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#61
A glimmer of hope



All hope seems to be lost, there has been no way to recover from the terrible things that have happened, but then... Something!

You'll have three rules:
1. The scene must convey a scenario in which all hope has been lost
2. It must also have an element, a single object, that serves to give the player / protagonist that one glimmer of hope
3. AGS compatible

Ideas:
- A barren, dead wasteland of rubble and dust, but alas! A single sapling has poked it's head from the ruin!
- A shantytown for those poor, broken down wrecks that used to be men and women, but in the middle stands a single unbroken building offering aid to the hopeless
- A ship has been lost at sea for weeks, it's decks filled with debris and filth and signs of desperation, but alas! Land in the distance!

Deadline is on the 10th of June for now.

Have fun everyone!
#62
The Rumpus Room / Jubilations!
Mon 21/05/2012 10:57:55
I just got news that my job, for which the contract would have ended in september, is to be made into a permanent position!
*does a little happy-dance*
#63
Site & Forum Reports / [] -tags not working
Sun 13/05/2012 11:32:53
Just tried to make a post using tags such as [ b], [ img] and [ center], none worked in the post, instead appeared as text. (Spaces added to these examples in case the forum starts to work again all of a sudden)

Example below:
#64
Hiya everyone!

We're working on translating Big Blue World Domination and there seems to be a problem. While most of the game translates just fine, a few bits just will not take the translation, and I am wondering if this has something to do with how the translations work, as I can't seem to figure it out.

I have checked the .trs file and the original words and phrases are all there, but for example the agent codenames are not translated and neither are the description texts for empty save game slots.

An example:

In a script file "names" i have an array that contains all the codenames, and I have a function that populates this array (NameSetup()) at the start of the game, with names I punched into the source code manually.
Code: ags
Name[0].codename = "Ponch"; Name[1].codename = "Darth"; Name[2].codename = "Ghost"; Name[3].codename = "Icey"; Name[4].codename = "Dualnames";


All the names above appear correctly in the .trs file.

As an agent is assigned a name, the codename is generated like this:

Code: ags
String CodeNameGen() { // Generates a (cool) code name for an agent
  String N;
  N = String.Format("%s-%d", Name[Random(29)].codename,  Random(99));
  return N;
}


However, this apparently does not manage to draw a translated codename, but an untranslated one instead.
Any ideas?
#65
I am finally learning the basics of DrawSuraces etc.
What I have:
- A global dynamicsprite
- A room that refreshes an object in the room using above dynamicsprite
- A function that draws some sprites onto the Dynamicsprite

So far so good, all works fine. However, when I do this:

Code: ags

surface.DrawImage((Xcoord + (41 * whiler)), 58 , frame.Graphic, 0); // Draws a sprite into predermined X coordinate and Y coordinate 58
surface.DrawImage((Xcoord + (41 * whiler)), 68 , frame.Graphic, 90); // Immediately afterwards draws another sprite onto the previous one with 90% transparency


What I expected to see what the first sprite, overlayed by the second one at half transparency. What I got instead, was the first sprite shown correctly and the new sprite drawn over the first one, but instead of appearing as a transparent image, it turns pink!
EDIT / CLARIFICATION: The sprite's transparency works ok for the part that it overlayer the sprite behind it. However, the background sprite onto which all the latter ones are drawn is a 100% transparent .PNG and the parts of the transparent sprite that do NOT overlap with a solid sprite turn pink.

I can see that I am doing something wrong, but I can't tell what. Is it even possible to draw with several transparency values onto a single drawsurface and then stick the result into a DynamicSprite?

Also: basic hints and tips welcome, I have never used any of this stuff before yesterday. :)
#66

The MAGS voting has been restarted due to the previous votes being done in a "slightly unsecure way". Check the MAGS thread to see more and don't forget to vote again!
Don't forget to check the competition: SUPPA NINJA! http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45511.0


It's done, people! Deadline met and game is ready to challenge you!

Click me ---> Big Blue World Domination <--- Click me




So YOU want to become an evil villain mastermind and take over the world? Well, you'd better be ready in case some of those pesky secret agents with their shaken-but-not-stirred martini's try to sneak in to steal your secrets and foil your private space program, which is completely not aimed to build a network of world-dominating space lasers despite the fact that the rockets are carrying space lasers capable of dominating the world. Perhaps you should hire some secret agents of your own, just to make sure nobody else launches their evil space program first, not that your space program is in any way evil, that is.

FEATURES:
* Build your own super secret base (of peace and love)
* 9 Different room types to build, all of which can be upgraded to improve their quality and function (the non-lethal lasers are for the rave party)
* Hire scientists, technicians, security guards and secret agents to do your completely (non-)evil bidding
* All of your staff gains experience and levels up (Cybernetic implants only given to Ninjas who signed a consent)
* over 50 different technologies to research
* 20 different gadgets to equip your agents with (including porn magazines and jetpacks!)
* Compete with other agencies worldwide (for world dominance)
* Bribe faction leaders to make yourself seem less threatening (although you were never threatening to begin with)
* Original music by Guney Ozsan!




#67
Small and simple question, I fear the answer may be all but...
Is there a way to make a GUI button only accept clicks from the left mouse button and not all mouse buttons? Or will this require some serious coding magic?
#68
I'm trying to create a custom GUI that I could use instead of the normal display function inside AGS.
With the normal AGS code, a function reporting information to the player might look something like this:
Code: ags

int whiler = 0;

while (whiler <= 9) {
  Display("The whiler is now %d", whiler);
  whiler++;
}


What this does is DISPLAY the default text "The whiler is now" and the value of the variable, pausing the script execution until the player either presses a key or clicks the mouse to dismiss the displayed text.

What I want to be able to do is:

Code: ags

int whiler = 0;
int msg;

while (whiler <= 9) {
  msg = String.Format("Message content - Whiler is %d", whiler);
  Notify(currentgamespeed, "Header", "msg ", "Dismissal button text");
  whiler++;
}


My current Notify -function looks somewhat like this:

Code: ags

function Notify(int speedatpause, String Header, String Message, String BtnTxt) {
  PauseGame(); 
  Gspeedatpause = speedatpause;
  Time_Currentspeed = 0;
  GUI_Notificatio.Visible = true;
  label_NotHed.Text = Header;
  label_NotMsg.Text = Message;
  btn_NotConfirm.Text = BtnTxt;
}


It seems I was falsely under the impression that the mere act of adding the PauseGame(); to the start of the function and having the dismissal button give the UnPauseGame() -function would be enough, but it seems I was sorely mistaken.

Can anyone explain to me how the built-in Display(); -function pauses the running of a script and how I could replicate it in my custom function?

Edit: clarification: the manual clearly states that Display() is a blocking function. It is this blocking property that I seek to replicate in my function, with the clicking of the button inside the GUI acting as a trigger to undo the blocking, just like in the Display() -function.
#69
It's me again, and with a new Save/Load GUI.
However, I have a small problem again.

Example scenario:

I have saved a game in slot 1 and it's description was written as "Testsave".
Later on I reopen the save/load GUI, which automatically calls the RefreshSavelist() given below and the name of the save shows up just fine and dandy. However, I then decide to delete the aforementioned save using the btnDeletesave_OnClick -function below, which just overwrites the save slot with a new name that identifies the slot as unloadable (I don't want null values and I want to keep the pre -created save files) and then refreshes the list again. But the refresh still gets the now deleted "Testsave" -name for slot 1! Only after the function has gone it's way completely and I reopen the GUI and the refresh function is run for a second time, do I get the correct value.

Wat do?

Code: ags

function RefreshSavelist() {
  LIST_Savegames.Clear(); // Clears the save game list 
  // Repopulate list manually with save slot descriptions
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(1)); 
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(2));
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(3));
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(4));
  LIST_Savegames.AddItem(Game.GetSaveSlotDescription(5));
}


function btnDeletesave_OnClick(GUIControl *control, MouseButton button)
{
  SaveGameSlot(ActiveSaveSlot, "Empty slot"); //"saves" game and gives the save the default "Empty slot" name, which identifies the slot as unloadable
  RefreshSavelist(); // Attempts to refrest save list - FAILS: deleted save game slot still receives it's pre-deletion name
}


#70
LOOKING FOR BETA TESTERS!!!

Time is short so if you are willing to test, keep in mind that the MAGS deadline is NEXT WEDNESDAY!
If this does not deter you, CONTACT ME VIA E-MAIL at wham@whamgames.com! Message should containt AGS forum screen name.

In response you will receive a link to the game's first beta build as soon as it becomes available, as well as access to the bug reporting documents.


Big Blue World Domination
This game is being developed for MAGS - February - 2012

So YOU want to become an evil villain mastermind and take over the world? Well, you'd better be ready in case some of those pesky secret agents with their shaken-but-not-stirred martini's try to sneak in to steal your secrets and foil your private space program, which is completely not aimed to build a network of world-dominating space lasers despite the fact that the rockets are carrying space lasers capable of dominating the world. Perhaps you should hire some secret agents of your own, just to make sure nobody else launches their evil space program first, not that your space program is in any way evil, that is.

FEATURES:
* Build your own super secret base (of peace and love)
* 9 Different room types to build, all of which can be upgraded to improve their quality and function (the non-lethal lasers are for the rave party)
* Hire scientists, technicians, security guards and secret agents to do your completely (non-)evil bidding
* All of your staff gains experience and levels up (Cybernetic implants only given to Ninjas who signed a consent)
* over 50 different technologies to research
* 20 different gadgets to equip your agents with (including porn magazines and jetpacks!)
* Compete with other agencies worldwide (for world dominance)
* Bribe faction leaders to make yourself seem less threatening (although you were never threatening to begin with)
* Original music!

Screenshots:

The control center of your base. Here you will be able to watch over your agents as they spy, assassinate, kidnap and sabotage your enemies (for world peace)


Build your base, but keep in mind that the closer a room is to the entrance, the easier it is for enemy agents to infiltrate it. Do you want to hurry up and build the best stuff first, or do you wait with patience and leave the top secret stuff to be built in the back?



#71
http://www.youtube.com/watch?v=3PFlMOGvUto

I made a video of me drawing a room from scratch. It's two and a half hours long. Youtube is also screaming at me because it contains so much music owned by record companies in the background.

Take a look, and do give deedback as well. I was close to posting this in the critics lounge at first, but I'm not really looking for critique so much as putting this up to demonstrate my own methods.

EDIT: I just checked the video's information. Youtube is not allowing the video in: Canada, Japan, Montenegro, Saint Pierre and Miquelon, Serbia
EDIT2: http://www.labnol.org/internet/video/youtube-blocked-video-not-available-in-your-country/2680/
#72
Here's what I have for the Bake Sale of 2011!

Undead hangover

Uriah Sweetings is a promising young upstart in a web-based indie game developer society. He has worked on dozens of games and is finally on the verge of actually releasing one! At the realization of this, he must have gone out partying with friends for a bit, because as he wakes up next to his bed in the afternoon, his head aches and he can't remember what he was doing last night.

Oh well, the hangover might be the least of his problems, as the LIVING DEAD have risen to take the streets of his hometown and seek the flesh of the living to consume! Just like in one oh Uriah's unfinished games! Oh dear...

Time is against you as you must find a way to escape your home alive. It's not too easy, though, as the living dead can smell your tasty flesh all the way to the street.

Features

- Thrilling time-based gameplay to the tune of WHAMGAMES classic: "LaSol"
- Barricade the doors to slow down the undead advance!
- Multi-action hotspots
- Figure out what happened last night, someone's life might depend on it
- Challenging but rewarding difficulty level
- A bunch of unlockable achievements to make replaying the game after death a bit less depressing
- Original soundtrack by Toni "Ferrara" Caven
- Full voice acting



Uriah ponder on the duality of life as he looks at the door leading to the streets.


I'll give you just two guesses if Uriah can still remember his computer password after last night's binge...
#73
I was hoping to record certain information into the save game header.
I wanted to see if I could create a customized save/load GUI again, and thought I'd do the following:

Create a string, then append the data, such as current date, time, and some gameplay values, which are stored as "int" -values.

Then I realized: there are several ways in the manual to convert string into almost anything, but an int value can only be converted into a float as far as I can tell.

Is there even a way to do something like this (this obviously does not work):
Code: ags

string taa = "Month %d:%d Day - Clock: %d:%d", dt.Month, dt.DayOfMonth, globalhours, globalminutes;

or maybe something like:
Code: ags

string poo = convertinttostring(dt.Month); 
string taa = append.taa(poo);


EDIT: Never, bloody, mind! It happened again: I ask, and two minutes later I stumble on the answer by accident and realize I had used the wrong search parameters in the manual.

The answer: String.Format
#74
I have a custom inventory. I wanted to create custom on_mouse_click interactions with it, instead of using the system which comes with AGS.

If I set, in general settings, the "Override built-in inventory window click handling" to false, the GUI detects clicks on the inventory item correctly and I can select an item as active inventory item with the interact mouse cursor.

I wanted to alter this functionality in some ways, and set the above mentioned setting to true, which causes the game to call "on_mouse_click" even inside inventory windows as usual.

To test the issue I'm about to describe, I've simplified the code as below.

Code: ags

function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
  Display("click");
  if (button == eMouseLeft) {
    Display("left");
  } else if (button == eMouseRight) {
    Display("right");
  } else {
    Display("fail");
  }
  ProcessClick(mouse.x, mouse.y, eModeInteract);
}


The Display commands I've set up reveal that on_mouse_click command is correctly called (game displays ("click"), but then it gets weird: the check for which mouse button was clicked fails to detect which button was clicked. The same check works outside of the inventory GUI, but inside the inventory GUI it seems that the if -lines are never run at all and if I click on an inventory item, the script above displays "fail" on screen, denoting that the script did not detect left-click or right-click, but instead went for the "else" option.

What causes this behavior inside an inventory GUI?
#75

Instructions for new players

If you want to try your hand at this "game", just read up on the last few pages (or all the pages, if you have a few hours to waste) and think up a funny, interesting or useful command that follows the rules stated below. Anyone can enter new commands at any time, but only one SIMPLE command is accepted per "turn", to keep confusion to a minimum.

Making suggestions is also welcome!

RULES:
- I post once roughly every 24 hours, sometimes more often. If I take a break, I will tty to provide some warning.
- No overcomplicated entries.
"> Grab crowbar and smash the porcelain doll" is fine.

"> Grab crowbar, smash porcelain doll, then run to the elevator and smash the button repeatedly if the monster in the next room got angry. Also: stop wearing pants" will go ignored due to overcomplication. We are not in a hurry, people. Take your time and see what happens step by step.

- All gameplay input must be preceded with a ">" as given in examples above.
This will help me differentiate any potential discussions between players on later actions from actual gameplay entries.

- Only one input will be considered per post, so if someone's already entered input after my last post, any further input will most likely be ignored (unless it is REALLY good or I feel really energetic and want to draw it).

- THERE ARE NO LIMITS
Anything is possible. If you can think it, the game can probably do it.




-----

* CRASH *
"AAAAAAAAAAAAAAAA- Ooompf!"
You are... who are you? What the heck? WHERE are you? What are you doing here?



-----

*BOOOOOM*
Oh well now THAT didn't sound too good. It was almost like an explosion!



-----

You are in a small room. You have a feeling you should be doing something really important. Too bad you cannot remember what it is. What you CAN remember is that you are running out of time FAST!

On your feet, man! Get to it!



#76
I'm trying to make a script which changes the mouse cursor when the mouse is over an object or a hotspot. However, in most of my rooms I have overlaying transparent objects, which have their clickable attribute set to false, however, the below script still picks them up, causing the check to fail on objects which are behind the overlaying transparent ones-.

So far I haven't had luck in finding a way to get the script to ignore non-clickable objects. Even if I add a chech that stops the cursor from changing if the object is not clickable, but that doesn't really solve the problem.

Code: ags

  if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) != hotspot[0]) {
    mouse.UseModeGraphic(eModeUsermode1); // This works just fine
  } else if (Object.GetAtScreenXY(mouse.x, mouse.y) != object[0]) {
    mouse.UseModeGraphic(eModeUsermode1);
  }


Any good ideas on how this could be done in AGS?
#77
I have a small problem with click detection with my GUI and GUI buttons.
Is there a way to have AGS detect clicks on a GUI or a GUI button, so that transparent areas do not detect clicks? For example, I have a GUI that is 320x30 in size (the picture I've attached) and a large portion of it is transparent. However, if the player clicks the transparent area with the walk-to cursor, the character does not respond as the click is intercepted by the GUI.

I found this 2006 thread with my searches and I could do the workaround mentioned there, but I was hoping someone would have an idea on a more elegant solution.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=28882.0



Why is it, that AGS detects clicks on transparent images correctly in characters and objects, but not GUI's and GUI buttons?
#78
General Discussion / How to name a game
Tue 26/07/2011 09:38:39

How would you go about naming your new game?

Where do your ideas come from? What criteria does a potential name have? What makes a name "good"?

Personally: I've been having a bit of a writers block about the matter of naming my next game, so I've been putting a lot of thought into this matter of late. As my brains is slowly melting, I thoguht I'd ask for your opinions, dear forumites. Well now, speak up!


My observations and thoughts so far:
- The name, or at least the core of it, should be short and easy to pronounce (a subtitle is a wholly different matter)
- The name must connect to an event, character, location or concept within the game, in order to make sense
#79
Critics' Lounge / Vehicles
Fri 08/07/2011 17:55:44
This being the critics lounge, I guess you know what I want. Tear me a new one, will ya!?
This is my first pixellated vehicle, I drew it based on a 3D model of a van. Will post a second vehicle later this weekend.




EDIT: Heck, decided to add a version 1 of the other car as well. This is the one the main character drives, a -99 Peugeot 406. Why a -99 406 you ask? BECAUSE IT'S THE BEST CAR EVER! THAT'S WHY! SHUT UP!



#80
Adventure Related Talk & Chat / Alpha Polaris
Sun 26/06/2011 00:38:19
http://www.turmoilgames.com/

Check the link for a new horror/adventure game, that was just released. It's a finnish-made point'n'click game that seems to take some ques from Lovecraftian horror as well as the Thing.

Haven't tried it yet, but bought it myself. The trailer looks pretty darn cool!
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