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Messages - Tenacious Stu

#21
Does anyone care to offer a solution? Or perhaps an alternate way around it?

Thanks
#22
Hello

The sequence I want to create involves the player character unable to walk around the screen and another character (the Warlock) is ranting a long speech at them. But, the player is able to interact/look at nearby hotspots while the other character is talking. If the player clicks on something, then the function will occur and afterwards the Warlock character will continue their speech where they left off (sometimes the function will include the Warlock deviating from his speech, as below). The Warlock will continue ranting until the player completes the interaction that will stop him.

I am using the Queued Speech Module and here is what I have so far:

Code: ags
function room_RepExec()
{
  if (Complete==true){ //Complete will become true when the player completes the correct interaction to stop the Warlock ranting
    The Warlock will stop ranting //The Warlock will stop ranting and the game will carry on.
}
else {
    cWarlock.SayQueued (" Sentance One.");
    cWarlock.SayQueued ("Sentance Two.");
    cWarlock.SayQueued ("Sentance Three."); //There will be more than this, but you get the idea.
}
}

function oObject1_Interact()
{
  QueuedSpeech.PauseQueue();
cWarlock.Say ("Stop doing things while I'm ranting at you.");
cWarlock.Say ("Now where was I?");
QueuedSpeech.UnPauseQueue(); //this should continue the Warlock's rant where he left off
}


I'm currently having a few issues:

1. When using QueuedSpeech.PauseQueue(); it pauses, but the text stays on screen. While it is paused, other characters will be talking and the dialog text overlaps, even when it is the Warlock speaking, so in the example above, when the player interacts with object1, the Warlock's own speech overlaps the sentence currently displayed from his rant.

2. The dialog text using cWarlock.SayQueued ("whatever."); will appear up and right to where the text should disaply. It does not display above the characters head as normal?

3. After a few minutes,  the Warlock will repeat sentence one over and over and will not say the rest of his rant? This happens whether the player interacts with stuff or not.

Thank you in advance for any help you can offer.
#23
Completed Game Announcements / Re: Sepulchre
Sat 07/09/2013 02:05:07
I don't doubt for a second that there are Scots that do say this, but I guess it's all about stereotyping. I mean I'm from Hull and some of the phrases we say in Hull don't apply to the whole of Yorkshire and you wouldn't link them to a a stereotypical Yorkshire person, even though we say them all of the time. But if I were to have a Yorkshire character in a game which used this phrase, people may feel disconnected to them as this doesn't line up with their stereotypical view. I was at a talk with Charles Cecil last year, where he said that stereotypes are your friend when you design your characters. If you use stereotypes, then people can instantly relate to the character and feel as though they know them. For example, the 'old drunken Scottish train conductor' conjures certain images and expectations in your mind, which unfortunately "boyo" was not a part of. For me at least.

I don't think that it's inclusion damaged the game in any way, I really enjoyed it. It was just something that stuck out to me, that's all.

Quote from: Sunny Penguin on Sat 07/09/2013 01:36:15
But I'm sure you'll agree that here we mostly address each other as c*nt.

I laughed out loud at this (laugh)
#24
Completed Game Announcements / Re: Sepulchre
Fri 06/09/2013 23:34:52
Just played this and really quite enjoyed it for what it was. Although I don't really understand what is going on, but perhaps that's the point? Leaving the interpretation to the player and letting them think about what everything means. Perhaps reading some of the short stories will help with that.

Artwork was great (As ever, Ben). I kind of liked the music too, was really subtle. Although there seemed to be a high pitched noise that changed when you moved between carriages? (Intentional?) There is a lot of walking around, but I felt this kind of added to the creepiness. Like, I'm just wandering around on this empty train... Creepy.

Nothing really stuck out in a negative way, although I agree with Calin about the "Boyo" line of dialogue. That was really something that broke my immersion from this game. Like when you are reading a book and you see a typo and it reminds you that you are reading a book and breaks your immersion, when I thought "Wasn't he supposed to be Scottish?" that did it for me.

Voice acting was great. Really good choice for the main character, but when he said his very first lines, I was like "What the F*ck is he on about?", but then I warmed up to him. It's a shame that all of the speaking character's dialogue wasn't all to the same recorded quality, but you can still hear everyone and understand what they are saying.

Spoiler
Although I like the story, some elements I just did not get. Like, why was he apologizing at the end? What was with the Victorian photos? Why did the bartender act like he knew him? The train inside the dirt box I get, but a lot of stuff is really left to interpretation.
[close]

I'd like to see a thread discussing the interpretation of this game.
#25
Hi

Sorry for reviving this old thread, but I've been away from working on the game and have come back to it with this problem still. I realised that this was never resolved here on the forums and so I thought I would complete it in case it would help anyone in the future. I've tried to make sense of it all and think I now understand why it wasn't working for Inventory stuff:

Code: AGS
if (iat.IsInteractionAvailable(mode)) iat.RunInteraction(mode);


Basically, I was telling AGS that if there is an interaction available, then run it, but at no point do I say if there isn't an interaction available then to run interaction anyway (which would call the unhandled event). Also I was under the impression that processclick was what would call an unhandled event, but I think this is just for walking to a location?

This is how my code looks now:

Code: AGS
function on_mouse_click(MouseButton button) {
 CursorMode mode = eModeInteract;
  if ((button == eMouseRight) || (button == eMouseRightInv)) mode = eModeLookat; //If the player right clicks or right clicks on an inventory item, it will Look at what is being clicked on
  else if (player.ActiveInventory != null) mode = eModeUseinv; //if the player has an active inventory item it will use inventory
 if ((button == eMouseLeftInv) || (button == eMouseRightInv)) //if the player right or left clicks on inventory
  {
    InventoryItem *iat = InventoryItem.GetAtScreenXY(mouse.x, mouse.y); // "iat" is whether there is an inventory item being clicked on
    if (iat) { // If there is an inventory item being clicked on:
  
     if (iat.IsInteractionAvailable(mode)) iat.RunInteraction(mode); // if there is an interaction available then run it

      else if ((button == eMouseLeftInv) && (player.ActiveInventory == null)) player.ActiveInventory = iat; //If Player Left Clicks and currently does not have an inventory item selected then it will select one
     else if ((button == eMouseRightInv) && (player.ActiveInventory != null)) player.ActiveInventory = null; //If Player Right Clicks and has an inventory item selected, it will deselct the item
      //else if ((button == eMouseRightInv) && (player.ActiveInventory == null)) ProcessClick(mouse.x, mouse.y, mode);//If Player Right Clicks and Doesn't have inv selected,
     else iat.RunInteraction(mode); //Run Interactions - If none, then calls Unhandled Event
    }

 }
   else if ((button == eMouseLeft) && (player.ActiveInventory == null) && (GetLocationType(mouse.x, mouse.y) == eLocationNothing))
  { // If the player left clicks and has no inventory selected and the mouse is not over a Hotspot, Object or Character, then...
    ProcessClick(mouse.x, mouse.y, eModeWalkto); // The player will walk to mouse coordinates
  }
   else if ((button == eMouseRight) && (player.ActiveInventory != null))
  { // If the player right clicks and has an inventory item selected, then...
   player.ActiveInventory = null; //The player will deselect the inventory item
  }
    else ProcessClick(mouse.x, mouse.y, mode); // else process the click
}


So, by adding in the
Code: AGS
else iat.RunInteraction(mode);
the game now knows to run interaction if there is no other option, which will call the unhandled event.

Thank you Khris and geork for helping me get to grips with the issue and apologies for my lack of understanding.
#26
I think an important aspect of the decision for a name also depends on how much you want your game to be found.

Quote from: ThreeOhFour on Mon 12/08/2013 09:54:32
Quote from: Anian on Sun 11/08/2013 23:19:02
I think the issue is if for example I talk to a friend and tell them to look up "!", how are they supposed to find it without me pointing them to AGS games collection, which again needs extra explaining and such.

You can send people a link from almost any device these days. Yeah, I get it, I've maybe made it take as much effort to get someone to play one of my games as it takes to, for example, tie your shoelace. That ain't going to stop me calling a game whatever I want.

If, for instance, you wanted to create a commercial game and you wanted to generate an income from your game, then calling it '!' for example, would be a bad idea. I think in Ben's case, he would probably get away with it as his games are pretty well-known in the indie-adventure scene, but if you have no fanbase and are making a commercial game, then the name becomes extremely important. For freeware games that you make for fun and put in a place where you know that people who are interested will find it, then not so much.

Josh said as much about Gemini Rue in his Postmortem
#27
Really Awesome post Dave. Some useful pointers there. Also some nice insight into the steam submission process. Your next submission letter to should just start with:

WE ALREADY HAVE 8 GAMES ON STEAM, CAN YOU ACTUALLY READ THIS EMAIL PLEASE!

#28
Well. Looks like my game isn't going to be ready for Wednesday. But I have enjoyed working on my game regardless and I plan to continue working on it until it is finished. I've learned a lot about what I can achieve in a Month and hopefully I will have more success with some another MAGS. Watch this space for Time Stone :P. Good luck to everyone else who is taking part.
#29
Quote from: Atelier on Wed 17/07/2013 11:25:14
and like Tenacious Stu did, I've chosen a protagonist that doesn't have legs ;)

Actually, my game has taken quite a U turn from the original plan. Here it is now:


*WIP

The working title is Time Stone

I tried to work with the genie idea and came up with a game that had some good puzzles, but due to me taking so long with my artwork, there was no way it was getting done in one month, so I re-thunk and came up with a more bite-sized game that had a nice little story and a few simple puzzles that I felt was more achievable to create in a month. I'm pretty pleased with how it looks now, but there's still along way to go. Good Luck everyone who is entering.
#30
Quote from: Alaskaban on Fri 12/07/2013 00:36:34
That character looks great! What is the story behind the game?

Thank you very much :) I'm keeping the story close to the chest on this one, but I really think it will be a nice little tale well suited to a MAGS game.

Quote from: Anian on Fri 12/07/2013 05:37:18
The color of her hair and the shading on the skin seem to lack contrast a bit, but the design looks interesting.

Thanks Anian! I was quite pleased with the result, my main concern was the face and skirt, but no one has mentioned them, so I guess they must be okay. As for the contrast, I will make a note of that and place some stronger colours in there.
#31
Neat little game. It took me a while before I released that:

Spoiler
You had to look inside the box. I kept trying to stand on it to reach the cereal  :P
[close]

If you had more time it would have been awesome to see Bertha Butt and the old man at the end with some wacky dancing animations, but that's MAGS for you I guess.
#32
My MAGS game has taken a little turn and it now doesn't conform to any of the ideas above. The reason for this is that I started to design the Genie game and I got carried away with the idea and I was really happy with the design and I even put all of the puzzles in there in a basic form, but then I sat down to do the artwork. I should know by now that I cannot produce quick artwork. I need to spend a lot of time on BG art and am very meticulous about it. I quickly realized that the game was starting to snowball and I did not see myself having enough time to finish it for MAGS. Now my game has changed and instead of a genie, it has a female heroine:
[imgzoom]http://i68.photobucket.com/albums/i40/Tenaciousstu/MAGSJULY13/Girl.png[/imgzoom]
I'm looking for advice on this in the C & C forum.

The best advice I probably received about taking part in MAGS was from Ben304, who said to make a game that you believe you can finish in 3 days, then spend the month tweaking it. I probably should have listened to someone who has made more games than I can count.  :P I now believe that the game as it as at the moment will be ready for the month end and I'm pretty happy with how it's going so far.

@DBoyWheeler

Do it! The best way to learn about making games is to make some. And I feel as though working to a solid deadline gives you a lot of motivation, but bear in mind the lesson I have learned here and keep it simple ;)
#33
I've updated my original post above as the main character of my MAGS game has now changed from an exciting, awesome genie, to a boring humanoid girl. Would love to hear your thoughts on this new character?
#34
Okay, so a little update. The game can now be played from start to finish, but it is still very rough. The main puzzles you need to complete the game are in there in their most basic form. I have also done a draft of a character sprite:
[imgzoom]http://i68.photobucket.com/albums/i40/Tenaciousstu/MAGSJULY13/Genie-FirstDraft.png[/imgzoom]
Which I have asked for comments on in the Critiques Lounge, so if you can offer any help/advice please do!

Tonight I will be mainly working on Background Art for the game, as at the moment it currently looks like this:
Spoiler
[close]
So fingers crossed I can get all of the rooms painted tonight.


After working on the Art, the game looks a bit like this:
#35
UPDATE:

My Game has taken a different direction now and will no longer include a genie, but thanks for the help I thought your version looked awesome Anian ;) and yes, definitely with beard.

Now, the main character of my MAGS game is a heroine, that at the moment looks like this:

[imgzoom]http://i68.photobucket.com/albums/i40/Tenaciousstu/MAGSJULY13/Girl.png[/imgzoom]

I'm pretty pleased with it, but the parts I'm struggling with are the face and the skirt. Looking for some help, advice, critique? Thanks :D



Original Post:

[imgzoom]http://i68.photobucket.com/albums/i40/Tenaciousstu/MAGSJULY13/Genie-FirstDraft.png[/imgzoom]
[Click it - It's Zoomable!]

So for my MAGS game, my main character is a genie. What do you think to the colour/style of him? I was going for a slouched look, but I'm having difficulty with placing the shoulders/vest in the right places. I think the middle one looks okay, but could be improved. Also If anyone has got any tips on how to go about animating his trail? I think it would look good with a kind of squiggly effect. And finaly: Facial hair or no facial hair?

#36
@Tabata

You know, I've never seen that show... although I have seen it referenced in all kinds of other TV shows. Well, I've spent the majority of the evening working on the game. It is now in a playable state (you can navigate between rooms, pick up objects and walk around), although every object is a blue cup and every character is Roger. the game can't be completed from start to finish yet, but most of the puzzles are in there in a basic form. Tomorrow I hope to be able to play from start to finish and to create some proper artwork for BGs (not just placeholder).
#37
Okay, comments Round Up:

IDEA A: Play as a Robot
- I also like idea A as well.
- too serious and a little depressing. May work as a larger game.

IDEA B: Play as a Snail
- Hrmmmm... I like IDEA B!
- Awesome Idea for a small game

IDEA C: Play as a Genie
- I'd love to play number 3, this sounds most fun gameplay-wise.
- that genie idea could have some neat potential
- ridiculous over the top. Some opportunities for some good puzzles

IDEA D: Play as a Ghost
- Yeah, this one wins. It totally gets my vote!

Hmm, Ghost liking the idea of playing as a ghost, who'd of thought?  ;) but after reading the comments and listening to my family/friends I think I'm going to go ahead and make the most popular game:
IDEA C
Quote from: Tenacious Stu on Wed 03/07/2013 21:51:14
Wishes aren't as popular these days, at least for the Genies it's not. Just about everything warrants a wish these days, from blowing out candles to snapping a wishbone. Now the Genies are hard pressed to find wishes to grant and that's way they are shutting up shop! You play as a Genie who doesn't have the greatest track record for granting wishes and is on a thin line between being given another assignment or his freedom. He's been told that if he can grant three wishes by the end of the day, he will earn his freedom. Also, magic isn't as powerful as it used to be, so you will have to rely on what you can find around you. Will you be up to the challenge?

So I'm going to be making some headway on this tonight. I've got a lot of ideas floating around my head, so I need to get them on paper and get a full game designed (or at least the puzzles, locations, etc).

If you were playing a game as a genie, what would you like to see?


I'm thinking of cooking up some original music for the game, but seeing as I have absolutely no musical talent whatsoever (apart from playing simple tunes with my hand under my armpit!) I am looking for someone who wants to get involved! You already know the game outline, so if you feel as though you can contribute some music in a month, I would love to hear from you! Contact me using PMs or just join in the discussion here! Please point me in the direction of some samples/games you've worked on before.



Also, don't forget to follow me on Twitter as I will be piping up with some game development insights and asking for your help! I've already had Steve Ince (Broken Sword, Beneath a Steel Sky) offering some suggestions, so follow me and get involved!

#38
Awesome! I'm glad that people are interested and that there isn't just me taking part.

@Sunny Penguin
Which idea did you like the most?

Anyone else want to weigh in? Looks like the Genie idea has raised a few eyebrows (wtf)
#39
I'm definitely in for this! This will be my first MAGS and I'm really looking forward to participating and seeing what people can produce (although at the moment it seems like everyone is focusing on OROW). I wanted to keep people updated, so right now I'm at the stage where I've got a few ideas and wondering which ones to progress. I have my favourites, but I want to know what you guys think?

IDEA A

In a dystopian future, a small community of disfunctional robots in a walled off abandoned scrap yard are controlled by a rogue dictator AI. A security-bot is tasked to remove viruses from "The System" under orders from the AI, but one day he uncovers a secret that makes him question the leadership of the AI and wish for freedom beyond the walls of the scrap yard. You play as the Security-Bot, performing tasks for the AI within the small robotic community, making friends and solving puzzles along the way.

IDEA B

You play as a garden snail that is trapped on a small island (well, it's not really an island, more of a mound surrounded by a puddle). After contemplating his existence and the world beyond the island, the snail sets off to try and make his escape and explore the world.

IDEA C

Wishes aren't as popular these days, at least for the Genies it's not. Just about everything warrants a wish these days, from blowing out candles to snapping a wishbone. Now the Genies are hard pressed to find wishes to grant and that's way they are shutting up shop! You play as a Genie who doesn't have the greatest track record for granting wishes and is on a thin line between being given another assignment or his freedom. He's been told that if he can grant three wishes by the end of the day, he will earn his freedom. Also, magic isn't as powerful as it used to be, so you will have to rely on what you can find around you. Will you be up to the challenge?

IDEA D

The job of a Ghost is to haunt certain areas within the world that house portals to the Afterealm, to keep humans away from them. They are told to do this by pushy demons, who don't want pesky humans stumbling around the Afterealm. You play as a Ghost who doesn't really enjoy scaring people and after he meets up with a small boy who misses his mommy that passed away, you start to question why humans and their lost relatives can't interact with each other. Can you overthrow the demons and allow our world and the Afterealm to coexist?


So which one do you most want to play? If you're interested in how I came to think of these ideas: I basically thought "I hate doing walking animations, so I want a player character that has no legs". So I came up with the robot (which would have Wall-E style treads), a snail, a genie and a ghost (the genie and the ghost are similar I guess). But I would love to hear your thoughts and from anyone else who is thinking of participating? Perhaps I'll pull a Double Fine and let the community choose which one I take forward, the most votes wins!
#40
Thanks for the help guys.

There are a few things I've kind of already decided upon.

1) Art Style - I know that when I'm working on art for a game, this takes me the longest time, so I want to go with an art style that will be quick to create/animate.

2) Time Keeping - I know that the first week I'm not going to get much chance to work on the game itself, this will be mainly concept work. Thinking about the game, story, puzzles, making notes. Then towards the end of week one I'll create a full working prototype as Ghost said 'get the game done', then add in the fancy animations, artwork, sound, polish until it's done.

I've decided to be very transparent with the games development and posting updates on the MAGS thread. I'll be looking to the AGS community and social media to bounce ideas off and help test. I'm not going to be attempting a huge game. I've decided that it should have 4 strong puzzles which will make it a small scale game.

I'm really looking forward to the development of this game and to trying to get people involved. I hope it's a good theme  :-D
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