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Messages - Slasher

#3081
Hi,

I am looking for a dedicated, enthusiastic team to compliment this adventure game.

I usually work on my own so it would be really great if you have skills that you could assist me with and integrate them into the game.

PROJECT: Victorian creepy drama: Get out of the Manor in a deadly game of challenge.

TITLE: Deadly consequences!

START DATE: Started May 2014.

GAME DETAILS: 800 X 600 16color DirectDraw

POSITIONS:
* Artists who can draw and paint great backgrounds and characters of all 4 views.
* Animators who can create decent animations and walk cycles.
* Storyboard assistant to discuss story tree elements.
* Puzzle masters to help with door puzzle ideas and solutions.
* Composer / Musician to supply background music and sounds.
* A N OTHER...............
Naturally some experience would be paramount.

I do expect a professional attitude even though this is unpaid as we speak.

Anyhow, if you are happy to contribute as a team member then please contact me telling me what you can assist with and if you have a portfolio or other I would like to see.

Help bring this game to life...........

Thank you.

slasher

STORYLINE: You are Charles Davenport, investigator of the truth during Victorian London.

Things have been pretty slack lately with not a whiff of a decent case entering your office. What you need right now is mind stimulation!

Reading through the days letters you find there are bills, bills and more bills! That is until you pick up a telegram throwing you a challenge invitation to pit your wits in a game. It is signed Moriarty:  'Master of magic and illusion'. Seeing it as a mind boggling great idea and just what you need right now, you decide to accept the challenge invitation.

You coach ride to Blackthorn Manor with your heart racing with adrenaline. Suddenly the coach stops and the driver tells you he will not go any further due to what he has heard about Blackthorn Manor, so you have to walk the mile or so on foot along the dark, eerie lane.

On arrival at Blackthorn Manor you pull the bell rope and the main door opens up and you are greeted by an unseen voice beckoning you into the Manor "Please, do come through Mr Davenport."

The voice begins to explain the challenge. It soon becomes apparent that this is not just an ordinary game, it is a game of deadly consequences as you need to get out of the Manor, and fast, and time is running out!

Will Queen Victoria been blown to smithereens?

By finding the solutions to each door they will allow you beyond them to other rooms, but even then the heat never cools as further problems arise!

You must collect 9 black ravens if you are to win this game. This is not as easy as it seems!

Can you win this deadly cat and mouse game and get out of Blackthorn Manor?

This is a Slideshow gallery with sound.
[embed=700,450]http://youtu.be/BWttsDAmOKk[/embed]
























#3082
Hi,

Do you mean:

If the player gets too close to a creature a point is deducted, a sound plays and he runs away?

I had a similar thing and I did this:

1: I used the PPCollision Module for if player collides with something.
2; Made a global bool (in global pane) and set to false and add it to your PPCollision script (in room rep exec).
3: When collision happens set bool to true and use if bool is true
4: Add events after touching.
5: set bool back to false
6: If sound does not stop make it stop after running away with the Stop() command.

Something along those lines is an alternative method.

Edit:

I also have the dreaded Zombies, copycat (laugh)

I used AddWaypoint (they ignore Walkable areas though) to have Zombies patrol back and forth:

Code: ags
function repeatedly_execute_always()
{
  if (cZombie1.walking == false && cZombie1.View==111){
  cZombie1.AddWaypoint(488, 1892); //First place to walk to x y
  cZombie1.AddWaypoint(600, 1892); //Second place to walk to x y
 //This will keep repeating back and forth non blocking with game.
}
}


I don't use if characters collide in my game but if I did it may be like this:

Code: ags

function room_RepExec()
{
  if (PPColliding.CWithC(cCharles, cZombie1)){ // The 2 characters that if collide.
  aScream.Play(); // Sound to play whilst running away
  cCharles.SayBackground("Aghhhhhhhhhhhhhhhhhhhhhhh"); // SayBackground so non blocking.
  cCharles.Walk(cCharles.x-200, cCharles.y, eBlock, eWalkableAreas); Runs away to x y position blocking.
  cCharles.SayBackground(""); // Deletes the previous SayBackground.
  aScream.Stop(); // Stops sound if required.
  // Of course you may also subtract a point after collision.
}  
}


Anyhow, this may help.....



#3083
Hints & Tips / Re: DSM: Are we alone?
Mon 19/05/2014 08:08:17
Hi Richie2002,

QuoteI swear I've searched all the planets, I have every item except for something to fix the water tank

Spoiler
You need two items: blowtorch (junk shop) and Silicon (near pyramid)
[close]


#3084
AGS Games in Production / Re: Spring Break
Sun 18/05/2014 19:59:53
QuoteBack in April 2013 there was a "Spring Cleaning" MAGS. I started work on a game but didn't make it within the deadline. For a while it sat there on my hard drive gathering dust and being laughed at by the defragmentation subroutine. But waste not want not, and things did improve a good deal!
Back to the dusty hard drive then?

Oh well (roll)

#3085
Recruitment / Help with next project TBA
Sat 17/05/2014 10:50:38
Hi,

PROJECT: TBA. 

DEADLINE: Start August 2014 on a 6 / 10 month project.

I am looking for a dedicated, enthusiastic team to compliment my next adventure game. I have quite a few ideas bubbling in the pipeline. More on this will be added as time progresses....

I usually work on my own so it would be really great if you have skills that you could assist me with and integrate them into the game.

POSITIONS:

* Artists who can draw and paint mean backgrounds and characters with all 4 walking views and talk views.
* Animators who can create decent animations and walk cycles.
* Storyboard assistant to discuss story tree elements.
* Puzzle masters to help with ideas /  solutions for puzzles.
* Dialog editor to fine tune speech text.
* Composer / Musician to supply background music and sounds.
* Supervisor to keep an overall check on progress and keep a log.
* Voice actors.

Naturally experience would be paramount.

I do expect a professional attitude even though this is unpaid as we speak.

If we go commercial than some payment would be made per sale.

Anyhow, if you are happy to contribute then please contact me telling me what you can assist me with and if you have a portfolio or other I would like to see.

We will discuss further details once the team has been made and approved.

I am reliable, hard working and have a professional attitude and expect the same.

Thank you.

slasher ;)


#3086
About time Sunny (laugh)

Waiting eagerly in the dark...... (laugh)

#3087
If it's just a woodburner then I guess, because it does not reach a very high temperature like industrial furnaces, then I guess the key would survive, if a little tarnished... Put a metal fork on a bonfire and when the fire has died you will find the fork, a little black but usable...

#3088
Quotewill that metal object remain usable when it's retrieved from the body or will it melt/deform completely, rendering it useless?

Considering the heat, even next to the furnace, I've been there, is very hot indeed.

If its a small furnace there may be a chance if the rat is only close to and not inside the furnace. The key could survive almost intact.

If the rat's body has been destroyed, as you say: burnt to a crisp, this would leave the key exposed and I expect it to have melted in some way or just disfigured. I think it depends if it,s in the furnace or near it.. Remember, some furnaces are designed to melt metal....

Just my thought...

#3089
Hi

I'm using a computer that was developed in the 'Ark' and made by Noah.....

This means that I can't do somethings because it won't take the latest software to run it.

But at £40 from a bootfair what can you expect (laugh)

This is course means I will need to purchase an up to date computer to be able to run the latest software.

At the end of the day a rusty old morris minor may run ok and get you from A to B but it would make for a smoother, faster ride if you had a BMW....

Software and technology determine computer needs.

Playstation, Cube etc for games is good, if you can afford it, else you battle along with what you have.

Unless of course you win the lottery (laugh)

If you can upgrade do so, you'll have to in the end anyway.


#3090
Hi,

I am trying to re-script around this piece of script.

Code: ags

void on_event(EventType event, int data) {

  if (event == eEventLoseInventory) {
    int ic = InventoryWindow3.ItemCount; 
    //invCustomInv.ItemCount;
    if ((ic/6)*6 == ic && InventoryWindow3.TopItem == ic-6) 

InventoryWindow3.ScrollUp();
 }
  if(event == eEventAddInventory && mouse.Mode == eModeWalkto)
 {
  mouse.Mode = eModeInteract;


My Inventory window has one column showing 6 items at a time, if bottom one is used I want the window to scroll up. Would you assist me please.. Without having to put TopItem in every room.

cheers


#3091
Hi guys,

final slideshow before releasing in July......

[embed=700,500]http://youtu.be/hxEeDRfqugo[/embed]

#3092
Hi Haggis,

I thought this rather amusing game bit the dust... Glad to see it is still on ;)

Good luck and I hope it gets released very soon.

Waiting................



#3093
UPDATE:

Desecration is finished as far as the basic game is concerned.

For the next few days, maybe a week or more, I will be going bug-eyed, taking calming pills and hoping to fix any issues found, though testers always seem to spot stuff you have overlooked (roll).

Watch out for an hilarious moment near the end, you're sure to wet your pants (laugh)

So, keep your ears open and your eyes peeled around July for Desecration (nod)


#3094
General Discussion / Re: Emotional Games
Sat 10/05/2014 22:44:10
Hiya,

I have filled in the form.

Just as well it caters for 30+ (laugh)

Hope it helps ;)

slasher

#3095
Hints & Tips / Re: DSM: Are we alone?
Sat 10/05/2014 12:00:39
Quote from: Richie2002 on Sat 10/05/2014 11:27:43
I cant seem to find a way to fix the glass on the water tank

If you mean at the very beginning in the engine room:

Spoiler
You can't fix it at that point. You have to search the planets for a solution that will fix the broken water tank.
[close]
#3096
Hi Monkey,

I totally agree. I only added it so i could see the whole thing better. Sounds silly but true ;)

cheers
#3097
Hi Intense Degree,

Whilst I started with that code it is in fact more complicated with additional factors. Anyhow, I seem to have solved the issue, at least for now.

cheers anyway...
#3098
Hi,

QuoteI put this at top of GlobalScript: bool Phone = false;
Global variables can be used throughout the game whereas room variables only apply to the room they are in.

Put it at the very top (header) of the ROOM script not Global if just for the one room.

Also
Code: ags
bool (Phone == true) // you don't need to use the word bool, brackets or ==.

//Instead
phone=true; // this will turn phone boolean to true.

// so should be:

bool phone=false; // at the top of the ROOM script

//  Then do this function

function cTelephone_Talk()
{
  Phone = true;
  cHank.Walk(132, 140, eBlock, eWalkableAreas);
  dDialog0.Start();
}  


Also

Code: ags

function cDoor_Interact()
{ 
  { // bracket too many so delete this one.

  if(Phone==true) { //  I added this missed bracket
  cHank.Walk(47, 154, eBlock, eWalkableAreas);
  player.ChangeRoom(3, 157, 146);
  aCarsBit.Stop();  
  }
  else 
    {
      Display("I should call check the phone first and see if I got any messages");
    }
}


#3099
Hi,

you could use a Boolean. You can make one in the Global Pane or top of Room script (bool phone=false;).

Let's call the Boolean Name: Phone and set it to false.

You can set it to true either in dDialog0 or when using the telephone.

Then when interacting with door:

Code: ags

function cDoor_Interact()
{ 
 if(phone==true){
  cHank.Walk(47, 154, eBlock, eWalkableAreas);
  player.ChangeRoom(3, 157, 146);
  aCarsBit.Stop();  
} 
 else // If phone is set to false
{
 // Do this... like "I should answer the phone first before I leave" etc
}
}


#3100

EDIT: I copied the button normal sprite and pasted as new sprite number and used that in the animation, seems to work so far...

Hi Monkey,

I have added a Global boolean 'animating' (set to false) and set it to true if button is animating. Then in rep exec added if boolean animating is true Churchhelp=1

Room Load
Code: ags


if(HasPlayerBeenInRoom(17)){ // Church Room already visited
 Button74.NormalGraphic=710; // Church button normalgraphic

}
else if(!HasPlayerBeenInRoom(17)){ // Church Room not yet visited
Button74.Animate(17, 1, 4, eRepeat);
animating=true;   //



Rep exec
Code: ags
if  (animating==true))
ChurchHelp =1;  
 


should this work as it seems to be returning ChurchHelp =0?

cheers

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