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

Topics - Stranga

#41
EDIT: Sorry guys, solved it my self. InventoryWindow1.ScrollDown(); Faceplam! But if anyone wants to use this idea go for it!

Hello everyone!

I am making a game the uses full keyboard integration and I have come up with what I though was a simple inventory system.
Here is what it looks like:


Now,to use it you press TAB to bring up the inventory and choose your item with Left and Right keys. To select the item just close the inventory with TAB on the selected item and it will show up on your HUD.

The inventory itself only displays the first (slot or item) in the inventory. How would I be able to cycle through the inventory with just the first slot? I had this idea with the default inventory with the arrow keys if you have more items that can be displayed in the inventory. The reason to do it this way would save me a whole heap of scripting a full integrated inventory.

Thanks everyone in advance!
#42
Project:
Knights of Ember - An adventure into the world of Ember!

Details:
A Zelda like game with a few new additions. .I have attached a link to a demo I made in Game Maker Studio. The reason why I want to switch it it AGS, is because I have more freedom to customize the game with out mountains of coding which also includes cutscenes.

Download:
Knights of Ember GMS Pre Alpha

Positions Available:
I need someone to help with scripting. I've made a game on AGS before but I am still a newbie when it comes to creating something from scratch. I need help in building the engine which involves:
-Movement All keyboard and possible gamepad
-Heart Health System
-Attacking
-Inventory
-Enemies/ Bosses
-(Basically everything that is in the demo I provided)

Deadline:
No deadline (I don't like working to them)

Comments:
Interested parties can contact me via PM. Once the position has been filled I'll change the subject of this post.
#43
Hello everyone!

I am working on a new game and I would like to build my own custom save system. What I would like to achieve by this is that at certain points in my game you use a telephone to save the game. But because I will be frequently updating the game with new assets I want to build my own save system using .dat files if possible.

What I want to know is:

- If or can I write Global Variables, Items, room and player position to a .dat file and load all that information.

I'm not sure if this would actually work if new assets were added to the game but I thougt I'd try and give it a shot.

HOW I GOT IT TO WORK!

First of all I am using dat files. I may change to ini's with the plugin later (not sure yet).

So when the player interacts with the phone(Save Point) my function looks like this

Code: ags


function oTelephone_Interact()
{
player.Walk(153, 118, eBlock, eWalkableAreas);
player.FaceDirection(eDirectionUp);

xPlayer = player.x;
yPlayer = player.y;
PlayerRoom = player.Room;

File *output = File.Open("$SAVEGAMEDIR$/Save.dat", eFileWrite);
//Write Player co-ordinates and room
output.WriteInt(xPlayer);
output.WriteInt(yPlayer);
output.WriteInt(PlayerRoom);
output.Close();
Display("Game Saved");
}


And when you click continue

Code: ags


function bContinue_OnClick(GUIControl *control, MouseButton button)
{
//  show_restore_game_dialog();

File *input = File.Open("$SAVEGAMEDIR$/Save.dat", eFileRead);
xPlayer = input.ReadInt(); 
yPlayer = input.ReadInt();
PlayerRoom = input.ReadInt();
input.Close();
player.ChangeRoom(PlayerRoom, xPlayer, yPlayer);
}


Basically, you can add any Global Variables to this and it works fine(I Think, so far only tested with int). I have also tested adding new assets to AGS and it still works without crashing the game! Although, this is just a simple method and a work around. To save all parameters, I believe this may or may not work.
#44
I'm sure this is possible, but I'm not sure on how to go by this. I wan't to create a secret unlockable button in my main menu after completing the game. But, because I use RestartGame(); it just resets everything even if I made a global switch to unlock this button. Anyone have any ideas?
#45





Steam: https://strangastudios.itch.io/just-ignore-them

I can happily say that Just Ignore them has released on steam :) Check the link above for the Steam store page which also contains a Free Demo. I will also be uploading the game to itch.io for those who don't have steam soon.

I plan to release a demo in a week or two plus a steam green light page (If it is good enough).
Also this is my first game/attempt at making a game properly in AGS so please go easy on me if you can :).

The Story:

The story takes place of a Little boy at the age of 8 who is tormented by monsters that live in his house. He lives with his mother which works from home so she can look after him. The game will reference a ton of horror game and movie references (Easter Eggs!). It's your job to survive the night and discover the mystery of the invading monsters.

WARNING: This game is a bit graphical in content so even though it looks like it was made for kids...it isn't.

Languages:
The game can be played in the following languages:


  • Spanish
  • Portuguese
  • Portuguese (Brazil)
  • Italian
  • German
  • French
  • Polish
  • Russian


Screenshots:
Spoiler







[close]

I would like to thank everyone that has helped me through the development.
I would also like to give a special thanks to Vincent: https://www.adventuregamestudio.co.uk/forums/index.php?action=profile;u=14519 for help with scripting and language translation!
#46
Hello everyone, I am in need of help with a problem. I have a Narrator character that is invisible and is in every room with the player. I added this code to the Global rep_exe_always

Code: ags
if (cNar.Room != player.Room)
{
   cNar.ChangeRoom(player.Room);
}


Now the code works fine. The reason I wanted this is to have the Narrator have a text box instead of just white words in the middle of the screen.

I know what is causing the problem, but have no idea how and why. What it is, is the Narrators speaking view. If I change it to an invisible sprite the text box appears, but the first track of music in my library plays like a skipping record. If I set the speech view back to zero the problem does not happen.

Any thoughts?

FIXED

I have solved this problem, but I still would like to find out why if anyone has any clues.

I found the fix but it is going to sound weird.
I had to make an invisible sprite and add it to a view then use that view in the cNarrator speech view.
#47
Hello everyone, I've let this slide for most of the development process, but now it's getting on my nerve. When you use an item, lets say a key, and you transfer to a new room. the player is still holding that item(the cursor still in item use mode.) I am using the TWO CLICKER HANDLER script also.
Any help would be greatly appreciated :)
#48
Hello everyone, my game has several translations, and I have custom made a font to suit some languages. However, The dialog and display font changes perfectly, but any GUI font's do not change from the default font.

Here is my code to change the games font when changing languages:

Code: ags
        case 8: if (Game.ChangeTranslation("Russian"))
      {
         // game as changed translation
         Game.NormalFont = eFontfntRussian;
         Game.SpeechFont = eFontfntRussian;
         bTranslation.Text = "Russian";
       }
    break;


I've set the translation in a switch statement for a more organized look. But as above the GUI font does not change to this. Any thoughts?
#49
Hello everyone, I'm looking for someone to help me add unicode letters to some translations I have for my game Just Ignore Them.

Just Ignore Them Steam: http://store.steampowered.com/app/561770/

I have no idea how to do this, but I have seen other AGS games with unicode translations such as Russian, Polish and others. I've searched on ways to do this but can't figure it out, plus I have the games deadline coming in a week or two.

The languages I have in my game are:

- Spanish
- Portuguese
- Portuguese (Brazil)
- Polish
- Russian
- French
- Italian
- German


I know not all of these require unicode format.

I would really appreciated some help if anyone chooses to. I can offer a free copy plus all DLC and soundtrack, name placement in the credits of the game, my help with one of your projects if you wish( music, sprites or story ) and a few other free games under my publishers name.

Also, I don't mind more than one helping me.

Thanks in advance to anyone wishing to help.
#50
Hello everyone, I'm not sure why this is happening but I have 3 different languages in my game. The problem is that the game is not translating everything into another language. For example I ave Portuguese but some text still shows up in English, but when I check the source trs the English text is in Portuguese so its not the source file. Anyone knows what's going on with this?

EDIT: Iv'e had to open this thread back up because it is happening again and the trs file seems fine.

EDIT: I've made a further discovery. I made some grammar and spelling edits and noticed that instead of the trs file updating the edits, they added the edits as new lines at the bottom of the trs file. Is there a way to fix this problem?

FINAL EDIT: I will place this as solved because I found a work around. I just added the translated lines to the duplicate ones that were added.
#51
Hey everyone, I have someone wanting to translate my game in a few languages, Chinese being one. Is this at all possible? or is there a work around or module that can do this?

Thanks
#52
Hey everyone,

I'm not sure if this can be fixed or not. I'm using animated faces along with my dialog, and the transparent overlay will cover the face, but not the actual text.

Here is a screen to show you what I mean.


The face should not be dark at all. It should look like this.


I've also tried adjusting the GUI Z order with both the overlay and the text GUI, but still no success.
#53
Hello everyone,

I can't seem to figure out why this is happening. Every time I use the Interact function (Left-click) the look function (right-click) automatically plays after the interact function is complete. I am using the TwoClickHandler script. The Look function works fine on its own.

Edit: Turns out I had my pen and touch tablet causing the problem.
New Edit: That wasn't the problem. It started again.
#54
Hello all,

This topic is really for people who have their AGS games on steam that use Achievements.

My questions is How the hell do you guys do it? I'm using monkey0506's agsssteam.dll and have followed the instructions on his post here:https://www.adventuregamestudio.co.uk/forums/index.php?topic=44712.0
I have tried and keep obtaining the same error
Code: ags
Script link failed: Runtime error: unresolved import 'AGS2Client::IsAchievementAchieved^1'
.

I'm not too sure what this means but I have tested the game with an app build I have on steam through a testing branch but still no success.

If anyone can help, It would be greatly appreciated.

EDIT

Not sure if this is a fix or not, but I managed to fix the problem by adding the AGSteam.dll and steam_api.dll to the debug and compiled folder. I added these with the contents in the steam app build.

This may or may not help someone.
#55
Hello everyone.

I'm not sure if there is such a way to do this, but is there a way to check which walkable area ID the player is on or is active? I'm trying to create a mechanic that will deactivate certain hotspots when the player is on one of the walkable area IDs. If there is no way of checking, can this still be achieved in some way?
#56
Hello everyone.

I'm not sure on how to go about this. I have made the GUI for the settings menu with the sliders and the global variables for the audio channels. Now I have the music one working fine but the sound one isn't working at all. Has anyone made this before and if so could possibly help me wrap my head around this.

Thank you in advanced.

here is the script I have set up

Code: ags
global script

function game_start()
{
chansound = System.AudioChannels[3];
chanmusic = System.AudioChannels[2];
}

function SliderSound_OnChange(GUIControl *control)
{
   chansound.Volume= SliderSound.Value;
}


function SliderMusic_OnChange(GUIControl *control)
{
   chanmusic.Volume= SliderMusic.Value;
}
#57
Hello Everyone,

Sorry if I seem a pain but I have no clue on how to achieve this. I've searched the forums and still can't get this to work. What I want to achieve is to animate a menu select button when it is selected or even mouse over the button.

Any help will be muchly appreciated.
#58
Hello everyone!

I have yet another question, though this one is more of a figure out how to do it type.

I want to add a small pop up animation over the players head when the cursor is over an object. The reason I want this effect is to remove the objects name to create more of a search and explore kind of feel.

I've made a mock up image of what I want it to look like but my problem is I have no idea on which way I should make it.


Any help would be greatly appreciated!
#59
Hello everyone!

I was wondering, is there a way to generate a text file through code to the desktop instead of the games folder?

Thank you and hope this makes sense
#60
Just Ignore Them


Hello everyone just wanted to share what iv'e been working on.

Demo: https://strangastudios.itch.io/just-ignore-them

Its a Gameboy RPG styled Horror game (looks like pokemon....sorta). The reason because of the style that is basically my signature design and basically the only type I can draw haha!

I plan to release a demo in a week or two plus a steam green light page (If it is good enough).
Also this is my first game/attempt at making a game properly in AGS so please go easy on me if you can :).

The Story:

The story takes place of a Little boy at the age of 8 who is tormented by monsters that live in his house. He lives with his mother which works from home so she can look after him. The game will reference a ton of horror game and movie references (Easter Eggs!). It's your job to survive the night and discover the mystery of the invading monsters.

The story is actually an old English class paper from 10th grade that I made years ago now. Dug it up when I was cleaning out the house (Just an interesting fact...I guess)

WARNING: This game is a bit graphical in content (You can actually die...a lot) so even though it looks like it was made for kids...it isn't.

Development:

- story 100%
- graphics 100%
- puzzles 100%
- scripting 100%
- music/sound 100%
- demo 100%
- translations 70%
- easter eggs lost count

Still in last preparations

Here are some screenshots:







I would love  some feedback if any :)

SMF spam blocked by CleanTalk