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Messages - Nixxon

#121
AGS Games in Production / Re: Neofeud
Tue 24/01/2017 23:42:52
God damn this looks sick!
#123
AGS Games in Production / Re: The Aftermath
Wed 04/01/2017 20:47:36
Thanks guys, really appreciate the support and kind words.

I am hoping to have a trailer out next month!
#124
Hey Gang,

Happy new year! New screenie below -

#125
AGS Games in Production / Re: I Want Out!
Mon 05/12/2016 21:01:29
Wow. Well done! The screens have a final fantasy 8 vibe. Looks great :D
#126
Looks superb! I love the soft contrast and eerie vibe.

Might just be the best title/name ever, too!
#127
Out of interest are you thinking of having speech in this game?
#128
Oh man this looks sweet!

I love that colour palette and overall vibe. Can't wait to see more!
#129
Cheers lads, I'm sporadically polishing some of the backgrounds and re-uploading every now and then.
#130
Really odd, I've replaced one of the lines in the // debug functions just as a start and it doesn't seem to to work at all.

No big deal, I might just make a small transparent UI somewhere I can click on to bring up the menu.

Code: ags
  // DEBUG FUNCTIONS
  if (keycode == eKeyCtrlS)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode == eKeyCtrlV)  Debug(1,0);  // Ctrl-V, version
  if (keycode == eKeyCtrlA)  gcheat.Visible = true;  // Ctrl-A, show cheat menu
  if (keycode == eKeyCtrlX)  Debug(3,0);  // Ctrl-X, teleport to room
  if (keycode == eKeyCtrlW && game.debug_mode) 
  
#131
Thanks guys, making a bit of sense now. I am having trouble implementing the code however.

Both instances I get a Parse error: unexpected 'if'.

I'm placing the code into the global header.
#132
Hey gang,

Recently I've made myself a nice little cheat menu that quickly enables me to test certain portions of my game. I can set the initial visibility to true/false no dramas in the main menu. It works a charm.

However, often I forget to turn the GUI off when compiling and have subsequently had the yucky looking cheat GUi showing in the main menu when showing off my game.

I would like to somehow script the GUI to turn visible only when pressing a key combination (eg. Shift + Z + P) for instance. QUALITY OF LIFE.

I have been perusing the manual and the "IsKeyPressed" function is looking fruitful. I could place this in the repeatedly execute for that room (main menu).

I am to understand that this however, doesn't allow key combinations -

KEYCODE is one of the ASCII codes, with some limitations: since it tests the raw state of the key, you CANNOT pass the Ctrl+(A-Z) or Alt+(A-Z) codes (since they are key combinations). You can, however, use some extra codes which are listed at the bottom of the section.

Is there in fact a way to do this?? Any help greatly appreciated. :)
#133
Completed Game Announcements / Re: Tales
Mon 21/11/2016 02:49:34
This looks great! Well done on the release. Can't wait to give it a whirl.
#134
New screenshot in the main post.
#135
Will do bud! Super keen to see how 1080p pans out with AGS, this is something I've had my eye on for a while. ;)
#136
Oh wow, how did I miss this?? Looks truly amazing. Can't wait to try the demo tonight :D
#137
Quick bump on some recent updates. (Updates are listed up the top).
I've redrawn the GUI and stealth replaced the original images :P. There's also a preliminary title screen. More to come!
#138
AGS Games in Production / Re: The Aftermath
Thu 20/10/2016 05:08:56
Great Bishy! I'm finalising some animation which has proven more time consuming that I initially had planned for.

I will release this episode in full for free :)
#139
AGS Games in Production / Re: Lamplight City
Mon 26/09/2016 02:42:25
This looks sick!

If that air ship is animated in the first screen.. yum.

UI sounds intriguing.
#140
AGS Games in Production / Re: The Aftermath
Fri 09/09/2016 01:32:22
Solid advice mate! I think this is the way to go.

Thanks again.
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