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Topics - Radiant

#121
Hints & Tips / Ram Ghost
Sat 21/01/2012 14:08:55
How do I keep my ghost from starving if I can't afford to upgrade my refrigerator? Also, how can the ghost be "not hungry" if her food meter is at -40 or so?
#122
Advanced Technical Forum / Games database
Sat 31/12/2011 02:41:04
Well I entered a game in the database, and neglected to put in credits or a password. Who should I contact to edit this game again?

This game: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1513

Thx!
#123


Watch the a Let's Play video!

Indiana Rodent is the biggest platform game ever written for AGS, proving once again the versatility of the engine. Take the role of the Mouse With The Hat and go in search of the vaunted lost cheese. Traverse forests, deserts, and the halls of illusion; jump over hedgehogs, hitch a ride on a turtle, and evade vicious snakes - all for the reward of more cheese than you could ever eat, and what more could a mouse want?

The game is built on a tile engine, with eight-way scrolling and parallax background. It features four difficulty modes, nine expansive levels to explore, and various secrets and unlockables for you to find. And don't miss the boss monster, the vicious Moby Duck!



The game is part of the AGS Bake Sale, a collection of games to be sold shortly as a charity fundraiser. Since it is one year after their release, the games are now freely available. You can download the full version Indiana Rodent here.

Thanks to Black Squirrel, Corby, Ghost, Kramlack, and Snake for the art; and King Seamus, Lumpupu, MUFFINinc, and Peter Silk for the music.


#124
[embed=640,390]http://youtu.be/ZYSjfFapV-E[/embed]

Starship Quasar
On the spaceship Quasar, the lack of shore time causes tension to run high. The latest argument has proved too much, with each of the crew stalking off to different parts of the ship. To the medical officer, bringing these warring characters back together will be no easy task.

In this short adventure game, you control four different characters as they explore the ship, each with their own skills and reactions to the environment. Instead of on puzzle solving, the game focuses on the personalities of the characters and their interactions. The game is fully voiced.



Download here. This is the deluxe edition of the game, with improved graphics and professional voice acting. Enjoy!

Art by Elissa Ng; portraits by Joel Philip Page; music by Vincent Olmsted; and script by yours truly. Includes a voice pack as well as multiple translations into German, French, Italian, Dutch, Polish, Portuguese, and Russian.
#125
Can someone suggest me a good (and free) tool to convert MP3 music files to OGG? Thanks!
#126


Made for November's MAGS contest, this is to my best knowledge the first Rhythm Game written in AGS. Oceanspirit Dennis has to defeat the evil blobz using the power of music! Notes flow down your screen on the rhythm of the song, and you have to match the pattern using the cursor keys. Do well, and fans will appear to cheer for you. And you thought there was no point to the GetMidiPosition() function, didn't you?
Featuring three stages, three piratey songs to whistle along to, and twelve different fan characters from various OSD media! Stepmania mats not currently supported, so use the keyboard and your sense of rhythm.

Download here.



New sprites by S3, and this game uses several art resources from earlier open source OSD games, as well as from the recent OSD sprite contest. Music taken from the free sites on the interwebz.
#127


Made for this month's MAGS contest, this is to my best knowledge the first Rhythm Game written in AGS. Defeat the evil blobz using the power of music! Featuring three stages and three piratey songs to whistle along to! Stepmania mats not currently supported, so use the keyboard and your sense of rhythm.

http://shutupload.com/dl/ad6c6181621e



New sprites by S3, and this game uses several art resources from earlier open source OSD games, as well as from the recent OSD sprite contest. This is only  a beta, so if I'm using your sprite and this bothers you, let me know and I'll remove it. Music taken from the free sites on the interwebz.
#128
For a 640x480 game, of course I can use one of AGS's standard fonts and upscale, but I'd prefer using a real high-resolution font. Pretty much all the fonts on the AGS resource page are also low res.

So does anyone have a few good AGSFont files for me, or know where to find them? Pretty please?
#129


Indiana Rodent and the Raiders of the Lost Cheese
Current one-level demo
Older MAGS version



A scrolling platform game in AGS. Your evil twin Rattoq has stolen the cheese! Can Indiana Rodent traverse the perilous platforms, bottomless pits, and lots of spikes to make it to the end? Of course he can, he's got infinite lives!

Made for this month's OROW and MAGS contests. This is the second version, which primarily should have better controls than the first. I'm planning on adding more levels (and enemies and stuff) later this year. Comments welcome.
#130
I've received a report that One Room One Cheese (a v2.7 game for the last OROW contest) doesn't work under Windows 7 64-bit: to be precise, it runs but doesn't update the screen. This happens in both windowed and fullscreen mode.

...does this sound familiar to anyone? What can be done about it?
#131

Quasar
Spending too much time on a spaceship can make anybody edgy. Can the crew of the Quasar nevertheless learn to cooperate?

A high-resolution adventure game in six rooms, the main point of the game is to explore the possibilities of having multiple characters. You can switch between four of the crew members that each have their own skill set, and their own reactions to hotspots and to other characters.
Well, you can't switch characters at the beginning, because the characters are angry at one another and you need to figure out how to make them not angry any more. Once you've done that, you can switch. The puzzles in here shouldn't be too hard, it's mostly about exploring the different reactions.



Beta version. This is intended as the final beta, fingers crossed. The game is fully playable. Feedback, suggestions, and bug reports welcome.

Also, we're looking for voice actors as well as translators for the game; feel free to apply in this thread here.

Art by Elissa Ng; portraits by Joel Philip Page; music by Petros Tsoulkas; and script by yours truly.
#132
Are there any Wikipedia editors on the forum? I'm asking because their articles on ATOTK and Crystal Shard are not in very good shape.

While I could edit them myself, doing so violates Wikipedia policy on conflict of interest. So perhaps somebody here could help me out? You can take a lot of information from our website, as long as you don't copy/paste it (because of Wikipedia's copyright policy). Also, both articles need sourcing; Google should be able to locate a bunch. We've also been reviewed in PC Zone, GamePro, Games for Windows, and DragonScroll magazines, as well as Locomotion Films TV; however, Wikipedia seems to prefer online sources.

Any help would be greatly appreciated. Thank you!
#133
Critics' Lounge / Request feedback on webpage
Tue 05/07/2011 19:37:17
http://crystalshard.net/

We've recently redesigned our website, and I'd like to have some feedback or criticism on its layout, color scheme, and general clarity. The old site looks like this. Thank you for your time!
#134
Advanced Technical Forum / External font file
Wed 22/06/2011 15:18:58
I have a game that includes fonts 0 through 3. Suppose I set a translation (.tra file) to use font 4 (a copy of font 0 but including accented letters). Will this work if I copy/paste agsfnt4.wfn into the game executable directory, or do I need to recompile the entire game to internalize the font file? Or is there some other trick I can use to make it work?
#135
In AGS 2.72, I have a GUI with a transparent background (i.e. color 0), in the middle of which is a button with a sprite on it. Part of the sprite is also transparent, and all of this runs in 16-bit color mode.

If I fade in the GUI by gradually changing its transparency from 0% to 100%, then a gray box will appear around the sprite, as if its transparency doesn't work. On the other hand, if I simply fade out the entire screen, then it works normally.

Does this sound familiar to anyone? Is it a bug or am I doing something wrong? Is there a workaround?
#136
This year marks the tenth anniversary of Crystal Shard: SubTerra was released in November 2001 but was heavily in development and testing back then in June. Our first AGS adventure game came a few years later; that was META, in 2005.

And so, we've redesigned our website to a more modern and versatile layout, thanks to Fizzii for the design and artwork. As always, it's at http://crystalshard.net

Please take a look and tell us what you think, and feel free to Like or Tweet us!
#137
I'm having a problem getting a particular CSS trick to work properly in internet explorer; it works fine in Firefox and other browsers. I would appreciate assistence with this, I'm really not sure what is up here.

If you copy the below to a HTML file and open it, then it should show three screenshots; hovering over a screenshot will overlay a larger version of the same. Except in IE, where the larger image is placed below the screenshot to the right, instead of above it. Can someone tell me what I'm doing wrong? Thanks!

Code: ags

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<style>
#screens img {
    padding:0 6 6 0;
    width:160;
    height:100;
	border:0;
}
#shot {
    position:relative;
    text-decoration:none;
    float:left;
    padding:0 10 15 0;
}
#shot span {
    display:none;
}
#shot:hover span {
    display:block;
    position:absolute;
    top:-5;
    left:-85;
    width:330;
    background:#000;
    color:#fff;
    text-align:center;
    font-style:italic;
    padding:5 0 5 0;
	z-index:100;
}
#shot span img {
    width:320;
    height:200;
    padding:5;
}
#shot:hover span div {
    padding:5 0 0 0;
    text-align:center;
}
</style>
</head>
<body>
                <div id="screens">
                    <a href="#" id="shot">
                        <img src="http://crystalshard.net/img/meta.png" name="pic">
                        <span><img src="http://crystalshard.net/img/meta.png" name="pz1"><div id="tx1">Caption</div></span>
                    </a>
                    <div id="extra">
                        <a href="#" id="shot">
                            <img src="http://crystalshard.net/img/meta.png" name="pc2">
                            <span><img src="http://crystalshard.net/img/meta.png" name="pz2"><div id="tx2">Text</div></span>
                        </a>
                        <a href="#" id="shot">
                            <img src="http://crystalshard.net/img/meta.png" name="pc3">
                            <span><img src="http://crystalshard.net/img/meta.png" name="pz3"><div id="tx3">More info</div></span>
                        </a>
                    </div>
                </div>
</body>
</html>

#138
Suppose that the player can enter a name for EGO, is there a way to have this name (character[EGO].name) show up in dialogs or in dialog options?
#139
General Discussion / "Error in EXE file"
Sat 21/08/2010 23:15:00
Well... I found this really old game I wrote on an old CD. It's written in QuickBasic 2.0, if I recall correctly, and compiled to a DOS executable requiring BASRUN. Out of nostalgia, I tried playing it again.

However, when I try to run it, it tells me "Error in EXE file", and aborts. It doesn't work in DosBox either.

Is there anyone here to whom this sounds familiar and that might be able to get the EXE to run? Thanks!
#140

For the past several years, I've been working on a strategy game called Leylines. This even predates ATOTK, but it's had a few breaks in development; this is one of those projects that seem to last forever, but now it's finally getting close. It's turn-based and fantasy-themed, and quite extensive. With over 150 units and 90 spells, there's a lot of strategy to be explored. Several artists have contributed background art and hero portraits, as well as a catchy soundtrack.

There's seven playable races with unique buildings, units, and flavor text; from the stoic Dwarves with their trained spiders, to the enigmatic shapeshifting Theria. And there's terrain to take into account, like poisonous swamps, lakes that freeze during winter, and undead troops that cannot cross running water.

So anyway. I realize this is quite a different genre than adventure gaming; nevertheless there is a whole forum here of creative and artistic people. So if this sounds interesting, give it a shot and tell me what you think, or what to improve, or other feedback.

It's not written in AGS, which is why I'm posting in this board rather than GIP; I used C++ since I didn't know AGS back when I started this. It runs under Windows, and a Linux build is under construction. The game is freeware, and should easily run on older systems.

Download * More info * Screenshots
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