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Topics - Wayne Adams

#1
Critics' Lounge / The Wanderer - Art Critique
Wed 17/02/2010 02:45:15
For those unfamiliar with the project:

Project thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36883.0

This is an art critique thread for the project:

After laborus hours fighting with my wacom (a new shiny cintiq is on the way :)) I have almost settled on a new art direction for The Wanderer..

The in game art style hasn't changed much.. it's a bit sharper than before. Lil more detail put into certain things, and some screenshots of that is coming in a few days.. however, I do have a shot of how the cutscenes in game will look, and this was really the part I was fighting most...

However, here he is in all his enigmatic glory:



For now.. yeah this is all I have to show for the long absence.. the rest of it is full of bad conscience and anger.. but finally, a spark of goodness shines..

I'll be putting all of the new art direction, concepts and screenshot examples, until the real in game screen captures are done, then I'll get Darth M. to unlock the original thread..

NEW IN GAME ASSETS, with new background style, and "next gen" scanlines :)



#2
so. whats the maximum number of pixels a room can be for a scrolling room? (not a repeating scrolling room.. it's unique.. but it's really really REALLY long)

Thanks in advance, guys.
#3
Why is there a random pause when my player character goes from walking to idle.. sometimes it's 4 seconds long, sometimes its about 2 seconds.. does AGS support some sort of stopping animation that plays between the walk and idle?

Thanks in advance for the assist.
:)
#4
Critics' Lounge / Got bored, this came out:
Sun 08/03/2009 00:22:31
#5
Somebody please say this isn't true..

EDIT: I've already converted everything over to PNGs with XNView.. but I just like TGAs for some reason... any reason for their departure?

#6
Ok, so i may have missed it somewhere but i want to do inventory work in dialog scripts..

add-inv works just fine..

however if i try to check for inventory:
if (player.HasInventory(1)){
option-on 6
}
it gives me errors..

I've also searched for examples on the "run-script" command to remove inventory from player inside of a dialog, and I haven't found anything of use..

Also I'll note that I've just upgraded to 3.1.2 sp1, and all ran fine with the project.. until i started trying to be fancy that is :)

Thanks in advance guys.
#7
So this is how the inventory looks:



So I wanna throw the inventory objects into the ring slots.. the HUD tools under the gui tab let you build your area where inventory items go.. but it seems to only work in a square grid format.. can this be altered?

Thanks.
#8
I have the left mouse button making the dude march around..the right mouse button opens up the hud, the only time the left button does something is when its moused over a hotspot, object, person..etc..

The player can not force interact, the cursor mode and graphic only changes on mouseover..

What works is the mouse cursor changes when mousing over a hotspot.. what doesn't work is when i tell the ANY CLICK script on the mouse over option under the hotspot interaction to do what I tell it (Give a description, change rooms, start a conversation) it does not work..

If more information is nessecary, please make me elaborate.

Thanks.
EDIT: Thanks Trent.
#9
So, in my project, the player doesn't change screens by walking off them, but rather thru a travel hud that pops up.. as illustrated here:


Say north takes you from room one to room two, you click north:
and

Room 2.. obviously..

now I'm handling this in the global script like so:
Code: ags

#sectionstart GO_NORTH_Click
function GO_NORTH_Click(int interface, int button)
  {
  if (player.Room == 1) 
   gTravel_menu.Visible = false;
   player.ChangeRoom(2);
}
#sectionend GO_NORTH_Click


this works.. until i need the player to be able to go back or to another room...etc.. if i have multiple IF statements in the global GO_NORTH_Click function, AGS gets upset and tells me this:

code with multiple IF statements:
Code: ags

#sectionstart GO_NORTH_Click
function GO_NORTH_Click(int interface, int button)
  {
  if (player.Room == 1) 
   gTravel_menu.Visible = false;
   player.ChangeRoom(2);
  if (player.Room == 2) 
   gTravel_menu.Visible = false;
   player.ChangeRoom(1);

}
#sectionend GO_NORTH_Click


error:


I know I'm doing this wrong, but i can not for the life of me figure out how to write this function..
Any help is much appreciated..
Thanks in advance



#10
Received this testing some UI code i wrote: Code works but this pops up every once in a while

#11
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
#12
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



#13
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.
#14
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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