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Messages - TheVolumeRemote

#41
@eri0o and for what it's worth, I can kind of click the camera down to where it should be which while a little strange, I thought might be helpful for you to know in thinking of a solution :)

here's what that looks like https://www.dropbox.com/s/hwtx6u42cbp4hql/TPF_Rellx_Clicks.mov?dl=0
#42
Hi @eri0o thank you, I am super grateful you've been giving it thought!
The game resolution is 320x200 the room size is 520 x 326 (first room in 83 rooms/the game that is not 200px in height). The character bound to the floor starts the room at 87X 318Y and his Y never changes (room to room, the game is Left to Right movement only). The floating character has a walkable that is essentially the entire room, beginning at 47X 316Y. The issue arises if I move the floating character up to say 47x 90Y and then target the character standing on the ground.

Here is a quick screengrab to help you help me, I worry I confuse things by explaining it so hopefully the video makes it clear. https://www.dropbox.com/s/h8wls0v4wx8e5fq/TPF_Rellax.mov?dl=0

thank you so so much for your help, the only 2 rooms I have that are taller than 200px are the second to last and last rooms in the game and the height is part of an exploration puzzle so I really appreciate your help with this, I've been a lot calmer and pleasant to be around since you took the case lol
#43
@eri0o Unfortunately this didn't work but you are right about the small margins, I'd guess the returning camera is only off by about 50-60 pixels to where it should be returning to.

Let me know if a video would help, and any advice on what to perhaps set Lerp (or anything else) to, would be greatly appreciated :)
#44
@eri0o what timing! Ok I will try this now and report back, thank you!!
#45
@AndreasBlack thanks mate, but my problem happens upon switching to my other playable character, where it does target the newly selected character, it just doesn't bring the camera all the way back, or down enough :)

For your issue, perhaps call targetCharacter on room_load and/or on room_load try this
Code: ags
Rellax.AdjustCameraOnRoomLoad = true;
#46
Question! First, thank you @eri0o so much, Rellax has been invaluable to my dev and game:) Okay so Ive got a room that is taller than the rest of my rooms. One of my playable characters can float way up high, the other can only walk on the ground. When I switch from the floating way-up-high player, to the player on the ground, Rellax doesn't go all the way to the ground. It goes most of the way but cuts off at the walking players knees and anything below that isn't in sight.

What can I do to get Rellax to go to/return to the ground?

Code: ags
Rellax.CameraOffsetY = 50;

which I would think is what I need to do, doesn't seem to do anything, whereas
Code: ags
Rellax.CameraOffsetY = -50;
does what's expected however that is in the wrong direction, this offsets the camera even higher up.

I've tried a lot of bad ideas like
Code: ags
Rellax.CameraOffsetY = cEgo1.y;
but no luck. I have some plan B's I can employ but i'd rather understand what I doing wrong or how I could handle this correctly.

I hope this is coherent, thank you for your awesome module and for any help :)
#47
Thank you as always for taking time out of your day to answer and help! It was the backwards compatibility I was worried about so I'll probably stay on 3.5, the bigger this game gets the less cavalier I feel lol thank you, cheers!

Quote from: Crimson Wizard on Sun 04/06/2023 19:27:02
Quote from: TheVolumeRemote on Sun 04/06/2023 19:10:05I'd like to avoid any misunderstanding, 3.6.0 only added room overlays. Prior to 3.6.0 you could use room objects and characters for this.
As for upgrading....
#48
Thank you as always CW, and since it's you I should take this time to ask- I'm nearing the end of my games dev, I've built it in 3.5.0.27-P5 and I just assume I should not try to update but then Grundislav said he updated mid Rosewater and well, you would know best, do you think it would be pretty painless to update? I wouldn't do it just for fog- I kind of assume the module wouldn't be ideal (too curious not to ask) so I planned on handling it as an object but there's a lot of other neat things to utilize in 3.6....

Quote from: Crimson Wizard on Sun 04/06/2023 00:08:35
Quote from: TheVolumeRemote on Sat 03/06/2023 23:44:45Bumping to see if anyone has the module or can recommend something in its place. Thanks!

You can relatively easily make a fog using room objects, characters or room overlays (since AGS 3.6.0). Place various "fog" sprites on them and set them to varied level of transparency.
#49
Wow thank you so so much Mehrdad, I really appreciate you taking time to find and link this for me  :)
Quote from: Mehrdad on Sun 04/06/2023 08:59:36
Quote from: TheVolumeRemote on Sat 03/06/2023 23:44:45Bumping to see if anyone has the module or can recommend something in its place. Thanks!

I'm not sure works with the last version.
Here you are
https://www.dropbox.com/scl/fi/8lwagcq9vsuuwkbldb7it/FOG_v1.0.rar?dl=0&rlkey=kni2qkrtoezk1b6ta0ddv6qhg
#50
Bumping to see if anyone has the module or can recommend something in its place. Thanks!
#51
Hey mates, I hope you're all well.

Is there a reasonably simple way to find out if the players current Destination is going to land them on a Hotspot?

I'd like to send the player to the character they're about to talk to, without room-specific coordinates with the caveat being, if the player has landed on (or their DestinationX being) a hotspot- in this case a hotspot with a ChangeRoom command. 160 of them actually, so ideal solutions I'll happily note for next time but for now if I can avoid going through 80 rooms with 2 "stands on hotspot" exits in each, that would be mega. I have a few ideas that would probably get it done but they involve going back through every room and I'd love to handle this globally.

I kinda feel like #define is my answer here but honestly I'm struggling. If I can find out  1)  Is the Destination a hotspot and 2) what is that hotspot's ID, I can handle it on on_mouse_click.

I should mention that my game has rooms with varying widths (scrolling), which is the main thing that's outsmarting me so far. I'd imagine something like below would work if each room was a predictable 320 x 200 but alas. Anyway this might be drifting from the point but I feel weird asking for help without showing some code  ;)
Code: ags

function cChar_Talk()
{
  player.Walk(cChar.x + 40, PrevY, eBlock, eWalkableAreas);
  faceChar();
  facePlayer();
  dDialog.Start();
}

function on_mouse_click(MouseButton button)
{
  if (button == eMouseLeft)
  {
    if (mouse.Mode == eModeTalkto)
    {
      if (player.DesinationX <= 10 || player.DesinationX >= 310)
      {
          player.StopMoving();
          player.Walk(cChar.x - 40, PrevY, eBlock, eWalkableAreas);
      }    
    }
  }
}


Wouldn't work easily, if I go and tag the previous 80 rooms with i
#52
Quote from: PointandFrick on Mon 19/07/2021 08:10:35
I just wanted to say I am a huge fan of this game, it had been a while since I laughed that much while playing a game. The writing is top-notch quality all the way through and I also really appreciate the massive amount of unique flavour text while clicking around (all the lights, even the stars in the sky!) and the art is fantastic.
wow thank you John! I really appreciate your support and amazing feedback mate and more than anything, I'm just so happy that you liked it and had fun playing :)

Quote from: PointandFrick on Mon 19/07/2021 08:10:35Oh and I love the idea that in the full game (or from Day 3 onwards so I've read?) that I will get to travel back to locations from the previous days to find alternate puzzle solutions, very cool idea.
This is correct! The map unlocks during Day 3, allowing you to travel back to previous locations. It may sound kinda silly but as a kid, games like Police Quest 1 (AGI) felt like an open-world game to me, being able to go where I wanted, when I wanted (or so it felt!). So I really want players to feel like they can stretch their legs and go exploring. And of course providing a reason to do so is important so the main reason (albeit not the only reason) will be to seek alternate puzzle solutions to the current day's puzzles.

Anyway thank you for the incredible comments and for playing, I really appreciate you!
#53
Quote from: heltenjon on Tue 20/07/2021 22:45:42
This was fun. I especially like all the descriptions, but you've got your work cut out for you if the entire game will have so many lines for everything the two characters look at. I spent most of my playtime looking at everything with both characters - I mean, there's two new comments about the moon or the stars for every screen.  (laugh)

I like the art style as well. The campfire and the horses looked very good.

Thank you so much mate! You are my kind of adventure gamer, clicking on all the things, going back to see how it would have gone... totally made my day to read this :) And you're right about work cutout but we're not going to let up on the flavour text, it's really important to me because growing up with adventure games, nothing was better than unexpected or just large amounts of descriptions! Luckily, I'm co-writing this game and so I write Oliver's descriptions and he writes Englebert's (with a few exceptions) so it's a bit more manageable!

Anyway thank you for playing it and for the kind, encouraging words!

Spoiler
and thank you for not only burning the rake but telling me you did, very few have so far!
[close]
Spoiler
there was one other thing you could burn ;)
[close]
#54
Quote from: lanchong on Sun 18/07/2021 06:08:06
Have you been inspired by the Blackwell series and the Darkside Detective series?
I loved both games so I look forward to yours.

Thank you mate! I have played and adore both of those games(/series’). I was definitely inspired by Darksides unique “truly 2D”  approach, where there’s left-to-right but no up-and-down but I wanted something with more interaction, growing up w Sierra/Lucas games I want to be able have that little bit more agency walking around gives you :) Take nothing away from DSD, I absolutely love the game and it set the bar incredibly high, so I’m working hard to make sure my game is worthy of comparison!

And while I played and sincerely love the Blackwell series (and literally all the Wadjet Eye games), I kinda got so swept away with the premise for this game that when I came back down to earth I realized a human and ghost team, in an adventure game, wasn’t as original as I first thought lol

But I stuck with it because as a player I was excited about being able to switch characters and take advantage of the pros of being alive, or dead. And for a more comedy-centric game, there’s a lot of potential to work with:)

Anyway thank you for writing and showing support and interest, it means a lot to me!!
#55
Quote from: newwaveburritos on Sun 18/07/2021 04:03:05
Oh, I saw this on Twitter the other day.  It looks good!  I'm a big fan of games with fun dialogue and it looks like you've got plenty of that.  Exciting stuff!

Thank you so much mate! The most important thing to us is the writing and myself specifically it’s fun dialog so your comment means a lot :)

Thanks for dropping in to say that and I hope if you play it, it brings you smiles and some laughs!
#56
AGS Games in Production / The Phantom Fellows
Sat 17/07/2021 20:07:24

The Phantom Fellows is about two best friends who start a paranormal investigation
business together, since one of them is already dead.

Download the Demo & Wishlist on Steam!

Story
(The word-y version)

Oliver Cobblestone can communicate with a dead- not the dead, but rather one Englebert Picklebender. Together they investigate the paranormal to bring peace to occupant spirits and haunted hosts alike.
Share laughs with the living and deceased in this point-and-click comedy adventure while attending to specters who haunt your clientele. Use Oliver's incredible ability to, um, be alive, and Englebert's capacity for the incorporeal to fulfill agreements with the respiratorily challenged. Oh! and the breather paying you will need physical proof you've done anything at all, and how will you get something out of nothing? Call your closest pal, take your deepest breath, and stumble headlong into the unknown on a personal journey of social entanglement and brotherhood beyond the veil.
As you pass a week with the Phantom Fellows, you'll encounter many spirits. Some yearn to be reunited with a possession, others wish to commence their eternal repose, and of course a few simply enjoy a good haunting. Between spooks you'll also meet many warm-bodied breathers (for better or worse), and all the while a shadowy, malicious spirit will lurk near Oliver for a dearly personal reason.

-Hand-drawn pixel art and animations
in glorious 160x100 (upscaled to 320x200)
-Completely interactive- take control of the characters!

-Switch between Oliver and Englebert! Sometimes being dead has its perks. Maybe.

-Play through eight days, explore each new location, negotiate with ghosts, sweet talk the living, and perform slapdash acts of tomfoolery!

-Revisit locations from previous days any time after Day 3 and discover more answers! or questions?

-Some puzzles have alternate solutions as the ending has an alternate of its own


Overall Progress
Day 3 of 8 fully completed
Day 4 currently in development

Manual
Point & Click
or
L - Look
I - Interact
T- Talk
F1 - Switch to Oliver *
F2 - Switch to Englebert*
Arrows - Walk

Say hi on Twitter maybe!
@PhantomFellows

Trailer has very minor spoilers!
#57
It’s ultimately up to what excites and motivates you since you’re putting the endless hours in! That said, personally, my ideal would be a faithful recreation of the original except of course in “VGA” point n click. Yeah the whistle has its baggage but it’s part of the charm and history of one of the GOATs  :)
#58
AGS Games in Production / Re: Nightmare Frames
Sat 17/07/2021 04:27:59
Love your work mate. Just came here to say that :)
#59
Very cool, both myself and my son could learn a lot from playing (and have fun doing so!) Wishlisted!
#60
One of the most unique art styles I've seen in a while, I really dig it!! Gonna download the demo now :)
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