options on-off based on game play. And the last option-off-forever makes sure that rotten joke is only told once. In the manual, it's shown in the Index under 'Dialogs'.
#39
AGS Games in Production / Re: Space truckin'
Wed 06/05/2015 00:36:03
QuoteThis is slasher: between making AGS games, he makes AGS games.
And in-between making his in-between games, he finds time to test games and give great advice, in-between. The man is not human but a cyborg himself. :wink:
#40
I'm so glad you figured this out. I'm have a feeling this is going to come in handy sometime.
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