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Messages - WHAM

#1581
AGS Games in Production / Re: Shadow Kingdom
Fri 09/03/2012 13:15:40
Lovely low-res visuals, and yes, I think you might be prodding a bit too deep into the swamps of AGS if you want to do realistic shados in your first project. :)

Only downside is the spanish language, but if there is an english translation made, I would certainly like to give it a go!

Welcome to the forums and best of luck!
#1582
Goddamn this talk of multiplayer puzzle games! Now I started to get ideas again!!! >:[
As if I didn't have enought projects on my mind already!

Mumbling...
So if all three players are trapped in separate rooms, which have an array of controls for each, some of which control a larger contraption, the repairing of which is the primary goal of the game, while others have specific functions inside different rooms or even across all rooms, so that players could help or accidentally hinder and harm one another. Players could communicate via a single text-based chat console located in each room, as well as sound ques that are audible to all rooms, so that if player A causes player B to come into danger, player B can send out a game-wide distress signal to get attention of other players...

Hmmmmm...
#1583
All 23 followers of the WHAMGAMES facebook page are now notified of this. :)
Congratulations Nikolas!
#1584
Your method of doing this is probably the simplest to do, however it is also the most work-intensive if you have many rooms to implement this in.
Another way would be to do the following (pseudocode):

Code: ags

Player_Clicks_Ground(int Xc, int Yc) {
  Store Yc and Xc into a global variables;
  player.walk(Xc, player.y, eNoBlock);
}


Repeatedly_Execute() {
  if (player.x == Xc && Xc != -100) {
    player.walk(player.x, Yc, eNoBlock);
    Xc = -100; //We use -100 as default value for Xc, could be anything you don't use in your game
  }
}



I hope that makes any sense.
I used a similiar thing in an earlier project to keep track of player movement when making non-blocking room changes.

EDIT: Just realized that this only works in simple rooms, where the walkable areas are not of too complex shapes. For example, a narrow area of walkable area (say, a bridge) would still cause the AGS pathfinding to kick in and cause diagonal movement. Oh well, it seemed like a good idea until I started thinking about it.
#1585

-----

> Open door in locker room and check out the stairway and how high the water is there
ERROR: Only one command allowed, please state next action.


You place the vial of odd blue liquid in your empty pocket. You have no idea what it is so you handle it carefully, as the vial seems quite fragile.
You step through the door and into the staircase. The pitter-patter of water droplets landing in a shallow pool haunts you even here, but so far the staircase seems fairly clear. There are, however, signs of a recent firefight. You think you can still sense the faint smell of smoke and gunpowder in the air. Cupcakes too, for some reason...



#1586
So is there a story or a point to this thread or should we just ignore this random outburst of "I feel like people are judging me, please feel bad for me!"
#1587
Oh come on, Ponch, don't be mad.
Saying "Return to large dome room to consider options for escape." in this game just means "Return to large dome room". The character does not know how to "consider", and Selmiak is exploring new areas!

Awww, come on! Don't look at me with those pixellated dancing cow eyes like that!

Here, have a cupcake!

#1588
Quote from: selmiak on Thu 08/03/2012 18:23:16
and please don't forget to get to the stairs before as I mentioned on the page before this...

Oh hell, I must have forgotten to compile that command into the game executable. It's better that Ponch's and definitely better than Icey's, so I'll go with that one.

Sorry Selmiak! I keep forgetting you! :D
#1589
Quote from: Ponch on Thu 08/03/2012 06:30:12
(Also, it's a much less suicidal post. So let's go with that, shall we?)  ;)

We'll see what happens...  ;)
#1590
Glad to see more AGS'ers taking the next step on the path to glory, fame and riches!
Best of luck to you, m0ds!
#1591
Sorry I haven't updated. :(
Been really busy (with MAGS and then recovering from MAGS) and haven't had time to do updates.

Will resume this on monday.
#1592
Completed Game Announcements / Re: Suppa Ninja
Wed 07/03/2012 19:34:40
Finally got around to play a bit. Ninjas are cool!  ;D
#1593
Pick of the month!? Was february really that quiet!? :D
This is incredible! *dances a small happy-dance*
#1594
General Discussion / Re: Writing in Videogames
Wed 07/03/2012 14:25:01
My two cents

1. In most games narrative is very important in creating immersion and interest. Only in the most simplistic, mindless games can there be no story.

2. Both are not equally important. The key is the balance. A very good story can cover up slightly bad gameplay, but not utterly broken gameplay and vice versa. There is no one true answer.

3. Project Sylpheed. The game was a very entertaining space shooter, but the storyline was all over the place, the villainess looked and acted ridiculously and most characters were just overall incredibly poorly written. I dropped the game out of sheer annoyance.

4. There is a lot of leeway to be had here, as situations in cutscenes might not be fully comparable to gameplay events, but in general a character should not change overtly between gameplay and cutscene. Some variation is okay, but if the difference is too jarring it breaks immersion.
Another good example of how not to do this is: during gameplay the player finds a document that plainly states that Character X is dead and buried. An hour later in the game the main character is told that character X might be dead. "No! That's impossible! X CAN'T BE DEAD!!!"

5. When moving from the 80's games to 90's games, there was vast improvement. When moving from the 90's to the more theatrical games of 2000's and later, I do not think narratives have gained too much from this. Instead games are being treated more and more like slightly interactive movies and less and less like "pick your path adventure" books. The potential is there, but the will and skill seem to be dwindling, especially in the mainstream gaming industry.

6. I do not think it matters. Gameplay mechanics CAN be used to emphasise story elements, but I see no reason the overall plot would need to be changed to better suit a different gameplay mechanic, save for, perhaps, some minor adjustments.
Wow, that was a really pointless answer...  ???

Hmm... Thinking up answers to these has got me thinking as well. Time for some self-searching!!!

#1595
Quote from: Dualnames on Wed 07/03/2012 05:58:28

The hell!! WHY AM I INCLUDED IN LATEST AGS GAMES PLX. And why as a hot lady with boobs.

You are famous now!
#1596
The Rumpus Room / Re: The bump topic!
Tue 06/03/2012 22:55:20

Quote from: Darth Mandarb on Tue 06/03/2012 19:24:42
Hitler and the Nazis.

Strawman.

Religion is dumb.


Sieg Heil! Ein volk, Ein reich, Ein fuhrer!

Slenderman is slender!

One religion is not dumb! Would you like me to tell you more about Azathoth and eternal damnation through madness, insanity, singing and pipe music? Free elder-sign boxer shorts if you join now!
#1597
Yeah, that was a typo on my part. But my word still stand, never used plugins before either. :)
Glad to hear FPS shouldn't be an issue, that should open up some new avenues for further developement. I intend to start another miniproject soon and want to experiment with new stuff.

I'll mark this thread as resolved, but will reopen it if I have more questions about Draw functions and the like.
#1598
I'll take a look at Calin's module to see if I can get it working. I've never used a module before, but I guess this is as good a time to learn as any. :)
Another possible solution is that instead of having the room use a background I simply draw all this stuff into one sprite, that I first draw the background image layers on, then the characters, and finally the overlaying graphics. Not the best solution, but I think I can manage it if all else fails. The question then becomes: how smooth is the framerate with so much "raw-drawing" going on.
#1599
Victor6 has just reported to me that he has been able to WIN the game!!! This means that the game is beatable (though endgame might be best described as "tedious") and I can't thank Victor6 enough for confirming this!
#1600
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. :)
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