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Messages - Stranga

#101
Sometimes I don't know why I can't think of simple solutions like that. Must be a mind block. Thank you very much @Matti! :)
#102
Hey everyone, I want to make an easter egg mechanic in my game where you would have to search a hotspot say like 50 times to get a special item(Big fat wink :wink:). Is there a way do do this? If not I 'll have to find some other way. Thanks in advance for your help :)
#103
Ah! I'll check that out! Thanks Khris! :)

Edit: The smooth scrolling works but now the player movement when controlling him is now choppy (more like really shaky). Maybe I just need to play with the settings a little more?
#104
It seems to be working. Although, now the view following the player seems choppy in bigger rooms. His animation looks fine though.
#105
Would I need to link movement with animation the animation? It seems to work when I've checked that.
#106
This may sound silly (and it probably is), but I want to drop the game speed during some cutscenes to make the characters walk slower. Because I'm using a custom keyboard movement script the character's movement speed is controlled in the script not the default settings and the lowest default movement speed is 1 which still walks too fast at 60fps. What I found is that before I make the player walk to a certain destination i can drop the speed down to 30 to make them walk slower. I know this isn't practical, but it's the best with what I could do with my knowledge.

But I may be able to use Character.IsMoving

I'm using this script So I can have the player slide along the walls: https://www.adventuregamestudio.co.uk/forums/index.php?topic=21766.0
#107
Hey everyone,

I want to create a custom walk function where I can change a variable while walking then change it back when finished walking. If that makes sense? It sounds easy to do but I'm having brain farts at the moment and can't figure it out. Any help would be appreciated! :)
#108
Thanks for the help guys! I'll give this a try, just checking up arrays in the manual now. They seem simple enough to understand. Plus I got my head wrapped around enums now so I have a much better understanding of how they work now. Very handy!
#109
Thank you Khris! You've removed a ton extra work! This is fantastic! Thank you again!  :grin:

EDIT:

Also Khris, I just wanted to ask how could I assign each characters Faceset view into an enum? I was previously using a switch statement to make a database of their portraits

Code: ags

/Portrait Switicher  
switch(Emotion)
   {
     case "Default": switch(Speaking)
                        {
                          case cJason:     btnPortrait.Animate(6, 0, 0, eRepeat);   break;
                          case cDad:       btnPortrait.Animate(16, 0, 0, eRepeat);  break;
                          case cMom:       btnPortrait.Animate(34, 0, 0, eRepeat);  break;
                          case cAbigail:   btnPortrait.Animate(46, 0, 0, eRepeat);  break;
                        }
     break;                   
     case "Huh":     switch(Speaking)
                        { 
                          case cJason:     btnPortrait.Animate(7, 0, 0, eRepeat);   break;
                          case cDad:       btnPortrait.Animate(17, 0, 0, eRepeat);  break;
                          case cMom:       btnPortrait.Animate(35, 0, 0, eRepeat);  break;
                          case cAbigail:   btnPortrait.Animate(47, 0, 0, eRepeat);  break;
                        }
     break; 
     case "Mad":     switch(Speaking)
                        {
                          case cJason:     btnPortrait.Animate(8, 0, 0, eRepeat);   break;
                          case cDad:       btnPortrait.Animate(18, 0, 0, eRepeat);  break;
                          case cMom:       btnPortrait.Animate(36, 0, 0, eRepeat);  break;
                          case cAbigail:   btnPortrait.Animate(48, 0, 0, eRepeat);  break;
                        }
     break;     


Is there an easier way to do this also?
#110
Hey everyone,

This may be simple to someone but I haven't figured it out yet, haha! What I have is a custom dialogue system, which displays a portrait, text and the character's name. So far, I have managed to create a script to change the portrait to each character with their different emotions. Now, what I want to find i an easy way to find the character's Real Name in their properties and use that to change a label text. Right now, it only shows the player's name and not any other characters.

An Example.
Code: ags


//Jason Speaking-----------------
Speaking = cJason;   
player.Faceset("Huh");//Portrait
player.Speak("U-Uh...Hey!");//Text
CloseTextBox();//Close Textbox

//Abby Speaking-----------------
Speaking = cAbigail; 
player.Faceset("Huh");//Portrait
player.Speak("Can I help you, Mister?");//Text
CloseTextBox();//Close Textbox



Thanks in advance for your help! :D
#111
Thanks @ manifest class :-D
#112
@Frodo Thanks for the support! i really appreciate it :)

@josiah1221 Thank you for the kind words! I will keep everyone informed about my future projects! I have a discord if anyone is interested in my past, present and future projects as well as other stuff :) Stranga Discord
#113
It is DRM free on itch.io :) That's the reason I added the game to both stores.
#114

Hello everyone! I would like to showcase my latest AGS game, My Big Sister!

STORY
Play as Luzia in her quest to return home with her older sister, Sombria. After being abducted by strangers; it is up to Luzia to help them both return home. Help Luzia solve puzzles, uncover mysteries, find clues and escape the clutches of insanity in this original story adventure game.

FEATURES

  • Keyboard controlled interactions/movement
  • Top down RPG-like look/game play
  • Estimated 2-4 hour length game-play(roughly estimated)
  • Multiple endings
  • Steam achievements!
  • Original soundtrack(will be releasing soon!)
  • Languages include: English, Portuguese(Brazil) and Spanish

TRAILER

https://www.youtube.com/watch?v=fuHnVU0FT7k

SCREENSHOTS
Spoiler




[close]

GET IT HERE




OUT NOW ON CONSOLES!!!

Switch: https://www.nintendo.com/games/detail/my-big-sister-switch/

PS4/Vita: https://store.playstation.com/en-us/product/UP0891-CUSA15319_00-RATGAMYBIGSISTER

Xbox:https://www.microsoft.com/en-us/p/my-big-sister/9p5nw32vjqqf
#115
Although that does make perfect sense, I have noticed that line is already in the script.
Code: ags
function Speak(this Character*, String txt, int speed, int color)
{
  String text = GetTranslation(txt);
 // ChangePortrait(chars_setup[this.ID].Portrait);

  if (!color) {color = chars_setup[this.ID].SpeechColor;}
  else
  {
   color = DEFAULT_SPEECH_COLOR;
  }
  lbltext.TextColor = color;
  
	String tmp = "";
	int text_length = text.Length;
	int i = 0;
	char curChar;
	bool abort = false;
	bool speaking = false;
  bool keys;
  
  ShowTextBox();
  Wait(5);
  
  while (i < text_length && !abort )
	{
		curChar = text.Chars[i];
		tmp = tmp.AppendChar(curChar);
		lbltext.Text = tmp;
    if (curChar == eKeyPeriod || curChar == eKeyExclamationMark || curChar == eKeyQuestionMark || curChar == eKeyOpenBracket) 
		{
 //     ChangePortrait(chars_setup[this.ID].Portrait);
      speaking = false; 
			Wait(1); 
		}
    else if (!speaking && !IsGamePaused())
		{
      speaking = true;
    }
    
     Wait(speed);  
     abort = IsKeyPressed(eKeyReturn) || IsKeyPressed(eKeySpace) == true;
     i++;
     aSpeech.Play();
  }
    lbltext.Text = text; 
    if (abort || Autotext==false) 
    {Wait(7); WaitKey(9000);}
    else 
    {WaitKey(60);}
    lbltext.Text = "";
}


Unless there is a fault in this script somewhere? Because it still sin't working. Also this script is above my global script. Could that possibly be the case?
#116
No problem! Also as an update, I recently discovered that in very rare circumstances you will see a very quick glimpse of translated text before changing back to English. It happens with the typewriter effect.

The custom dialogue script uses a GUI label rather than the TextWindowGUI. Also, I have a typewriter effect to go with it. Is there something I need to do in order for this to work correctly?
#117
Hey everyone, I am using AGS 3.4.1 and a custom dialogue script. I have a trs file in Spanish and when I test it everything in a GUI or Display"" works fine. However, none of my character speech text is translated at all! I have checked the .trs file for line breaks and there are none. I have change the font of the speech/menu to try and debug this matter and nothing. I am running very low on ideas on what could be causing this issue. If anyone could help it would be greatly appreciated :)

Edit: The fault was I did not compile the translation file and the trs file was corrupted.
#118
Critics' Lounge / Re: AGS Splash Screen Image
Tue 29/05/2018 23:24:47
People can comment if they wish. I just wanted to make something that everyone can use if they want to. What I will do is add the 1:1 scaled image instead of the larger one. I was thinking in reverse, that people could scale down the larger image without distorting the pixels. The design was intended to be simple with block letters simply because I find them easier to draw. Anyone can modify this to their liking if they wish :)
#119
Critics' Lounge / AGS Splash Screen Image
Tue 29/05/2018 11:41:49
Hey everyone!

I'm not sure if this is the right section to post this. But, I have made a quick pixel art splash screen for AGS if anyone needs/wants to use it. I've been using it in my my latest game and just felt like I had to share it with the AGS community for being so helpful! Enjoy everyone!

Resolution: 320x240
#120
Hey everyone!

I have been trying to figure this out for a few days now and I can't seem to find a way to fix it. Now, the game compiles fine. The issue is when it does compile, the .exe is extremely small in size and when you try to run it in the compile folder it pops up with this message:

Code: ags
ERROR: Unable to find game data files


The game runs fine in the editor though.

Thank you in advance for any help.

Edit: Sorry everyone but I solved my own issue...again.

What I did was delete everything in the compile folder then re compiled the game.
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