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Messages - Rik_Vargard

#281
Hints & Tips / Re: The long august longing
Mon 18/09/2023 16:51:18
Spoiler
Well yes I did it all (I think?)... I clicked on the bats, even thought the color of their eyes would be a clue, clicked on them with the invitation I wrote, but nothing.

But she does say she doesn't need one at this time.
Did I miss something?  :-D
[close]
#282
Hints & Tips / Re: The long august longing
Sat 16/09/2023 17:41:24
Spoiler
Well I have arrived at a point where I think I should send the invitation (after having dealt with the skeleton), but I can't figure out how.
Any tips here?
[close]
#283
I like those crazy graphics. Can't wait to see them animated.
For what it's worth, the non-linear thing, beware of the possibilities the player has because you might end up having to deal with more variables than you thought of. :P
#284
Damn it how do I delete this message?
Sorry for that ... news coming very soon  (nod)

#285
Haha loved the funny trailer  (laugh)

This really looks epic and huge; I'm very curious.
Did you calculated an "expected average" playing time?

Anyway this looks great! And it looks you're almost there! Good for you!  (nod)
#286
That's a very nice trailer!
And very (!) nice classic pixel art.
Looks like there will be a lot going on there, gameplay wise.
Keep up the great work :)
#287
I asked chatGPT if it knows AGS and yes it does  (laugh)

So I asked it to write me a basic script in AGS Script for a puzzle where you have to move a box to open a door.
To move the box you must use a lever but it's broken.
To repair de lever you need a wrench but the wrench is in a safe that has a code.

So it came up with this:

Code: ags
// Declare global variables
global.hasBoxMoved = false;
global.hasLeverRepaired = false;
global.hasSafeOpened = false;

// Attach script to "Use" event of lever object
if (event_type == EventType.Use) {
    if (obj == lever) {
        if (global.hasBoxMoved) {
            player.Say("The lever is already pulled.");
        }
        else if (global.hasLeverRepaired) {
            box.Move(x, y);
            global.hasBoxMoved = true;
            player.Say("You pulled the lever and the box moved!");
        }
        else {
            player.Say("The lever is broken.");
        }
    }
}

// Attach script to "Use" event of safe object
if (event_type == EventType.Use) {
    if (obj == safe) {
        if (global.hasSafeOpened) {
            player.Say("The safe is already open.");
        }
        else {
            var code = player.Input("Enter the code:");
            if (code == "1234") {
                global.hasSafeOpened = true;
                player.Say("The safe is now open.");
                if (player.HasInvItem(wrench)) {
                    global.hasLeverRepaired = true;
                    player.RemoveInvItem(wrench);
                    player.Say("You found the wrench and repaired the lever.");
                } else {
                    player.Say("You found the wrench, but you don't have it in your inventory.");
                }
            }
            else {
                player.Say("Wrong code, try again.");
            }
        }
    }
}

// Attach script to "Look" event of door object
if (event_type == EventType.Look) {
    if (obj == door) {
        if (global.hasBoxMoved) {
            door.ChangeRoom(room_id, x, y);
            player.Say("The door is now open!");
        }
        else {
            player.Say("The door is blocked by a big wooden box.");
        }
    }
}

It does precise things that must be adapted like declaring the objects.

Does this make sense?
#288
This looks pretty unique. Love the visuals.
I wish you the best continuation  (nod)
#289
Quote from: heltenjon on Thu 08/09/2022 08:23:18
This is looking better and better! Looking forward to seeing things move around in this Rik City.  (nod)

The download link to the demo doesn't work anymore. It would be cool if you updated it, or if you don't want it there anymore, edit the post with a strikethrough like this to show it's removed. (I hope it's available...)

Hey thanks, Heltenjohn!  (nod)

Also thx for letting me know about the Mediafire link, I don't know why it happened, because the file is still there.
Maybe there's a time limit when using the free version? They could give us a warning.

Anyway, here's a new link : https://www.mediafire.com/file/8z5io6eu9ft6vee/Metro_City_Night_Shift_0.1.zip/file

Cheers! :)
#290
Ok, so lately I really wanted to find a way to create a big city without having to copy/paste all of the buildings all the time because it takes a lot of energy points from my computer. And me.
After a lot of tutorials (useful and not) I finally found that one tutorial using particles to create my city.
And then the learning curve, but I finally got it:



Thus, I got myself a new Intro Screen:



And also, I've been working a lot on bringing more life into some scenes, creating NPC animations and other animated stuff.
It's hard to take a screenshot from an animated scene, but here's one :



Cheers! :)
#291
Quote from: actaria on Sat 20/08/2022 12:47:11
same translation problem i am sorry i should have pay more attention.

My main language is also french, so sometime I use the french word for a variable or objects etc. when it comes more easily to me.   ;-D
#292
Isn't there an error in line 7 ?

cihicken.Visible = false;

And maybe also in line 5

if (eat_chicken)  ... if you want to check if the chicken has been eaten you'll need:

if (eat_chicken = true);

and for line 10 I would write:

if (!player.HasInventory(ichicken)) chicken.Visible = true;

And also here, an error?

bool eat_chikken = false;
#293
For what I remember you have a default character that you can use. It's not the Sammy character but you can use it to follow the basic tutorials
#294
Well at least you could afford them, right?  (laugh)

Anyway, the screenshots look really beautiful !
And I like anything Western.

Looking forward to this.
#295
Also, if you want this to happen only once, you can deactivate the region:

region [1].Enabled = false;
#296
Hey thanks for the link, newwaveburritos, I checked it and right now it's above my level of understanding so I used a timer/region/position combo for now :p
I guess it's a lot more coding but it works.
I'll have to come back later and try it for the next room where I'll need it

Cheers! :)
#297
I had something similar (not on the character but not on top of it either).

I changed the speech style to Lucasarts in the general settings and that did the trick for me.
#298
AGS Games in Production / Re: Cyberdog 2050
Thu 11/08/2022 19:27:51
This looks really cool! Good luck! :)
#299
Phew OK! Thanks for the replies, guys, much appreciated! :)

So yes, for now, the only thing I managed to do to make it work are those timers.
It's a separate timer for every action but it's working.

Cheers!
#300
I'm trying to see if it's possible to have NPCs in a room that are doing there thing while you control the player as normal.
I know how to make an NPC walk places while you play, but that's all I managed to do.

For example, while you play, I'd like to have one or more NPCs walk to a point, then stop, then turn Up, then start an animation then turn down again and then walk to a certain point.
Without interrupting what you're doing with the player character.
Like NPCs in a village doing their business, see?

Is this possible?
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