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 - Pierrec

#1


He collects beer caps.
She loves birds. Seashells too, but not as much.
They're alone on the beach.
It's warm.
They're in love.
Everything's fine.



Hi! As usual I made a game with AGS for Ludum Dare, and for the first time, this IS a point & click adventure! (kind of)

The game was made in 48h with the theme "Beneath the Surface". It have flaws, of course, but I'm pretty happy with it.


You'll find the game here : http://www.adventuregamestudio.co.uk/site/games/game/1798/

#2
This is EXACTLY what I was looking for, and it works EXACTLy how I was hoping for. Thank you so much!
#3
Hi!
Someone suggested I should submit my 2013 games here, so that's what I'm gonna do. :)

All of them are games I made in 2-3 days for various game jams (mostly Ludum Dare). That's why they're all short and all focus around a simple gameplay idea.
I think "humor" and "non-adventure games" are the only categories they could qualify in


The Quite Annoying League.


This one was made in late December 2012, so I'm not sure it counts. But since it might be the best of the four, I'll present it anyway.
Before joining the Ludum Dare, I took the train, and was quite annoyed by all these train people...you know? So I made a game about it. You're a quite evil organization charged to quite annoy quite joyful people. The game is quite silly, and is played with the mouse and the keyboard.

Find it here  : http://www.adventuregamestudio.co.uk/site/games/game/1660/

Breaking Character


I always have fun creating my character at the beginning of RPGs. So this game is just a character creating game. It's quite silly too, but it's not really a game.

Find it here : http://www.adventuregamestudio.co.uk/site/games/game/1761/

At the cafe


Once again, not an adventure game, but a weird experience made in 15h. It's about love. Once again, a bit silly.

Find it here : http://www.adventuregamestudio.co.uk/site/games/game/1763/


A thing about nothingness


The most aventurish of all, and the only one I didn't make alone. A friend of mine did the graphics. this is a philosophical (and silly) tale about finding the way of cynicynism (this is not a typo). 

Find it here : http://www.adventuregamestudio.co.uk/site/games/game/1762/



(PS : don't look at the release dates on the AGS pages, they're wrong, I just added the games today to post this. they were made in 2013)
#4
This is great!
I haven't read the book and enjoyed it a lot! I would like to play the whole book this way. The balance between narration and interraction is great and subtle
#5
Thank you for the quick replies! And sorry if the question has been asked before :-[ . the problem is indeed explained in the help file, but not his solution. Anyway, I get it now.
I was hoping for an easy way to bypass the problem, something like Dialog.Start(NOW); but since you tell me there is not such thing, I had to use a flaf variable as you suggested. It works, but it makes the code messy, I guess I have to get used to it ^^

Thanks a lot! I flag this topic "solved"


#6
Hi!
I've been using AGS for more than two years for making small adventure/visual novel games, and it hass always been great. Now I would like to make a bigger, more complex game, and I realize my coding skills aren't close to be good enough. I encounter a lot of problems, and hopefully, the help file, the forums and the wiki almost always solve them for me. But this time, I didn't find anything...mostly because I don't know what to search for exactly.

I'll try to explain (it might be a bit complicated) :
The game is kind of like King of Dragon pass. I have several characters, I assign them some missions, and then I end my turn to see what happens.
So, let's say I've got 2 characters (in fact there are 10 of them), Clement and Jean-Charles. I assign them to dig (aClem=1, aJC=1) and end the turn. It first calls this script


Code: ags

// Define who's "acting"
function room_AfterFadeIn()
{
if(aClem==1){
 Who="Clement"; 
 WhoSuj="he";
 WhoComp="him";
 WhoPoss="his";
 Archeo();
 }
 if(aJc==1){
 Who="Jean-Charles"; 
 WhoSuj="he";
 WhoComp="him";
 WhoPoss="his";
 Archeo();
 }
}


//This determine what string should be used in the displays, and runs the Archeo function for each one of them. 

//Now here the Archeo Function : 


//The different events that may happen (randomly) 

function Archeo(){
  int randig=Random(99)+1;
  if(randig<=10){
    Display("%s dug all the afternoon, but it seems %s luck has abandonned him : %s couldn't find anything of interest", Who, WhoPoss, WhoSuj);
    }
    
  if((randig>10)&&(randig<=30)){
    Display("%s efforts weren't totally vain : %s found one rare material. Better than nothing!", Who, WhoSuj);
    RM=RM+1;
  }
  if((randig>30)&&(randig<=60)){
    Display("%s is exhausted for having dug all day, but it was worth it : %s found 2 rare materials", Who, WhoSuj);
    RM=RM+2;
  }
  if((randig>60)&&(randig<=90)){
    Display("%s's lucky star haven't failed %s : %s brought 3 rare materials to the camp, and didn't forget to brag about it!", Who,  WhoComp, WhoSuj);
    RM=RM+3;
  }
  if(randig>90){
    int randigevent=Random(99)+1;
      if(randigevent<=20){
        Display("When %s came back to the camp, nobody could believe his eyes. The blessed digger didn't find any rare material, but something much more worthy : BONES! Not chicken bones, not rabbit bones, but Dinosaur bones!", Who); 
      Display("It was easy to tell because they look pretty old, like millions years old, and there weren't any chicken or rabbit back then.", Who);
      Display("Though everyone was happy with this discovery, an argument broke out to know wether the bones were from a t-rex or an allosaurus. It escaladed very quickly. A decision has to be made.", Who);
        
        dDinosaur.Start();
       
      }
      if((randigevent>20)&&(randigevent<=40)){
        Display("It's a bad day for %s. Despite all %s efforts, %s couldn't find anything worthy. The night was falling, and %s was about to leave, when %s saw something shining in a dirt.", Who,  WhoPoss, WhoSuj, WhoSuj, WhoSuj);
        Display("A coin! It was a coin! A by the look of it, a very very old one, probably a Roman sestertium. By screwing up his eyes, %s could precognize Trajan portrait on it: yeah, totally a sestertium!", Who);
        Display("No doubt it would bring prestige to the clan!", Who);
        
      }
      if((randigevent>40)&&(randigevent<=60)){
        Display("When %s went digging this afternoon, %s felt a strange power coming from the dirt...well, as least that's what %s told the others. It was like someone â€" or something â€" was calling %s, telling %s where to dig.", Who, WhoSuj, WhoSuj, WhoComp, WhoComp);
        Display("%s followed the voice, and soon found a strange stone, glowing red in the dusk, definitely a magic stone! ''The most beautiful thing I've ever seen'', she said.", WhoSuj, WhoSuj);
     
        dStone.Start();
       }
      if((randigevent>60)&&(randigevent<=80)){
       dPickaxe.Start();
       }
      if((randigevent>80)&&(randigevent<=100)){
        Display("Woah, super cool");
      }
    
    }
}


It works great. First the game display the Clement's event, then the Jean-Charle's event.
BUT : If Clement, the first one, ends up with an event with a dialogue in it (dDinosaur, dStone...), the dialogue will be triggered AFTER the JC event!
I just can't understand why! Isn't the script supposed to be executed line by line ? Why does the dialogue wait until the end of the function to be triggered.
I don't think it's a bug, I think it's me not really understanding how programing works. Normally, I would fix this by using a bunch of variables (like : don't trigger JC's event until Clemsevent=1, and, in the end of Clem's dialogue : "Clemsevent=1", but as I said, I've got plenty of character and this could become very messy really quick! I'm sure there is an easier way, because I'm sure there's something I quite don't understand in the way AGS (and programming) is working. Could you enlighten me ?

thanks!     
#7
Great Game, really!
The puzzles aren't that interesting, but everything else is awesome : graphics, music, narration...
Really impressive for a first game !
Have you seen it got reviewed on IndieGames (where I found it) ?

Can't wait to play your next games :)

[Edit : and now it got reviewed here : https://oujevipo.fr/index.php?option=com_content&view=article&id=831:future-city-3000-&catid=37:20-minutes&Itemid=56 :) :wink:)
#8
I like the screenshot AND the idea (who needs gameplay after all ?)

By the way, I changed my mind, and I'm going to do something about Puss in Boots...well...maybe not about Puss in Boots, but about a puss...and a boot. The fact is I have to write an AGS tutorial for a french magazine so, this will probably be the game I'll make for that tutorial. Is that ok with the rules ?

Also, I'll probably make the game in three hours or so, so it's not going to be very good ^^

#9
Hey there.
I never took part in any MAGS before, but it sounds fun and I love this theme. Actually, I already made an AGS game based on a tale before : Crow and Foxy, and that was fun so...I will try to find another idea for this compo! 

EDIT: I think I'm going for "The Little Match Girl"
#10
Just finished the game...and woah.
During the game I kept thinking "Oh...I wish it's gonna be like this, I wish it's gonna turn this way" and eventually, all my wishes were granted, and it was even better that everything I could have thought of.

Congratulations, really. One of the deepest game I've played these last years (and I've played A LOT)
#11
I bought Resonance yesterday, played it for two hours, and must say I'm really impressed by its awesomeness (impressed, not surprised  ;) )
Congratulations. I'm still wondering how some of the GUI were made...that's another puzzle for me ^^
#12
Maybe the problem comes from the fact that talking make you lose a turn.
If you try to talk while the enemy shoots, you're screwed, and If you try to talk while he loads, it's ok, but he earns one energy point.
Maybe players would be more eager to talk if there wasn't any risk...
I'm pissed that none of my beta-testers suggestedme that ^^
#13
Thanks for the feedback, I totally agree with you.
You talk about rock paper scissors, and yes, this is a kind of rock, paper, scissors, and yes, this is purely random (well...AI are a bit differents, but still). In fact, I wanted the fight to be hard and boring, because I wanted the player to try to talk instead of fighting. Every fight can be skipped with the dialogs, and there is something like 4 ou 5 ways to skip for each character. According to me, dialogs are the point of the game (I spent like 1 month working on the graphics/mechanics, and two on the dialogs...there's a HUGE amount of them), but I didn't want to make it too obvious. I wanted the player to turn himself to the dialogs when he gets bored. Apparently I failed in your case, and consequently, I am sorry you had to play a boring game ^^.
I'm really thankful for this feedback...the problem with this game is that people who usually like my games liked this one (because they know I'm a dialog guy), but the others...well, I suppose a lot of them just try it, gets bored, quit, and don't give any feedback probably to avoid hurting my feelings ^^. That's the first time someone tells me what I wanted to hear.   

I'm happy with this game, but now I know I should be more obvious next time, and I will :) :)

(wooah sorry about the bad english)
#14
Thanks!
#15
Completed Game Announcements / Split Fighters
Mon 25/06/2012 18:43:58

It looks like a fighting game
It sounds like a fighting game
It kinda feels like a fighting game
But it's not much of a fighting game in the end, it's only Split Fighters.

I already talked about this game here, while it still was in production, now I'm proud to announce it's finally released!



This game is my biggest project since I worked on it during 3 months. I know this is a ridiculous amount of time, but it's a big step to me since most of my previous games were made in less than 48h (Never Alone Hotline, Crow and Foxy, Ok, Now This Is Awkward...you can find them here).

The story

It's the story of a girl, Severine, who just broke up with her boyfriend. But the most difficult part isn't the break-up, it's what comes after, when you have to confront all your friends and family. That's exactly what Split Fighters is about.

No wait ! Don't go ! It's not a depressing game or anything, I would rather call it silly, with some deeper aspects (at least that's what I tried to make).

Split Fighters features :

  • Five rather complex characters
  • Some beginner's pixel-art
  • Thousands on dialog lines (in fact, two months on three were spent on these dialogues, but don't worry, you don't have and actually can't read them all)
  • Blood, hadokens, fatalities and all this fighting stuff
  • Three endings
  • Many paths

I would love to read some feedback about it. Oh and I almost forgot : I'm not a native english speaker so, even if I spent hours to read the dialogs again and again, there probably will be some mistakes/translation errors. So please excuse me and feel free to tell me if you spot some, I'll correct them in a next version. 

Instructions and credits in game.

Additional screenshots :

#16
The game is almost finished!
I sent the early version to beta-testers, and I hope I will release it in the end of the month.
I'm quite proud of it, it's the most gamish game I've ever done. But it's quite weird ^^
#17
I added a screenshot. Thank you.
#18
I've already made some small games on AGS and this time I wanted to do something different and challenging. I thought : "What would be unusual for an AGS game ?" My answer was : A fighting game!
So here's :


Split Fighters! (the title may change)


The Story : Severine (the girl from my previous game Never Alone Hotline) has split with her boyfriend Antoine. Nobody understand this decision, nor her friends, nor her family. She'll have to confront all of them one by one, to convince them she's not the cold b**** they thinks she are or...to kick their a**. 

Yeah...Doesn't look like a Fighting game scenario...and that's because I lied : Split Fighters isn't exactly a fighting game, but a story game with a fighting system (which I'm quite proud) and a Street Fighters look.


Some screenshots:








As you can observe, I'm not very good at graphics but it won't stop me ^^


Development Progress:

[EDIT]
Story: 100%
Scripting: 90%
Graphics: 90%
Sound/Music:90%

Expected completion date: End of June 2012


Well, that's all for the moment :)
#19
Thank you, and sorry again for the bad english translation^^
#20
Oh wait...I'm stupid.
I just had to move the IA snippets BEFORE the function in which I want to call it.
Sorry for that.
Now my IA is working well...very well...in fact I can't even manage to beat it  :P
SMF spam blocked by CleanTalk