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 - The_Creep

#1
Thanks to everyone for the positive feedback, I've fixed some bugs and added some things, this is for all intents and purposes the final demo before the final game, although I will continue to post screenshots of Our Darkest Hours progress

http://www.stateofdecay.net/odh/Odh.rar


Our Darkest Hour tells the story of Derek, a reporter investigating the suicide of his brother and the occult occurences linked with it. you will learn spells, run the risk of becoming insane, and meet and greet several monsters out of HP Lovecrafts books. and of course, no Cthulhu story is complete without an evil cult in the background :)

- Story 100%
- graphics 35%
- puzzles 10%
- scripting 40%
- music/sound 50%

Hope you enjoy it
#2
Well the demo is finished, thanks for all your help and comments everyone, please feel free to post more!

http://www.stateofdecay.net/odh/Odh.rar

Our Darkest Hour tells the story of Derek, a reporter investigating the suicide of his brother and the occult occurences linked with it.

this demo represents about 15% completetion total. What I'd like you to do here is let me know what you think of the graphics, GUI, characters etc, oh and of course any bugs and errors you find

Problems I am aware of:
Safe Keypad Gui will allow you to enter a whole lot more than six digits
The end video is a little abrupt. (work in progress)
the intro sequence cannot be skipped and is replaced by the credits if you view the credits first (I have no idea why)
Status bar text is unaligned.
#3
Hi
I'm not sure if this belongs in beginners forum or in the technical archive under the Module thread, but I figured this question is more relevent to labels than it is to the module.

I'm using SSH's awsome Combolock module, which I've modified to that when the player punches in a number   
it displays in a Label at the top of the GUI, here is the code:
//in the button press code
//kpdisplay is the relevant label
Combolock.Press("2");
kpdisplay.text = (Combolock.Entered);

what I discovered is that the label has no set limit on the amount of characters it can have entered, now part of the puzzle I'm building relies on the fact that they can only enter 6 digits, does anyone know how I can restrict a GUI label to 6 characters?
#4
Hi there,

I want to make a GUI that represents the character's Note book, being an investiagtive reporter, he writes down clues, leads and other useful bots of information, and i want to the player to have access to this at any time during the game so he can review and keep in mind what his objectives are.

As the player unlocks a clue, say...a suicide note, I want the note to appear as an option in his gui that he can click on, and the contents of the note will be displayed, as the player unlocks further clues, they will be added to his notenook.

I have tried several things, but cant seem to get a working idea going, any ideas, help or pointing out it already exists somewhere would be great!
#5
Hi there, I am a 3d animator by trade, and decided to use 2d rendered sprites and backgrounds for my game. I'm using ags 2.71 at 800X600 and 32 bit color, however, with 5 rooms completed, I took a look at my compile folder and just about choked, not even 20% completed the game was sitting at 45 megs! so this has raised several questions for me. so I'm going to have to scrap this version of the game and start from scratch *sigh* but before I did that I would to learn some more

1. Which would reduce the filesize more, reducing the the resoluotion or the colour depth? (Trying to strike a balance between good graphics, and downloadability)
2. What exactly does the sprite compression checkbox do? I checked it, recompiled, and noticed no discernible difference in the file size
3. Does anyone have any useful tips for high-end graphics, keeping file size down, or 3D rendered images (I have searched the forums for these, and have found nothing I did'nt already know, so hoping someone will put something new here)
#6
There is problem with using SSH's Credits module if you are using the "Sierra with Background" speech style and a custom textbox, for some reason AGS dumps the custom textbox behind the credits (and distorts it by dragging it all the way too the right of the screen while keeping the text in the centre).

The workaround solution is as follows:

In the script you wish you put the credits, make sure you set the the speech style to LucasArts before starting your credit sequence

  SetSpeechStyle(Lucasarts);
  *Your credits code here*

Then when your credits returns the value stating they're finished use:

SetSpeechStyle(eSpeechSierraWithBackground);


*EDIT*

I tried putting up normal text overlays, and bingo, same problem, so this is an AGS bug? not one with the module?
#7
Have assigned sound1 and sound2 to my foot step frames in the views editor, and the game says that they are playing in channel 3 when the frames appear, but I don't hear anything, all the other sounds and music play fine, does anyone have any idea why this is happening? I'm using mp3 files as sound1.mp3 and sound2.mp3
#8
I've made a custom Inventory window which works perfectly except for one thing, I cannot figure it out

The items inside the inventory window overlap with each other, does anyone know why? or how I can fix it?
#9
I don't know whether its something I've done, or just a random error, I'm hoping you guys can help. I'm using the default GUI from the template, and everytime I click on the inventory icon the game bombs out and gives me this error message



Pushing tab brings up the inventory window with no problems, its only when I use the GUI,
anyone have any ideas??
#10
Heya All, Demo has been updated
http://ihost.it-mate.co.uk/users/the_creep/files/murder.zip

Bug Fixes:

 - Kyle will now Face the people he talks to.
 - Inventory item sprites have been cleaned up
 - more walk-to points have been set
 - GUIs has been upgraded
 - Walk animation has been "fiddled with"
 - Score sound FX has been changed.
 - Font and Grammar have been fixed :)
#11
Heya Guys, Posting a screen shot of the latest room for your C&C

http://ihost.it-mate.co.uk/users/the_creep/files/murder.zip

#12
AGS Games in Production / Murder By Proxy Demo
Mon 29/03/2004 18:11:16
Hey there guys, I just wanted your feedback on my first game release before I actually release it. Any suggestions and tips would be greatly appreciated

Update:  Yes I know I feel like such a bloody tosser  :))  The  download link is'nt working, so I had'nt posted it yet, and the whole thing kinda got away from me. you're welcome to try, but I'll be sure to let you all know when its w orking

http://members.lycos.co.uk/thecreep/mbp.zip
#13
out of curiosity, has anyone ever realeased their source code/AGS files for public scrutiny? The games I have played, I'm mostly impressed and find myself muttering under my breath "How did they do that?" so while I know its unlikely, I wondered if any of you knew.
#14
Hi all

I'm working on a room currently that has a safe, the player has previosly aqquired a riddle that will give him the combination to the safe, what I can't figure out how to do is when the player interacts with the safe, I want to bring up a GUI or the parse that asks him for three separate digits and then if all three are correct, play the "open safe" animation and assign him points
SMF spam blocked by CleanTalk