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Messages - ScottDoom

#61
I didn't want to use a template because I thought I could learn more from asking for help or doing it myself.

I've got one final question on the GUI...

Is it possible to link buttons? Say I have some graphic icons to the left and over to the right the list of the same actions but in text. Now I've made graphics so that the words light up, but what I want is that not only when you scroll over the text do they light up via roll-over but also when you move the mouse over the image icons on the other side the corresponding text still lights up. Is this even possible or am I dreaming?
#62
I thought I was better at this...Ã,  :-\ It's been a while though, and last time I didn't create a custom GUI. I just had no GUI, and made it so you right-clicked through cursors.

Anyways, I would like to have a GUI that pops up on a right-click where you then select a cursor mode by clicking a button on the interface, and then right-click again (or just click a button) and have the GUI vanish. I think something like this was used in Grrr! Bearly Sane and probably other games as well.

I have the buttons set up and I have the GUI set to Popup Modal but from there I don't know where to go. Where should I put the scripting, and how should it look?

Edit: I got the GUI to pop-up on right click but now I can't get it to go away. It just stays there.

This is what's written in the global script:
Code: ags
#sectionstart on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
Ã,  {
Ã,  {
Ã,  Ã,  }
Ã,  if (button == eMouseLeft) 
Ã,  Ã,  {
Ã,  Ã,  ProcessClick(mouse.x,mouse.y, mouse.Mode);
Ã,  Ã,  }
Ã,  if (button == eMouseRight) // right-click, bring up GUI
Ã,  Ã,  {Ã,  Ã, 
Ã,  Ã,  gKarma.Visible = true;
Ã,  Ã,  }
Ã,  }


There was some code in there about not allowing clicks while paused but I just whacked that right off, and also changed some other stuff from the default. What I want to happen is that when the GUI is up once you click a button (to select a new cursor type) the GUI goes away, or if you right-click again it defaults to the walk cursor and the GUI goes away. What lines of code do I need to add for this?

I mean if I put:
Code: ags

if (button == eMouseRight)
 {
 gKarma.Visible = false;
 }


I'm just going to get some weird reaction or error, right?

I notice there's a section in the global script called #sectionstart interface_click. Would I put the "close-code" in there instead?

Also, is there any way I can get the GUI to pop-up where the player right-clicks? As of now it just pops up rougly in the middle of the screen where I have specified the coordinates.
#63
Quote from: Kinoko on Tue 17/01/2006 02:39:36
I imagine, say, a vase. If you apply good karma, the flowers inside grow and flourish, if you apply bad karma - perhaps the vase breaks or the flowers die.

You nailed it! I'm glad you like the idea, and I hope I can make it all work. I'm currently working on the tech demo which will actually be a sort of stand-alone mini-game called Karma Police: Unit Training where you'll just play around and do things like you described.

Since my art isn't fantastic, and I have absolutely no skill in music/sound, I figured I would do something neat with the GUI and scripting because I am a fast learner when it comes to scripting and I already have some experience in manipulating the code. I like to make functions do things other than what they were intended for.  :D
#64
Alright, in all of my AGS days I've only scripted half of a game and it was pretty easy. I was able to make an intro scene, some other little checks (such as making sure the character has a certain item before progressing), making an NPC animate on command, making a semi-complex puzzle, etc...

But I've got one simple question:
Object or character?

What I mean by that is say I want a TV or something in a room that you can turn on, switch the channels, turn off, pick up, or even break and repair... Is it better to make this sprite an object or character within the game? What's the difference? Does one have an advantage over the other? I mean either way I can connect it to all the animations needed, and make it appear/disappear and enter or leave the player's inventory so why is there even a choice? To me they seem the same, except character has more option commands than object.

What do you use?
#65
I didn't know the screenshots had to be taken in the game. I will work on that soon, after I finish the GUI.

The game will not have multiple endings, although there will be multiple solutions to the same puzzle. It's not the normal positive/negative done through conversation or direct actions, but rather a Negative or Positive Karma Force applied to objects. Depending on the object something different will result, sometimes for the better or sometimes for the worse. Sometimes what you do can be reversed or corrected, but sometimes its forever.

As I write this, I have PSP7 and AGS open in the background and I'm working on making a tech demo which will feature a unique background (which I've just finished) so that the way in which you play will be made more clear.
#66
I have begun work on Karl the Karmite: Bad Karma and I am doing the graphics, animation, and programming myself. I will need help with music and sound effects though so if anyone would be willing to help please contact me via PM. Thanks a ton.

I won't accept anyone as my official music makin' partner until I have more of the game done though, but I'd still like to see who would be interested in the project.

This request was last updated 01/22/06 and still stands as active. However, two forum members are already interested.
#67
Karl the Karmite: Bad Karma will be finished by March 15th, 2006 and a demo will be out by January 31st, 2006.
#68
karma (noun):Ã,  The effects of a person's actions that determine his destiny...

In Karmaland, not too far from here, live the Karmites who long ago established the laws of Karma. The Karma Police uphold the laws of Karma and reward or punish those who tilt the scale of Karma too far in one direction.

Karl, a new recruit among the Karma Police, is assigned his first duty the day he signs up. It’s up to Karl to make sure the force of Karma is served with justice. Karl must punish John Doorong for his recent actions, but also remind Mr. Doorong of why he is being punished, else Doorong will blame his misfortunes on that of Bad Luck, and the Lucky Charms do not take kindly to the Karma Police when they are angered by such an event.

Karl the Karmite: Bad Karma is a classic point & click adventure where the player will take the role of Karl, and guide him in his adventure as a Karmite. Unlike traditional adventure games where the player will interact with objects by picking them up, using them, etc. the player here will use Karl’s abilities to affect the world around him in positive and negative ways, and perform other tricks as well.

Features:
-320x240 resolution with scrolling 640x240 backgrounds.
-Unique puzzles that are solved using Karl's abilities as a Karmite.
-No inventory full of random objects!
-Background art that defies proportions and perspective, lacks correct lighting and shadowing, and avoids detail!

Downloads:
Karma Police: Unit Training
This is a small test demo so that you can become familiar with the game controls. Please test for bugs and also comment on the GUI and anything else.
Also, credit goes to Gilbot V7000a, Ashen, and others in the Beginners Technical Forum for helping me, Scorposer for providing the music track, and A1 Free Sound Effects for the sounds.

Main Progress:
Art - 15%
Story - 70%
Programming - 15%
PuzzlesÃ,  - 30%
Music/Sound - 0%

Mini-Game Progress:
Art - 100%
Story - N/A
Programming - 100%
Puzzles - N/A
Music/Sound - 100%

The game will be completed by May 15th, 2006. Possibly earlier. A demo is currently available.

Background art:



Character art:



Screenshots:


--------------------------------------------------
Update Log
--------------------------------------------------
01/24/06 - Progress has been slow (read: none) on Karl the Karmite due to class work, although I hope to make more progress this coming weekend, and possibly Friday. However, I am also waiting on feedback for the GUI and interactivity with the environment as seen in the demo.

01/22/06 - I have halted progress on Karl the Karmite because AGS no longer works. I have no idea why it stopped working. One day it worked fine, the next day I go to load it up and I recieve an error. I cannot even play my own demo, because I get the same error. All other programs on my computer work.

Added: I fixed my AGS problem and am now working on Karl the Karmite: Bad Karma despite my lack of feedback from the demo.

01/20/06 - The demo is finished! Sort of... I have one piece of code left to do and I can't figure it out, so please see my latest thread in the Beginners Technical Forum if you want to help me with that. The demo uses free sounds from the web and also a music track Scorposer made for me long ago for use in another game idea of mine that was never finished. modgeulator is willing to make music for the full game of Karl the Karmite: Bad Karma so the full game will have a nice soundtrack.

Added: The code from Gilbot V7000a worked and now my crazy demo is ready. See above for link. If you have any trouble downloading please PM me.

01/19/06 - It's early on the 19th here and I have finished coding some more for the game demo. The game demo is called Karma Police: Unit Training and basically allows you to become familiar with the controls and the way you interact with the environment, and has no real story or puzzles behind it. It's also a way for me to test scripts without screwing up anything in the real game, so although while working on the demo doesn't allow me to progress with the real game, I learn techniques that will help make the production of the real game go faster.

01/18/06 - I have started coding for the demo game and I have uploaded a screenshot of the demo room that shows off my rather large and amazing graphical user interface (GUI). I have made no progress in the actual full game development other than the fact that I can simply transport the fully coded GUI over to the game when I am ready to start there.
#69
He's not an idol, a popsicle, or a weiner. Keep guessin'. Haha... As soon as I get some more backgrounds done and finish up some coding I'll post a thread in the Games in Production forum.
#70
Critics' Lounge / Re: Arizona Redneck Home
Mon 16/01/2006 22:43:06
Well the garage door is shown half-way closed just to clarify. I made an edit where I changed the color of to grey. I also added an outside lamp hanging off the wall and put an electric cord coming out from behind the TV. Other than that I'm happy with it and I'm just trying to make sure I can finish this game (hopefully in a month or two).

I've already got another background done and I'm working on a fourth. I think there'll be maybe 10 or so backgrounds in total so I want to get them all done so I can start scripting.

I might make a unique background soon so that I can make a custom GUI and show it off.
#71
Critics' Lounge / Re: Arizona Redneck Home
Mon 16/01/2006 17:38:30
Lacks perspective? But I've got slanted lines! Hahaha...

Oh well. I'm just trying to make some functional backgrounds so I can finish my first game. I'd love to be able to make amazing backgrounds so everyone would play my game, but I keep tryin' and tryin' and I just can't seem to get it right.
#72
Critics' Lounge / Arizona Redneck Home
Mon 16/01/2006 17:12:57
Here's the first background from the game I'm working on.

Something is wrong with that red door and the window above it. It just doesn't seem to match the rest of my image but I'm not sure how to fix it. I'm also not sure what else I should include in the image.

Edit: Whoops! I guess posting the image would help...
#73
* Best Idea - Darth Mandarb - Very original idea and it looks great.

* Best Design - cpage - Has a lot of atmosphere to it.

* Best Functionality - Zooty - Would work great in a game if the sprites were kept in the same style.

* Best Technique - Arcangel - I really like the clean almost 3D style of this.
#74
Critics' Lounge / Karl (Sprite and Animation)
Mon 16/01/2006 01:45:43
Here's the main character for a game I have decided to make after some fooling around with random sprites that you may or may not have seen me post here. I basically decided to go with something very small and stubbly because hey, I can't animate limbs and I'm not going to try.Ã,  8)

Front/Back "Walking" Animation


Left/Right "Walking" Animation
(Something is whack with the side view but I can't figure it out.)


Front Talking Animation


Front/Back Idle Animation

By the way, he's not an alien. I'll keep you guessing at what he is.  ;D
#75
Critics' Lounge / Re: 3D Backgrounds
Sun 15/01/2006 22:11:59
Alright, you're not really showing off much in that "background." There's green "grass" and a blue "sky" but that could easily be done in MS Paint. Try showing us a background with objects and architecture in it.
#76
Critics' Lounge / Re: A cute room (WIP)
Sun 15/01/2006 20:20:48
Here's a super sloppy edit to hit on what I mentioned in my post:

-Moved back-wall poster over and tilted guitar.
-Replaced guitar space with side-table and lamp. Phone or other object could be placed here, or a plant (dead or alive).
-Pretended to add in TV, but obviously you could draw a real one in there. I lack artistic ability.
-Added in a trash-bin.
-Changed flooring of kitchen area from living area to separate areas. This is done in some small apartments like this.
-Made a smoke-detector above stove to add more to back wall.


Also, instead of a TV, a half of a table could be seen in the kitchen area with a mess of stuff on it. A window also wouldn't be a bad idea (just keep the guitar upwards and squeeze in a window between the poster and guitar).
#77
Critics' Lounge / Re: A cute room (WIP)
Sun 15/01/2006 19:59:39
There's a lot of stuff in the back but not much on the side or front which makes the room seem like a strange doll-house cut in (if that makes any sense). I'd suggest adding a TV in front of the couch (where we just see the back and wires). Then, along the right wall (our right) add a trash bin full of trash (plus extra on the surrounding floor).
#78
ProgZmax, I would be interested in working with you if you need a partner (and if we can have partners). My art skills are decent, and I am good at scripting (although I've only scripted half a game, I know I can easily learn code).
#79
I've just started playing today and from what I've seen it's great. I really like the characters and everything. I'm a bit stuck but I'm sure I'll figure it out, but I have to go to work now.
#80
You should be able to see some of the wall that's slanting down.

Just look at some reference pictures.
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