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Topics - Seventeen Uncles

#1
Hey everyone, wanted to let you know that the Kickstarter for my AGS powered game Seventeen Uncles: A Pug's Life is now LIVE

it can be found HERE: https://www.kickstarter.com/projects/268919490/seventeen-uncles-a-pugs-life

there is also a link to the playable DEMO on the KS page, take a look!

its a fairly humble KS at £3000 but I need some help getting it off the ground, any support you can offer will be greatly appreciated, thanks very much guys. Heres some images, but check out the full KS page for all the juicy GIFs and details!










#2
Hello yet again :grin:

I've tried following this tutorial to create a save/load gui in my game, but its not working. Was wondering if its outdated or if somethings not right. I've followed it twice exactly.

http://www.adventuregamestudio.co.uk/wiki/Creating_Custom_Save_and_Load_Dialogs

error that comes up is
"ListBox.Items: Invalid index specified"

refering to this line:

Code: ags

function txtSaveName_OnActivate(GUIControl *control)
{
  //put the selection in the save txt box
  txtSaveName.Text = lstSaveGames.Items[lstSaveGames.SelectedIndex];
}


as always any help would be greatly appreciated!

thanks

#3
Hi again all :-D i've started work on my GUI and im struggling to find a decent tutorial or guide (everything seems either too simple, too advanced without explination, or outdated) to get a few things working.

heres an image of my GUI, its mainly a basic inventory window.



it only lets me select inventory items when ive got the 'interact' cursor open BEFORE I open the gui (as you can see it changes to the default cursor when over the GUI.)

What i'd like to happen is for the cursor to maintain its status when moving to the inventory window, so i can use 'Look' or 'Interact' at will, or indeed use an  inventory cursor on a piece of inventory in the window.

is this possible? or do i have to put buttons within the GUI to select these functions? (i hope not, will make the GUI quite messy.)

thanks in advance.
#4
Advanced Technical Forum / Zooming
Sat 08/11/2014 12:26:56
Hi there, considered putting this in the beginners forum but i think its more suited for here.

basicly what im looking to do is zoom in on a character during a particular room transition, then once that interaction is over return back to the starting room with the character in the same place, i'm fairly certain i'll be able to manage scripting saving the x/y coords of the character to return to the same place etc, but what im having trouble with is finding a plugin or a way to control the camera viewport or zoom.

I did find a reference to a zoom plugin but its quite old and the link/documenation no longer works, so im not even sure if its what im after. If you have any recommendations on this, or if its even possible within AGS i'd really appreciate it.

for some background if ive not made my intention clear above, my playable character is a dog, and theres a tick that lives on his head that you can talk to whenever you want. What I want to happen is for the camera to zoom in on the dogs head, do the room transition to a room where you have a conversation, then when this ends return to the startng room and zoom back out, just so its clear to the player where the conversation is taking place.
#5
Hi Yall, just wrote some script for a NPC to throw a dart every few seconds, which should be happening in the background without any eBlock but something is causing one to happen (which would ruin the scene)

heres the code:

Code: ags

function room_Load()
{
  oThrowDart.Transparency = 100;
SetTimer(1, 280);
}


function room_RepExec()
{
if (IsTimerExpired(1)){
  int RandoDart;
cTurtle.Animate(1, 50, eOnce, eNoBlock);
Wait(140);
oThrowDart.Transparency =0;
RandoDart = Random(2);
  if (RandoDart == 0) oThrowDart.Move(-100, 155, 8, eNoBlock, eAnywhere);
  if (RandoDart == 1) oThrowDart.Move(-100, 240, 8, eNoBlock, eAnywhere);
  if (RandoDart == 2) oThrowDart.Move(-100, 350, 8, eNoBlock, eAnywhere);
  Wait(80);
  oThrowDart.Transparency=100; 
  oThrowDart.Move(614, 480, 10, eNoBlock, eAnywhere);
 Wait(80);
 cTurtle.Animate(8, 50, eOnce, eNoBlock);
 SetTimer(1, 280);
  }
}




which as you can see from
Code: ags
cTurtle.Animate(1, 50, eOnce, eNoBlock);
until
Code: ags
cTurtle.Animate(8, 50, eOnce, eNoBlock);
blocks player actions despite putting eNoBlock's all over the place.

is there any way around this?

thanks in advanace!
#6
making a simple GUI from scratch, inventory bar appear when mouse is at the top of the screen, but it doesnt seem to work.

when I set it to 'always on' or 'normal, initially on' it displays perfectly, and the inventory items display correctly, but setting it to 'When mouse moves to top of screen' doesnt seem to work (at all.)

is there anything else I need to put in the global script for this to work correctly?

many thanks

#7
Hi all another noob question from me. How do I trigger an event after a dialog has ended. ie after a dialog the NPC disapears. I've worked out by looking at the manual/wiki to use transparency and/or move to get rid of the NPC, but how can i trigger it to occur once the dialog has ended?

if i try and put it in the NPC talk function in the GlobalScript, regardless of if i put it after the dialog start code, it happens immediately upon speaking to the NPC rather than when the dialog has ended.

once again any help is greatly appreciated.
#8
hi everyone, I know this is the beginner forum but apologies for such a silly question.

was looking for a way to extend the minimum amount of time short text displays for (ie "Hi!") and found the AGS manual entry for Game.MinimumTextDisplayTimeMs which is exactly what i need.

I cant however find out where you add or change these game-wide script funtions?

any help will be appreciated!

Thanks
#9
This just popped into my twitter feed:

QuoteCreate a Point and Click adventure in 15 Days.

The game can be of any size/length.
It must resemble the graphic style of a game from 80s/90s (LucasArts / Sierra / Delphine etc).
It must look / sound / feel / play as if it is from a retro system (of your choice) using it's respective palette and resolution.
It can use a SCUMM Verb/Object style system, or something of your own creation.
Activity Feed

Tweets with the hashtag #pointclickjam, screenshots, video uploads, and blog posts of jam games will be pulled into the feed while they're being worked on.

http://jams.gamejolt.io/pointandclickjam
#10
Hi everyone, I am in the midst of developing an AGS title and have been playing some adventure games for reference and inspiration and wondered what your opinions were on in game help systems which prevent needing to goto external websites if really stuck.

back in the classic days you'd have to rely on magazine walkthroughs but ive played a few recently that give you the option for help whenever its needed (the immediate example that comes to mind is Machinarium which makes you play a little minigame each time you want a hint.)

so whats your opinion on this matter? include them so more casual players have a more enjoyable experience? or leave them out to encourage exploration and trying out different things?

#11
I am proud to present "Seventeen Uncles: A Pug's Life."

KICKSTARTER: https://www.kickstarter.com/projects/268919490/seventeen-uncles-a-pugs-life

Kickstarter now live including £20 tier for PUG PLUSHIE + game + beta + OST + pdf artbook!



GREENLIGHT: http://steamcommunity.com/sharedfiles/filedetails/?id=370951351

[embed=640,390]http://www.youtube.com/watch?v=x3pFjD36Z04[/embed]

After a deal with the devil goes horribly wrong you must quest to find your way to hell to confront the beast and rescue your love! Your quest will take you from the city, into space and back, into a gigantic termite mound and even to the pub. Quite the adventure for one small pug.

CLICK HERE FOR THE DEMO

links:

Main Site: www.seventeenuncles.com
Tumblr: www.seventeenuncles.tumblr.com
Twitter: https://twitter.com/SeventeenUncles






Development Progress:

Story: 30%
Scripting: 30%
Graphics: 30%
Sound/Music: 30%
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