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Messages - Vincent

#261
Quote from: Mandle on Fri 07/06/2019 23:45:52
One thing I would suggest is starting the player off with a free pack of maybe 3 of each potion and 3 shields. A gift left by Grandfather.

The reason I say this is because the first thing the player will do is find the house with the practice fighting pit so they will try fighting before heading out to explore the world. Especially because the pit's sign says "practice fighting in a controlled environment" which makes it sound really safe.

This might frustrate some players into just quitting the game as they will probably get paralyzed or something straight away in the first fight.

But if they have potions they will probably look through all the options even if they haven't read the book yet on how to play and this will help them figure out combat a bit on their own, as the potions have their effects mentioned next to them. This might makie the "tutorial" a bit more hands-on than just reading through the book.

Also, I would suggest that Grandfather uses different words than "Let's start your tutorial" because it kind of breaks the player's immersion right at the start of the game just when they are getting into the story.

How about something like "It's time for you to start learning the ways of this world"?

Just my opinions after having played the game way too long yesterday. So addictive!

Hi Mandle, I would like to thank you very much for all your suggestions because they are all appreciate. We will keep all these tips in mind and see if there will be any changes in the future. Therefore, a further thank you for playing this game because it means a lot to us! If you have any further suggestions for anything you are welcome, thank you very much once again.

Vincent and Jay.
#262
Quote from: Stupot on Thu 06/06/2019 01:37:28
Congrats on release. It looks really fun.

And happy birthday :-D

Thanks a lot Stupot for the happy wishes, I hope you will enjoy playing our game! :D


Quote from: RetroJay on Thu 06/06/2019 06:04:32
Hi, Stupot.

Thank you for your very kind words.
Vincent was sooooo happy to get our game out on his Birthday. :-D
I also wanted to do this, for this date.

I have made a slight cock up with our description. :-[
For anyone who has already downloaded our game... The control section in the "Readme" or here should read like this...

Controls:
------------------
Keyboard or Game-pad.
Game-Pad controls are "re-definable" within the game menu.
Keyboard controls, unfortunately, are not "re-definable".
--------------------------------------------------------------------

Anyone who has downloaded our game from this point... Everything should be correct... I hope.
I have already messaged Vincent with this error. Hopefully he can correct the error at the top of this page, oggi.
(It's amazing how fluent in Italian I have become.) (laugh)

I am so sorry for this error. :-[ :-[ :-[

I hope you will enjoy playing our game.

P.s.
I know I wished you a HAPPY BIRTHDAY, in ritardo ieri... Or, presto oggi. (Whatever time it was we went to bed.)  (laugh)
But... Happy Birthday, again, Vincent, mio carissimo amico mio. (You can correct me on my Italian later.) HAHAHA! :-D

Yours.
Jay.



Ahah ciao Jay, mio carissimo amico mio, grazie mille again for the happy wishes! :D
Releasing our game for my birthday was the greatest gift, I really appreciated it, grazie mille!  :-[
Regarding the error don't worry because I hadn't noticed it either but I have fixed the post now!  :-D


Quote from: lorenzo on Thu 06/06/2019 09:09:19
Congratulations on release! Downloading the game right now.
And of course, happy birthday Vincent!

Hi lorenzo thanks a lot for the happy wishes, I appreciate it! I hope you will enjoy playing our game!  :)
#263
Completed Game Announcements / Tales of Jayvin
Thu 06/06/2019 00:12:53
SPAMFASTIC STUDIOS is proud to present:
   





Tales of Jayvin won the "Best Non Adventure Game Created with AGS" at the AGS Awards 2019!

Also...
Nominated, Best Game Created with AGS 2019
Nominated, Best Freeware Game Created with AGS 2019
Nominated, Best Gameplay 2019
Nominated, Best Programming 2019
Nominated, Best Puzzles 2019




The Story:
------------------
Jayvin an unlikely hero, if every there was one, stumbles into a portal and finds himself in the land of Naturnum.
Unbeknown to him, his arrival has been expected.
Evil forces, commanded by the Dark Lord, Arachemon, are wreaking havoc across the Universe.
Only Jayvin has the power to fight these forces and put an end to Arachemon's reign of terror.







Team:
----------------
Vincent Cortese - Game concept and Programming.
RetroJay - All in game art,  programming, graphics and sound effects.
Barbwire - Dialogs, stories, poems and additional game ideas.
RetroLee - "One" story, additional game ideas and sound effects.
Daniel Kobylarz- All in game music.


Game Information:
------------------
Genre: RPG/Adventure/Puzzle Solving
Engine: AGS 3.2.1.
Resolution: 640X400.
Colour Depth: 32-bit colours.
Graphics Driver: Direct Draw 5.
Controls: Keyboard and Game-pad support. Game-pad controls are fully re-definable within the game menu.
Operating System: Windows/MacOS.


Special thanks to:
------------------
Chris Jones and Adventure Game Studio.
Edmundo Ruiz - Tween Module
Snarky - Day/Night Cycle
Jerakeen - Particle System Manager
SSH & Dusk - EpicShadow
Steve McCrea - Lake Module
Khris - SmoothScrolling, Keyboard Movement
Wyz - Joystick and game controller plugin
Dennis Plöger - Conversion to Mac

Binocular room music...
"Relent" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/


Released the soundtrack at:
------------------
Bandcamp:
https://dankoby.bandcamp.com/album/tales-of-jayvin-original-soundtrack
Spotify:
https://open.spotify.com/album/5o6ReS3P3VEdIeb6GVccgY?si=oQnqFgTvQ6GJEKacKc-BSA

And all of the other streaming services.


Download Tales of Jayvin!
#264
You are welcome. I would suggest you to spend some time to read this page carefully before doing anything else.
#265
I would do it in this way:

Into the Global Variables add a new variable type "int" named "RadiatorCount" default value to 0.

Create each hotspot or region for each radiator:
Code: ags

function region1_WalksOnto()
{
  if (Game.DoOnceOnly("TakeFirstRadiator"))
  {
     RadiatorCount ++;
     player.SayBackground(String.Format("%d", RadiatorCount));
  }
}

function region2_WalksOnto()
{
  if (Game.DoOnceOnly("TakeSecondRadiator"))
  {
     RadiatorCount ++;
     player.SayBackground(String.Format("%d", RadiatorCount));
  }
}

// etc



Create an hotspot or region for the stairs:
Code: ags

function region10_WalksOnto()
{
   if (RadiatorCount != 8)
   {
      player.Think("I can't go up there yet.  The manager won't let me.");
      player.Walk(player.x,player.y+40, eBlock, eWalkableAreas); // exit region
   }
   else
   {
      player.ChangeRoom(13, 583, 400);
   }
}
#266
General Discussion / Re: I love you dad
Tue 21/05/2019 09:22:04
Hi AnasAbdin, thank you very much for your kind words and comfort, they means a lot to me. I will treasure all your advices and try to follow them to the fullest.
#267
General Discussion / Re: I love you dad
Sat 18/05/2019 22:48:24
Hi AnasAbdin, I am deeply grieved by this sad news and I am very sorry about your loss. Please be strong and accept my heartfelt condolences. I have read your blog and it is very touching. I sincerely wish all the best for you and your family. I live with my mother, which for an unpleasant situation, I often have rude attitudes towards her. Most of the time we ask to apologize and take for granted the good that we want to each other. But I should let her know at any time the good I feel for her even when the situations are unpleasant...
#268
AGS Games in Production / Re: Tales of Jayvin
Thu 09/05/2019 21:19:44
Hi, lorenzo.

Thank you very much for your kind words.
I am really glad to hear that you like our graphics style and the mix of RPG with puzzle solving.
Regarding this, we also have some other surprises, lying in wait for you, when you play our game!  ;)

Once again... Thank you, all, for your kind words and for your support. It really means a lot, to us!
If you have any questions or would like any additional information, about our game, then please don't hesitate, to ask!

Vincent and Jay.
#269
I have replaced the function "PlaceBrightButtonForSave()" with the one you showed me and then instead of copying the code for the scrolling I am calling the function "PlaceBrightButtonForSave()" and this is working 100% fine now! I really can't thank you enough for your help, I deeply appreciate it!
#270
Exellent, this is looking soooo beautiful and I wish you good luck!  :)

Quote from: OgreVorbis on Wed 12/12/2018 18:23:57
(I played Mudlarks and really loved it and that's why I'm here!)

Same here though "A Date in the Park" it's one of the most beautiful I've ever played!  :)

#271
First of all I would like to thank you very much for your time even though you are very busy, for me this means a lot. I have replaced my code with your formula:
Code: ags

function PlaceBrightButtonForSave()
{
  if (ListSave.SelectedIndex >= 0) 
  {
    BtnBrightSave.Visible = true;
    int y = 59 + ListSave.SelectedIndex * 9;
    BtnBrightSave.SetPosition(20, y);
  }
}


Which is working beautifully. I have edited my scrolling code by adding your other formula as well too:
Code: ags

function BtnDown1_OnClick(GUIControl *control, MouseButton button)
{
  ListSave.ScrollDown();
  SliderSaveSroll.Value = SliderSaveSroll.Max - ListSave.TopItem;
  int y = 59 + (ListSave.SelectedIndex - ListSave.TopItem) * 9;
  BtnBrightSave.SetPosition(20, y);
}



function BtnUp1_OnClick(GUIControl *control, MouseButton button)
{
  ListSave.ScrollUp();
  SliderSaveSroll.Value = SliderSaveSroll.Max - ListSave.TopItem;
  int y = 59 + (ListSave.SelectedIndex - ListSave.TopItem) * 9;
  BtnBrightSave.SetPosition(20, y);
}



This is behaving insane, for example if I select the third item "r3" then I do scroll down with the list, the selected item is still "r3" as well but now the item is on the second position:



But supposely the highlight bar should be placed in the second position so to the selected index. Now the highlight bar is placed at the third position and if I do click the fourth position then the hightlight bar go to the last position (practically it jump a position) and if I click the last position I can see the highlight bar be placed outside the listbox graphic:



Thing is the highlight bar can't be placed more down than the fifth position eventhough we have a thousand of items inside the listbox. I noticed that the highlight bar which I am using should be acting essentially like how Ags do the "Selected Background Color Number" into the editor, but I am not quite sure how to do this.
#272
This is how the listbox and the highlight bar is looking in game:



When I have more than 5 items the list is acting weird. When I select a slot and then push the arrow down/up button on the right the font becomes gray (selected) but the bar doesn't place at the correct position, so to the selected index. For example, if I select the five item "a3" and then go to scroll the list down then the highlight bar is placed wrong as you can see here:



The highlight bar is placed to "a2" instead of "a3". How do I should handle this correctly?
#273
I would like to ask how does it work the "Selected Background Color Number" for a listbox into the editor? Because I would like to do exactly something like this but without using colors, I would like to use an image like an highlight bar whenever I select an index inside the list box. I can make to work this with the first 5 items into the listbox but whenever I have more than 5 items and use the scroll up or down button then everything go messy. To display the highlight bar I am doing something like this:

Code: ags
function PlaceBrightButtonForSave()
{
  if (ListSave.SelectedIndex >= 0) 
  {
    BtnBrightSave.Visible = true;
    if (ListSave.SelectedIndex == 0) BtnBrightSave.SetPosition(20, 59);
    else if (ListSave.SelectedIndex == 1) BtnBrightSave.SetPosition(20, 68);
    else if (ListSave.SelectedIndex == 2) BtnBrightSave.SetPosition(20, 77);
    else if (ListSave.SelectedIndex == 3) BtnBrightSave.SetPosition(20, 86);
    else if (ListSave.SelectedIndex == 4) BtnBrightSave.SetPosition(20, 95);
  }
}



Whenever I use to scroll up or down the listbox I have something like this:

Code: ags
function BtnDown1_OnClick(GUIControl *control, MouseButton button)
{
  ListSave.ScrollDown();
  SliderSaveSroll.Value = SliderSaveSroll.Max - ListSave.TopItem;
}


How do I should go ahead and to make this to work fine?
#274
AGS Games in Production / Tales of Jayvin
Mon 06/05/2019 18:12:23
THE GAME IS RELEASED!!
COMPLETED GAMES THREAD


SPAMFASTIC STUDIOS is proud to announce.
TALES OF JAYVIN
-------------------

Team Presentation:
------------------
At the ouset we approached the project with the intention of producing a fairly basic Role Playing Game, with the emphasis on defeating various creatures in battle. Now, nearly four years in the making, our game has developed into a far more ambitious RPG/Adventure/Puzzle Solving game and has surpassed our earlier expectations.


Vincent Cortese: Game concept, programming
Jason Ashenden (RetroJay): Graphics, programming, sound effects
Barbara Ashenden: Dialogs, stories, poems, additional game ideas
Daniel Kobylarz: Music, sound effects


The Story:
------------------
Jayvin an unlikely hero, if every there was one, stumbles into a portal and finds himself in the land of Naturnum. Unbeknown to him, his arrival has been expected. Evil forces, commanded by the Dark Lord, Arachemon, are wreaking havoc across the Universe. Only Jayvin has the power to fight these forces and put an end to Arachemon's reign of terror.


Some Screenshots:
------------------




Game Information:
------------------
AGS 3.2.1.
640X400 Resolution.
32-bit colours.
Direct Draw 5 graphics driver.
Keyboard and Controller support.
OSWindows Operating System.


Development Progress:
------------------
Story: 100%
Scripting: 100%
Graphics: 100%
Sound/Music: 100%


Special Thanks:
------------------
Edmundo Ruiz - Tween Module
Snarky - Day/Night Cycle
Jerakeen - Particle System Manager
SSH & Dusk - EpicShadow
Steve McCrea - Lake Module
Khris - SmoothScrolling, Keyboard Movement
Wyz - Joystick and game controller plugin


Expected Completion Date: June 2019
#275
I liked the atmosphere within the shadows and the sound of the fire, the graphics and animations are really nice.
#276
Does this has something to do related with this?

QuoteTo display some speech, you begin the line with the character's SCRIPT NAME (not full name), followed by a colon, then a space, and then what you want them to say. For example, if my main character's script name is EGO, I would write

ego: "I am very happy today because it's my birthday."


QuoteIMPORTANT: Do NOT include the "c" at the start of the character's script name here.
#277
Alright thanks for the further clarification, I look forward to attempt this plugin on a next time.
#278
Alright thanks a lot for testing this! Sorry for the dumb question, so it is AGSController.dll different from agsjoy.dll? I don't think if I just replace the plugin my script would still work.
#279
This is really nice Dualnames, fantastic work! Somehow does this revisited version will prevent the error: Joystick is plugged in then you save the game, unplug the joystick and try to restore the game properly fine? Or Joystick is plugged in then you save the game, export the saved game file to another computer with same ags version, unplug the joystick and try to run the game? Because in the version I have of the plugin this will crash. bool isPlugged or bool isValid doesn't seem to fix the problem.
#280
Quote from: Wyz on Mon 08/04/2019 16:48:30
Ah yes, this is a rather generic error something along the lines of: "You tried to use an object that no longer exists". Could it be the same problem as before? Have a look out for any piece of code that might use a Joystick object that is invalid (so .Valid() would return false). There could perhaps something in repeatedly_execute that runs before the game restore event has a chance to do checks; I don't exactly know the order of events in AGS. There might still be a bug in the plugin though; just checking. :)

The problem seems to be really similar to the one we had some time ago. I remember that the problem was fixed when you shared a new version of the plugin. I am still using the new version of the plugin which you provided so I am sure that we are using the latest version of the plugin but now it doesn't seems to work anymore for some strange reasons. My friend pointed out to me that somehow the numbers that come out in the error message are different from those reported two years ago.
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