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 - Rik_Vargard

#381
I love the ambient & beautiful graphics!
#382
Perhaps it should be decided what kind of competition this wants to be.
And about what.

Is it about the experience, the ambient, the fun one has with a game and/or is it all that plus "Original creation" VS "Free For Commercial Use creation"?

In a movie award show, for example, for the best soundtrack for a movie the award goes to the composer, not the director, not the producer or the editor etc.
So perhaps proper credits should be assigned to the artists who created that music, that story or those backgrounds, and not to the game developer.
He/She could go for Best Game Developer.

I have a list of all the people who put their assets as "Free For Commercial Use" on the web, that I use in my game.
I would be damned if I took the credits for their work.
#383
All right, so if only changing Global variables breaks saves, I guess some mystery will still be there somewhere because I saved in a room before the Tint thing is even a thing... and how I did what I did and make it work   :shocked: :confused:  :P

Anyway, I have absolutely no words to thank you enough for taking all this time and effort on this topic!

I am a very honored noob.

Cheers!
#384
All right, well well, Sir Crimson Wizard, or should I say Master. It looks like your mystery has become mine.

After looking at your test game, I have teared down my game, deleting everything, and everything, aaaand everything down to have the game start in just that room, to have the same as your test game.
And it works, you're right. So I told myself it should come from the previous room and so i removed all onto/out tints and RemoveTints etc and now everything works like you told me all along.

So I've been thinking why and how and I have that one last question coming up:

I did start a new Game.
Is it possible that it was a Save Game problem?
I do save my game at some point to not have to start it all over again.
I do it like two or three rooms before that infamous room with the region tints where I made the changes.
AGS will crash if I load a saved game and there are scripting problems because of changes.
Since AGS doesn't crash and I'm three rooms away, I suppose that whatever new script I put in that room will run like normal.

Could it be that AGS doesn't crash every time you make some changes, but the changed game scripts (like Tint here) are not working ?


#385
So I removed walk on / off event functions and all of the  Remove.Tint lines, only left with the region[1].Tint  in Room_Load

And I'm back where I started: it doesn't work. Back to post 1.

Perhaps I'm not explaining very well, sorry :p

- Player is on a Region that has a Tint. let's say Blue.
- I click on Character with the Talk Icon so Player has to walk over there to start the dialog. (So the game is "blocked" right?)
- While Player walks to Character, Player stays Blue, even if obviously leaving the Region, and even if walking through another Region with another Tint on the way there.

So what I did is the only way I could make it work.
I'd really like to know how and why it works but I dont.

PS: I could share the game files if you ever needed it.
#386
QuoteI still think that's a mistake that you are applying a tint to the region in the repeatedly_execute_always. There should not be a need to do that. Your code sets exactly same tint configuration to the 3 regions multiple times per second, over and over again. Instead, you could simply do that once, in room's "before fade-in" event. Or even simplier - in the region properties.

You're right, thanks for that, it works when I put it in Room Load (it's easier to copy/paste than the properties)


As for the rest, I don't really know why it works.

Thing is: If Player has a tint (or not) , its all the same, it won't work without player.RemoveTint() before the Walk script.
In addition, I do have the normal onto/out scripts in there as well
Code: ags

function region1_WalksOnto()
{
  player.Tint(245, 161, 237, 50, 100);
}
function region1_WalksOff()
{
  player.RemoveTint();
}


So when a player is on a region with a tint, clicking to Talk on a character at the other end of the room will make Player walk while keeping that tint (not removed even if in the Region script as you can see)
The only thing that works is when I put that player.RemoveTint() line before the Walk script.

I don't know, this is how I made it work :p

And just for info, here's the room script:

Spoiler

Code: ags

function room_FirstLoad()
{
 int i = Random(4);
 
 if (i == 0) Channel = aIntro01.Play(eAudioPriorityNormal, eOnce);  
 if (i == 1) Channel = aIntro02.Play(eAudioPriorityNormal, eOnce);
 if (i == 2) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
 if (i == 3) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
 if (i == 4) Channel = aIntro04.Play(eAudioPriorityNormal, eOnce);  
}

function room_Load()
{
  region[1].Tint(245, 161, 237, 50, 100);
  region[2].Tint(200, 245, 245, 50, 10);
  region[3].Tint(140, 245, 240, 30, 100);
  
  cDarcy.Tint(140, 245, 240, 30, 100);
  cDarcy.Transparency = 0;
  Channel.Volume = 80;
  Channel2.Volume = 100;
  
  if (Look == 1)
  {
    cDarcy.ChangeView(3);
  }
}

function room_AfterFadeIn()
{
  player.SetWalkSpeed (25, 15);
}

function hHotspot1_WalkOn()
{
  player.ChangeRoom (5, 230, 1010, eDirectionRight);
}

function hHans_Talk()
{
  player.RemoveTint();
  player.Walk(1175, 950, eBlock, eWalkableAreas );
  player.FaceDirection (eDirectionRight);
  player.ChangeRoom(8, 800, 830, eDirectionLeft);
}
function hJimmy_Talk()
{
  player.RemoveTint();
  player.Walk(585, 900, eBlock, eWalkableAreas);
  player.FaceDirection (eDirectionLeft);
  player.ChangeRoom(7, 1600, 920, eDirectionLeft);
}


function hPoliceEntrance_Interact()
{
  player.RemoveTint();
  player.Walk (185, 815, eBlock, eWalkableAreas);
  player.FaceDirection (eDirectionUp);
  player.ChangeRoom(10, 460, 1000, eDirectionRight);
}

function room_RepExec()
{
   if ((Channel == null) || !Channel.IsPlaying)
        {
          int i = Random(4);
          if (i == 0) Channel = aIntro01.Play(eAudioPriorityNormal, eOnce);
          if (i == 1) Channel = aIntro02.Play(eAudioPriorityNormal, eOnce);
          if (i == 2) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
          if (i == 3) Channel = aIntro03.Play(eAudioPriorityNormal, eOnce);
          if (i == 4) Channel = aIntro04.Play(eAudioPriorityNormal, eOnce);
        }
        Channel.Volume = 80;  
}

/////////////////////////////////////////////REGIONS

function region1_WalksOnto()
{
  player.Tint(245, 161, 237, 50, 100);
}
function region1_WalksOff()
{
  player.RemoveTint();
}

function region2_WalksOnto()
{
  player.Tint(200, 245, 245, 50, 10);
}
function region2_WalksOff()
{
  player.RemoveTint();
}

function region3_WalksOnto()
{
  player.Tint(140, 245, 240, 30, 100);
}
function region3_WalksOff()
{
  player.RemoveTint();
}
[close]
#387
All right!! Thank you guys so much for the replies :)

I tried all that and some more + RTFM and thanks to your inspiration I worked it out.
And no need for the UseColorTint in the Region's properties.

I entered this code in the room script:
Code: ags

function repeatedly_execute_always()
{
  region[1].Tint(245, 161, 237, 50, 100);
  region[2].Tint(200, 245, 245, 50, 10);
  region[3].Tint(140, 245, 240, 30, 100);
}


But this works only if Player has no current tint. If Player is on a region with a tint it won't work; it will keep that tint during the whole walk.

So: Before every Walk script, I put a player.RemoveTint(), just like this:
Code: ags

function cJohn_Talk()
{
  player.RemoveTint();
  player.Walk(1300, 1050, eBlock, eWalkableAreas);
  player.FaceDirection (eDirectionRight);
}


I'm guessing that since Player is in a region with a tint (always). He has it removed and then gets tinted again in a fraction of a second.
The fact that in that fraction, he loses the tint makes the  repeatedly_execute_always work.

It's funny to see how sometimes an epic search has a simple solution at the end.  :P


And I wouldn't have found it without you guys so thank you so much again!

Cheers!





#388
Hello!

So here's the thing:

- Player has to go talk to Character. (so there's a player.Walk script, to x and y coordinates, to get to Character)
- While walking to Character, Player walks through Region 1
- Region 1 has a tint script (walks onto/off) .... (I also added a region [1].Tint(..) in room_RepExec because of testing the thing)

Player >>walks>> REGION 1 >>walks>> Character

Now:

- When Player "Walks" to Character and going through Region 1 everything works perfectly. Player is tinted.
- When Player "Talks/Interacts" with Character , Player will walk to coordinates, but when passing through Region 1, Tint will not work.

My guess is that the Region Tint doesn't work because the game is technically paused while Player is Walking to the x,y coordinates to Talk to Character.

Any ideas on how to fix this, if it's possible?


#389
I'm no kid but was a nice little game to play. I had fun :)
Good job!

Spoiler

When Bobby needs to get the gear from the shop door, I think he's moving a little to much in front of it so it makes the interactions a little tricky :p
[close]
#390
AGS Games in Production / Re: GIGANT
Wed 05/01/2022 22:42:27
Oh but I am looking forward to it  ;)
#391
That was a very nice funny little game to play.
The colorful graphics and music really add to the Christmas feel.
#393
AGS Games in Production / Re: GIGANT
Sun 02/01/2022 15:54:18
After playing "Contact" I can't wait for this one
#394
This game has no replies and I was wondering why so I downloaded and played it.

It's a tricky one you did here.
I think the story and the way the puzzles are made (kind of "team spirit/interacting with fellow adventurers") are very nicely done.
This would really work for younger players for them to discover how adventure games work in a fun way.

Now, for what it's worth, and it's just me(!) :

I think that there's the visual content. I (also) teach video editing and I talk to my students about what is called "Public Domain/Copyright Free Stock Footage-that-you-can-use-for-commercial-projects",  be it for videos and in this case, character and their animations.
Because of that, people will see those characters in other games so it's not "home made", you see?
The tavern scene is an example of that: you can't find the same "art technique" for all your needs so it becomes visually somewhat distracting.

You know, for my game, I do use those also, to a point, specially music and some 3D models that are "CC Attribution and that are >> Author must be credited. Commercial use is allowed."

This being said, I will keep this game because it's a perfect example on how to discover how the AGS basics works and how to make a fun little adventure game even if you don't have time or skills to make your own character animations.
And this game is the perfect example for that.

I think it could even be a very good "beginner example demo game" for AGS.



#395
Completed Game Announcements / Re: Contact
Sat 01/01/2022 14:23:28
This was a very fun little game.
Loved how the puzzles worked, also with the divide thing.
Very nice graphics and overall I loved the ambient
#396
Quote from: Danvzare on Thu 23/12/2021 19:05:54
Quote from: Rik_Vargard on Thu 23/12/2021 17:46:53
Spoiler


So I think I got killed by the killer?
When I go back to the farm and the scarecrow shows up?
Since I didn't find all the clues?

Because of the "The end?" message?

Or is it a cliffhanger ending? To be continued?

:P
[close]

Spoiler
Yep, that's how it ends.
It's supposed to be a reference to old horror movies, and it leaves it open for a possible sequel in the future.
If you find both secret clues, you do get a tiny bit extra if you want some sort of closure, such as whether or not Crepe dies at the end.
[close]

Spoiler
Well I sure hope there will be one. I had great fun :)
[close]
#397
Spoiler


So I think I got killed by the killer?
When I go back to the farm and the scarecrow shows up?
Since I didn't find all the clues?

Because of the "The end?" message?

Or is it a cliffhanger ending? To be continued?

:P
[close]
#398
So right now:

Great graphics and animations
Great music
Amazing voice-overs

Hopefully in 2022 indeed.
#399
Very nice little game.
Smart and funny storytelling
Great graphics and animations that really feel medieval and the music made it even more immersive; I'll have that child's singing voice in my head for a while.
A fair puzzle difficulty that lets you enjoy the ambient, that right pace and the dark humor.
I had a great time playing it.
Thank you for all the work!
Voted.
#400
Errrrr... sorry... I wish I could delete this one, I figured it out.... I have just been on the wrong thing for like two hours  :-D :grin: :P
SMF spam blocked by CleanTalk