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Messages - abstauber

#221
So your game runs in 640x480?
Well, I'm going to setup a testgame in that resolution and try it with you coordinates.

Maybe also a screenshot of your dialog gui ingame might help. If it's super secret, you can also PM it to me ;)
#222
I just tried this with a dialog of 12 topics. But I can't reproduce this issue.
What's the version of the template you're using?
#223
The Rumpus Room / Re: Happy Birthday Thread!
Mon 15/10/2018 09:28:32
Happy birthday, Cat!
#224
QuoteIs that editor source code available somewhere?
Well, the editor is just an add on the tile engine, so it wouldn't do much as a stand-alone solution. I based my tile editor on the work of DKH's "The Art of Dying". The sourcecode is freely available over here: https://gamejolt.com/games/the-art-of-dying/21047
That would be also a pretty nice codebase to create a jrpg engine in AGS.
#225
Well, Software can only assist to make better games. The tools today are already 1000 times better than what gamedevs had in the 90s.
Also it totally depends on the style you're after.
For retro looking low res games, this is what I would use.

Storyboarding (if any): Notepad, offline
Paint Backgrounds: Photoshop
Make Sprites: ProMotion
Make Animations: ProMotion
Sound Effects: Audacity
Music: FL Studio
#226
Cool, thanks for the screenshots! Nice to see the Metaverse one more time.
#227
QuoteSorry for barging in the discussion
I was actually hoping you would do that :D
Thanks for the clarification, I guess I just need to wait until Mathieu replies. Maybe in the meantime I find time to do a full code review, since this pull request is quite a biggie.
In any case the #error command will find its way into the template (nod)
#228
Sorry for being offtopic now, but @Retro Wolf, are really parsing the image with getpixel() everytime you load a level, isn't this painfully slow?
I used to work with ascii files and with notepad being my leveleditor and even that wasn't very fast.

@CaptainD: Thanks :) I would have released the code a long time ago, but without proper documentation that would be a waste of everyone's time.
#229
It's a tile engine made with AGS script. The room is still 320x200 in size and everything else is handled by script. Here's a screenshot of the tile editor (in AGS as well) for a different project


#230
I downloaded your last commit from Aug 18th (dedfd488392cf46dad0af3dbe2ddde97eb44c1df) and tried it to compile it with AGS. Since then I still didn't find the time review all the changes and probably find a fix for the remaining bugs.

That also raises the question: do I need merge this borked pull request and fix the bugs in the master branch or do I have to work in your repo to make it happen?
#231
I made a JRPG proof of concept back in 2013. Unfortunately the guy I made this for never released the game. I never implemented a battle screen though, but Snarky did.
So yes - it's all possible, and it's fun doing it in AGS :)
#232
@Babar: Sorry about the broken link, I've just fixed it.

@Monsieur OUXX: Your changes seem to make a lot of sense, but unfortunately your pull request does not compile (yet)
QuoteGlobalScript.asc(54): Error (line 54): '.AdjustLanguage' is not a public member of 'Verbs'. Are you sure you spelt it correctly (remember, capital letters are important)?
#233
The Rumpus Room / Re: Name the Game
Tue 28/08/2018 10:35:23
The Adventures of Captain Comic
#234
Oh, that's easy to explain: the "tiny" font is a .wfn font. But if I recall correctly, you have to start with a ttf font first and then replace it with the wfn font in the file system.
You can find the wfn font in the assets folder in Github, or here on the forums: it is Tom Thumb.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48798

@Imsomnia212: Cheers! I'm looking forward to see some of your games in the future. Your abandoned mags game already looked very promising.
#235
Here's the new version - sorry for refactoring so much code after the 1.0 release.
All template settings are now grouped in a separate module and you can change them from anywhere in your code. I've also removed the old doubleclick code and integrated CW's module instead.

Btw. thanks to CW and Snarky for telling me about attributs and how they work :D Also thanks to Monsieur Ouxx who brought the issue up.

This version also contains two bugfixes:
1) Alpha transparency for the dialog GUI is now a thing
2) Running works on everything, not just plain areas.
#236
Phew, it's been a while since I played enough MAGS game to actually qualify on voting ;-D
It was really entertaining, thank you all for creating this great content!

Pizza Calls
Spoiler
That was the most disturbing game of poker in a long time :D
[close]

WELCOME TO NOD RIVER
Spoiler
Well, too bad that it's not game yet, but cool that you had the guts to release it anyway. I liked the style and I really had hopes that I could explore this a screen a bit.
[close]

The Lightning Spell
Spoiler
Wow, the presentation layer is fantastic. This could be a commercial demo from the late 90s for all I know. Also it made me chuckle a few times :) Gameplaywise it was not very challenging unfortunately. Still, what was there, was fun
[close]

Stories of the unexpected
Spoiler
This was the longest game and it even contains a mini game, very nice. What I don't get is why there are Laptops in the 60s... I might have preferred it to be a bit more accurate in terms of technology. But it was still very entertaining, especially the ending.
[close]
The Shaft
Spoiler
I have to admit that I'm a huge fan of Kastcheys work... since forever? So I'm a bit biased here. I adore the graphics, they are quite grainy and (as always) a bit unpolished but they fit the setting perfectly. Well the inventory puzzles on the other hand where a bit trial and error, especially because pliers on wire work, but not the other way round etc. Also I loved the surprising element in the ending and I despise the fact that this story will probably never be continued (/me looks at the postapocalyptic snow queen). So yes - I want to see more of Reed! Please!
[close]

Conclusion
Spoiler

Thanks again to all creators for giving my such a good time. For me it was a tight decision between Slasher and Kastchey, but finally my vote goes to The Shaft.
[close]
#237
Hints & Tips / Re: The Shaft
Fri 03/08/2018 10:00:27
Spoiler

Use the pliers on the taped wire to bend a hook. That will do as a nice fishing rod for the knife
[close]
#238
Critics' Lounge / Re: Verbcoin Interface
Thu 02/08/2018 09:21:30
Don't forget that a typical 9-Verb GUI covers up to one third of your screen. So you have to take this into account when designing your backgrounds.
The DOTT remake zooms into the backgrounds, when activating the verb coin. But I'm sure that this is not feasable in AGS.

I can only think of these solutions having both type of GUIs in one game.
A) Add a blank area for the verbs and make all rooms scrolling vertically. Lock the scrolling with the verbcoin.
B) Draw two backgrounds: one with the resevered blank space for the verbs and one without. Then switch between those when changing the GUI.
#239
@Monsieur OUXX
Have a look over here:
https://github.com/dkrey/ags_tumbleweed/blob/master/dialogscript.asc
https://github.com/dkrey/ags_tumbleweed/blob/master/dialogscript.ash

1) they make the things accessible from outside
check

2) they group the settings by category
I decided against individual arrays for each category of settings, as I find this a bit too confusing when setting up a new GUI. The options are still somehow categorized by the attribute name.

3) they make them reflexive (accessible by index or name in the array of settings, allowing to tie them to an in-game console system)
check

4) they clarify the initialization sequence and keep the object in a consistent state

err... 1/2 check? The initialization is done by the internal AGS functions. There is no needed sequence or order for the options to be set. Also the whole dialog GUI is now static.

And as said before: this won't make it into this template. But since the module doesn't have dependencies, you should have no problems importing the code from Tumbleweed Verbs.
#240
Ah alright, thanks for the clarification! Btw. in your doubleclick module you're using the non-static extender on a static struct - so at one time you might want to fix it.
Code: ags

bool geti_Event(this DoubleClick*, MouseButton mb)
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