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Messages - Nixxon

#141
The Lucifer Chronicles: Hell's Kitchen



Help Lu make a nutritious complex carbohydrate conscious breakfast from scratch.

Note - This probably won't get made ;) Unless someone wants to script.

Looks like there's some amazeballs entries this month.
#142
My kids (and I) will love this. Have been watching this project for a while!
#143
Thanks TheeOhFour!

Just finished it. Wonderful game, thoroughly enjoyed that.
#144
Beautiful game. Love the atmosphere, graphics, ambient sounds :)

I'm stuck already though :(

Spoiler
I've got two pieces of film, The maul & the type writer key. I'm at my wits ends, I'm positive I've tried every item on every hotspot ;)
[close]
#145
Just picked this up on Steam. Can't wait to give it a whirl. :D It looks right up my alley.
#146
AGS Games in Production / Re: The Aftermath
Fri 02/09/2016 01:31:21
Cheers guys :)

@BishyT

This is exactly what I had in mind to be honest. Would it be worth registering for steam greenlight on something like this?
#147
AGS Games in Production / Re: The Aftermath
Mon 22/08/2016 03:08:29
@ BunnyShoggoth, you are correct sir ;)

@ SilverSpook. LOL. That is a placeholder graphic, however, I might just keep it now. :D
#148
AGS Games in Production / Re: The Aftermath
Fri 19/08/2016 23:39:31
Thanks heaps guys. Glad you like it thus far.
#149
AGS Games in Production / Re: The Aftermath
Fri 19/08/2016 09:49:04
Cheers guys! Means a lot :)
#150
Hey gang! I thought this may be as good of a time as any to unveil some gear.

Mechanical Bat Studios (it's really just one dude) bestows to you:



The Aftermath - Part 1: Cliffhanger
This vignette-esque episodic adventure follows the trials and tribulations of our good friend Clive as he must pit his wits against the perilous trials of the night within the small town of Firmwood.
Be it a kilted deviant or the most unfriendly neighborhood mutt, this journey will certainly yield a night no budding adventurer could forget!

Features:
640 x 400 resolution (just like mother used to make!).
Yummy classic Point n' Click "action"
Hand drawn colourful graphics
Acapella soundtrack
Voice acting
It's humorous (if you're a dry bastard).

Some screenies below (Note: still very much work in progress, particularly the GUI & character sprite).















Development Progress:
Backgrounds: 70%
Story/Puzzles: 100% (part 1)
Dialog: 70%
Music: 50%
Scripting: 60%
Animation: 20%

*I DON'T KNOW ANYMORE*

Pushing for a 2016 2017 release.

I now have a development log on game jolt and will be updating this thread simultaneously.

Obligatory Links -
twitter: /mechbatstudios
gamejolt: http://gamejolt.com/games/the-aftermath-part-1-cliffhanger/180011

I would inevitably love this to be a commercial franchise, not sure I could justify charging for part 1 as this is a relatively short endeavour.  If anyone has any experience or suggestions pertaining to this I would be all ears.

#151
Beauty. I learnt two valuable lessons. I will try this out tonight :)
#152
Thanks guys,

Here is the code for the audio clips. Perhaps I could integrate the change char view into this code instead? Last time I tried that, it would stay in the view until the next line of code (timer) ran. *See line 21*

Code: ags
// room script file
int cPedoMan_speechTimer = 0;

// A helper function to simplify the job of background speech with voice
void SayBackgroundClip(this Character*, String message, AudioClip* clip)
{
  this.SayBackground(message);
  if(clip != null)
    clip.Play();
}
 
function repeatedly_execute_always() {
  cPedoMan_speechTimer++;
  if (cPedoMan_speechTimer % 900 == 0) {
    int which = cPedoMan_speechTimer / 900; 
    if (cPedoMan.Room != player.Room)
      return; // do nothing
 
    if (which == 1) {
      cPedoMan.SayBackgroundClip("&1 DIALOG 1", aPEDO7);
cPedoMan.Animate(5, 2, eOnce,  eNoBlock);
    }
    else if (which == 2) {
      cPedoMan.SayBackgroundClip("&2 DIALOG 2", aStonethrow);
    }
    else if (which == 3) {
      cPedoMan.SayBackgroundClip("&3 DIALOG 3", aMonstereat);
    }
    else if (which == 4) {
      cPedoMan.SayBackgroundClip("&4 DIALOG 4", aPickuppebble);
    }
    else if (which == 5) {
      cPedoMan.SayBackgroundClip("&5 DIALOG 5", aPEDO7);
    }
    else
      cPedoMan_speechTimer = 0; // Loop around
  }
}



Thank you so much.
#153
Thanks Crimson,

It seems now that as soon as the player enters the room. Our character switches to view 4. It's not triggering when aPED07 is playing.

The songs/sound clips play on a timer. Any ideas?

It should be noted that the characters original view is 2.

Code: ags

    AudioChannel *DanceChannel;
    function room_RepExec()
    {
        if (DanceChannel == null || !DanceChannel.IsPlaying)
        {
            // start the song only when it is not playing
            // NOTE: you may want to modify this condition for your needs
            DanceChannel = aPEDO7.Play();
        }
     
        if (DanceChannel.IsPlaying && !cPedoMan.Animating)
        {
            // only start animation if the song is already playing AND man is NOT dancing
            cPedoMan.LockView(4);
            cPedoMan.Animate(1, 4, eRepeat, eNoBlock);
        }
        else if (!DanceChannel.IsPlaying && cPedoMan.View == 2)
        {
            // only stop animation if the song is NOT playing but man is still dancing
            cPedoMan.UnlockView();
        }    
    }
     


#154
I also tried the below after perusing the forums some more. Do I have to allocate the clip to a channel?

Unfortunately this did not work. Whilst the game compiled and ran, it simply waited eternally when I entered the room (due to the animate wait '0').

Code: ags
function room_RepExec()
{
AudioChannel *channel = aPEDO7.Play();
while (channel.IsPlaying) cPedoMan.Animate(5, 0);

{
#155
Hey All,

During one of my rooms. I have a handful of background audio clips that play intermittently.

I would like to have one of the characters play a dance animation while these are occurring. I'm looking at the 'while' command in the rooms repeatedly execute function as a possible solution.

I'm just lacking the specifics.

Code: ags
function room_RepExec()
{
while (aSong01.IsPlaying)) //While song01 is playing
{
  cPedoMan.Animate(5, 0);  //character dances
}


Obviously the above code doesn't work as IsPlaying isn't a thing. Am I close??
#156
Thanks Snarky,

Fortunately it doesn't matter too much as all i really wanted to do was set off a change view script. So all good :) i will save your for future reference.

I do have one more question though.

Is it possible to have two separate timers in one room?

I want to have another event running on a timer similar to the cPedoMan_speechTimer++;

Can i have another function in the function repeatedly_execute_always() {

Thanks in advance.
#157
Thanks Khris,

I guess it doesn't matter if it runs every time since it's 'before' the fade-in.

EDIT - The code worked all along, as per my second post
#158
Can I just say that this is bloody amazing. Not sure where I would go from here without this plugin.

Top work.
#159
Thanks Snarky,

A bit of an issue. It appears to be jumping directly to the last line of code between the brackets -

Code: ags
function repeatedly_execute_always() {
  cPedoMan_speechTimer++;
  if (cPedoMan_speechTimer % 600 == 0) {
    int which = cPedoMan_speechTimer / 600; 
    if (cPedoMan.Room != player.Room)
      return; // do nothing
 
    if (which == 1) {
      cPedoMan.SayBackgroundClip("&1 Blah Blah 1", aPEDO7); //SKIPS THIS LINE
      cPedoMan.SayBackgroundClip("&1 Blah Blah 2", aPEDO7); //GOES STRAIGHT TO THIS LINE FIRST
    }
    else if (which == 2) {
      cPedoMan.SayBackgroundClip("&2 DIALOG 2", aStonethrow);
    }
    else if (which == 3) {
      cPedoMan.SayBackgroundClip("&3 DIALOG 3", aMonstereat);
    }
    else if (which == 4) {
      cPedoMan.SayBackgroundClip("&4 DIALOG 4", aPickuppebble);
    }
    else if (which == 5) {
      cPedoMan.SayBackgroundClip("&5 DIALOG 5", aPEDO7);
    }
    else
      cPedoMan_speechTimer = 0; // Loop around
  }
}
#160
Makes sense Khris, I will keep that in mind. :) *note that i was completely unaware why it wasn't working initially*

The ultimate goal in this instance was/is to display a "Some time later..." full screen graphic, the first time (first time only), the player enters a particular room.

When I used the code in the "first time player enters room function", the room would fade in, THEN the graphic would appear.

In using the below code in the "load before fade in function" I was able to achieve this.

Code: ags
function room_Load()
{
    if (Game.DoOnceOnly("Some More Time Later")) {
ginvwindow.Visible = false;
gIconbar.Visible = false;
  Overlay* myOverlay = Overlay.CreateGraphical(0, 0, 25, true);
Wait(120);
    }
mouse.Mode = eModeWalkto;
}


Hope that clarifies somewhat.
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