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Messages - Wayne Adams

#61
AGS Games in Production / Re: The Wanderer
Tue 17/02/2009 23:02:09
Thanks, the character currently has walk left walk right animation and an idle animation where his loose clothy bits billow in the wind.. after some more polish i may post the animations in ani. gif format if you guys like.. currently his idle animation is about ten frames, that double back on themselves (10 drawings, roughly 18 19 frames of animation).. also he and most foreground elements will be silouetted out, for style purposes, and to make him mysterious..

As an happy update, i got most of his HUDS working, a right click brings up the main menu which links to system options (save load quit..) travel options (going to adjacent screens) and possessions which is inventory, all the menus have 4 to 5 options except inventory which has 8 slots and a back button.. there will probably more items than eight in the game, but i plan on laying out so you never have more than eight at a time, thus making some of the puzzle solving less of a pain by trying item X on puzzle Y..

Thanks again for the comments guys, if you have suggestions or critiques I'm all ears.. I have pretty tough art skin :)
#62
Received this testing some UI code i wrote: Code works but this pops up every once in a while

#63
AGS Games in Production / Re: The Wanderer
Mon 16/02/2009 06:14:29
The scanlines give it a retro effect.

Currently, until i figure out a better optimization, the scanline is an object that covers the play field (Everything inside the letterbox) It's a 32 bit targa that uses the alpha channel to eat out the blank spaces, and the lines themselves are currently about 50 percent alpha'd out so it isn't overly done.

After the project has more meat, I'll post scanline versus non scanline.. or heck, even make it an option to turn it off in game..

In it's current state it doesn't appear to have much affect on performance, but since it's very bare bones right now it's hard to say if it stays that way.. if anyone has a trick for optimizing this effect, I'm all ears..

Glad you guys like the direction..
#64
thanks Trent, and yeah, i want the HUD to pop on top of the player

EDIT: Moved the function above on_mouse_click, editor still says the token is undefined..

Trent, I always thought functions were written at the end of code.
The main loop calls functions written at the bottom.. of course the last time i did serious coding, i used GOSUBs.. so I'm pretty rusty..

EDIT: Function works now, my kung fu is getting stronger i guess.

#65
searched the forums for this, don't understand why AGS gives me the undefined token error 

this is the code:
Code: ags

#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
  {
  if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
    {
    }
  else if (button == eMouseLeft) 
    {
    ProcessClick(mouse.x,201, mouse.Mode);
    }
  else // right-click, so cycle cursor
    {   
    if (button == eMouseRight) 
			Display ("HUD should pop up");
			gMain_menu_Click();
			
			
    }
  }
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) 
  {
  }
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart gMain_menu_Click  // DO NOT EDIT OR REMOVE THIS LINE
function gMain_menu_Click(GUI *theGui, MouseButton button) 
	{
	gMain_menu.SetPosition(player.x, player.y);

  
}
#sectionend gMain_menu_Click  // DO NOT EDIT OR REMOVE THIS LINE



gMain_menu_Click exists.. but trying to call it gives me the error.. what did i do wrong?

Thanks
#66
Actually Trent, the link you gave me has the syntax list in it..
Thanks
#67
AGS Games in Production / The Wanderer
Mon 16/02/2009 02:06:21
UPDATED! 28 feb 2009
Greets AGS folks, I've been a lurker here for a while, and done a few simple AGS projects in the past.. I think now's about the time to jump on the boards, for support in the beginner threads and of course to showcase what I'm doing..

Story / Gameplay information:The game revolves around the journey undertaken by the character "The Wanderer" As of late, this recluse has been hearing a voice inside his mind beckoning him north. The gameplay works a little differently then a standard point n click as the player will be able to move freely left and right in his environment, moving to adjacent screens will be done through the "Ring Menu" which i blatantly ripped of of Secret of Mana..


Archived Screenshots: http://www.wayneadams.net/stuffola/AGS_Stuff/wanderer/

Overlaying the scanlines ATM interferes with clicking on objects and such.. so for now.. I have them removed.. for those who weren't so hot on the scanlines, this is what it looks like without them..




Everytime the player talks to someone, activates something, picks up an item, I'm going to do a cut away to a still.. I'm testing this to see if the format brings the player closer to the characters.. The wanderer's face will NEVER be shown however, thus maintaining his aura of mystery:







As of now this is a rough of the game map. Red X's are finished rooms, circled rooms are exploratory only.. The rooms with yellow lines are critical path gameplay.. meaning the player could travel only those areas and complete the game (With a good ending) the extra rooms are only for those who like to look for extra stuff.. which will yield a reward of its own:



So.. a small update.. theres plenty more done.. everything in those screenshots is in game and working.. Thought I'd drop an update, as it may be a while til the next good update.. still lots of bugs creeping up here and there, but you guys have been great with trouble shooting and answering questions.. til next time.. The voice is calling, I must answer.. ;)

Wayne



#68
I can't find this "manual" my help is full of 404'd lookin pages.. maybe i need to download it somewhere.. but i was wondering

is there a syntax list for the scripting language? just something with an index that i can reference if i need to know the syntax of a command or command group.. something like that..
thanks.
#69
Thanks Ben, Trent... that mouse code did the trick
#70
Thanks for the advice guys. Akatosh (Is that from Oblivion? I love that game) I don't want to restrict the player to having to click on one pixel, I'd fill the entire area up with walkable space, just so long as I knew the character's Y would remain locked to one row..





Thanks again guys.
#71
Howdy do, AGS forum people. I'm currently working on a point n click that keeps the player locked to the 201st pixel along the y axis, however, he only walks along it when the cursor is exactly on the walkable area 1 pixel line.. In games like Automation, and the Kuma demo, the player is bound to this row of pixels, and it works well.. is there some other method of moving the character, when this is the desired gameplay?

I'll be posting some screenshots before the holiday weekend is over, but for now I'd really like to wrangle this problem first.

Thanks in advance, gents and ladies
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