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Messages - ags_newbie

#1
I hate pixel hunts too. However, I never intended the game to be playable. However, if anyone wants a version that has readable text, then I can release one. I could also release a readme that includes explinations and a walkthrough.

The inventory thing is far from intentional. I'll look into that.
#2
Old Thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35486.0

Glitch Quest is a deliberately glitchy game set in a glitchy Glitch World. I'm still not sure whether to call it a joke game or a real one, because it is somewhere in between. Everything is made to look glitchy, but there is a (bit of a) plot and real (but easy) puzzles. It is fairly short, although I do not know the average play time because I know all the puzzles. I used AGS 2.61 because I don't like the new scripting or the new interface. Glitch Quest uses ROtN resources and parts of the Insta-Game pack. There is a full list of credits in the readme file.

The plot goes something like this- you're a knight, rescuing a princess. You decide you need some extra boost, and use another cheat. Well, that last cheat drops you into the Glitch World, where everything is glitchy. Your mission is simple- get out. That is unfortunately complecated by unreadable text and the fact that you are now a collection of glitch blocks.

Currently the game is in the alpha stage and in need of testing. So if any of you are interested, download the game and play it. Please report bugs, glitches (of the non-deliberate kind), and any problems.

Download!

Progress Indicator:
Total: 90%
Testing: 15% (done by me)
Adjustment: 0% (don't know what needs to be done)
CURRENT VERSION: Public Alpha V1

Screenshots:


Enter the Glitch World!


Reality-On-The-Norm is part of Glitchworld as well! So is Insta-Game.


Some of you may have heard of 'M, the glitch pokemon.
#3
Completed Game Announcements / Re: The Vacuum
Sun 07/09/2008 19:16:11
I liked the game a lot. However, I do have some criticism.

First, most of the dialogue lacks options, the player character simply says what he is scripted to say. It would be nice to add a different opinion, or choose to reveal something or not. That brings me to my second complaint. You are bound by your character too much. Personally, if I wanted to restore power with a console I wouldn't care if I screwed something up. And it would be funny- mean, but funny, if you could decide to simply shoot everyone but yourself (with obviously bad consequences). Also I think the NPCs are too trusting and don't get angry or panicky enough.
That said, this game was great. I'm still going to try to discover the other endings. A sequel with Leanna or at least in the same universe would be nice. The graphics are a great example of how simple can look good.
#4
UPDATED Sep 7 2008

Glitch Quest is now complete!

New Thread

Glitch Quest is pretty much a joke game. It does actually have puzzles, and a (bit of a) plot, but the graphics, sound, and text are all deliberately glitchy. In fact, the puzzle is blatently obvious, but hidden by the glitches. The game is 100% interactive and playable, but I used a custom glitch font to make the text unreadable. Oh yes- this game is made with AGS 2.61 which is still my favourite version. I don't like the new scripting and the V3 interface is weird to me.

The plot goes something like this- you're a knight, rescuing a princess. You decide you need some extra boost, and use another cheat. Well, that last cheat drops you into the Glitch World, where everything is glitchy. Your mission is simple- get out. That is unfortunately complecated by unreadable text and the fact that you are now a collection of glitch blocks.

Glitch Quest uses parts of the Insta-Game pack (though it is not an Insta-Game) and some ROtN resources. If the authors wish the content removed, please PM me and I will modify the game accordingly.

Here's the progress indicator. All values are VERY rough estimates.
Total: 90%
Graphics: 100%
Sound: 100%
Scripting/Interaction: 100%

I'm on the testing phase now:
Testing: 15%
Adjusting: 0%

And finally, some screenshots!


Enter the Glitch World!


Reality-On-The-Norm is part of Glitchworld as well! So is Insta-Game.


Some of you may have heard of 'M, the glitch pokemon.

Please leave any comments, questions, or (preferably constructive) criticism.
Alpha V1
#5
Thanks, but now I am experiencing an even stranger glitch. With the revised code, it says the nested functions are not supported on line 206.
Code: ags

#sectionstart inventory3_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function inventory3_a() {
Ã,  // script for inventory3: Look at inventory item
Display ("It's your wallet.");Ã,  
}
#sectionend inventory3_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
#6
Advanced Technical Forum / Strange GUI Glitch
Tue 05/09/2006 16:17:21
Whenever I hit the inventory button, the game displays "AGS Engine by Chris Jones". Why would it do this?
I am using the RON GUI from the RON template. The code:
Code: ags

if (interface == ICONBAR) {
Ã,  Ã,  if (button == 4) {Ã,  // show inventory
Ã,  Ã,  Ã,  show_inventory_window();
Ã,  Ã,  }
Ã,  Ã,  else if (button == 5) {Ã,  Ã, // use selected inventory
Ã,  Ã,  Ã,  if (character[ GetPlayerCharacter() ].activeinv >= 0)
Ã,  Ã,  Ã,  Ã,  SetCursorMode(4);
Ã,  Ã,  } 
Ã,  Ã,  else if (button == 6)Ã,  Ã,  // save game
Ã,  Ã,  Ã,  Save();
Ã,  Ã,  else if (button == 7)Ã,  Ã, // load game
Ã,  Ã,  Ã,  Load();
Ã,  Ã,  else if (button == 8)Ã,  Ã, // quit
Ã,  Ã,  Ã,  QuitGame(1);
Ã,  Ã,  else if (button == 9)Ã,  Ã,  // about
Ã,  Ã,  Ã,  Display("RON: Sorcerer's Apprentice by XTChrisTX.");
Ã,  Ã,  Ã,  Display("AGS Engine by Chris Jones.");
Ã,  }Ã,  // end if interface ICONBAR

Ã,  if (interface == INVENTORY) {
Ã,  Ã,  // They clicked a button on the Inventory GUI
Ã,  Ã,  
Ã,  Ã,  if (button == 1) {
Ã,  Ã,  Ã,  // They pressed SELECT, so switch to the Get cursor
Ã,  Ã,  Ã,  SetCursorMode (MODE_USE);
Ã,  Ã,  Ã,  // But, override the appearance to look like the arrow
Ã,  Ã,  Ã,  SetMouseCursor (6);
Ã,  Ã,  }
Ã,  Ã,  
Ã,  Ã,  if (button == 2) {
Ã,  Ã,  Ã,  // They pressed LOOK, so switch to that mode
Ã,  Ã,  Ã,  SetActiveInventory(-1);
Ã,  Ã,  Ã,  SetCursorMode(MODE_LOOK);Ã,  
Ã,  Ã,  }
Ã,  Ã,  if (button == 3) {
Ã,  Ã,  Ã,  // They pressed the OK button, close the GUI
Ã,  Ã,  Ã,  GUIOff (INVENTORY);
Ã,  Ã,  Ã,  GUIOn(ICONBAR);
Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã,  }

Ã,  Ã,  if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
Ã,  Ã,  Ã,  // scroll down
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + game.items_per_line;
Ã,  Ã,  }
Ã,  Ã,  if ((button == 5) && (game.top_inv_item > 0)){
Ã,  Ã,  Ã,  // scroll up
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - game.items_per_line;
Ã,  Ã,  }
Ã,  }
Ã,  
Ã,  if (interface == SAVE) {			// if save interface
Ã,  Ã,  if (button == 3) {
Ã,  Ã,  Ã,  ListBoxGetItemText(SAVE, 3, ListBoxGetSelected(SAVE, 3), text);
Ã,  Ã,  Ã,  SetTextBoxText(SAVE, 1, text);
Ã,  Ã,  Ã,  index = 21;
Ã,  Ã,  }
Ã,  Ã,  if (button == 1 || button == 5) {
Ã,  Ã,  Ã,  GetTextBoxText(SAVE,1,text); 		// Get the typed text
Ã,  Ã,  Ã,  if (StrCaseComp(text, "") != 0) { 	// If text not empty
Ã,  Ã,  Ã,  Ã,  InterfaceOff(SAVE);			// Close interface
Ã,  Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã,  Ã,  Ã,  if (index < 20)	{			// if less than 20
Ã,  Ã,  Ã,  Ã,  Ã,  index = ListBoxGetNumItems(SAVE,3);
Ã,  Ã,  Ã,  Ã,  Ã,  SaveGameSlot(index+1,text); 		// Save game (text as description)
Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã,  else {					// if saved games are 20
Ã,  Ã,  Ã,  Ã,  Ã,  index = ListBoxGetSelected(SAVE,3);	// Get the selected save game
Ã,  Ã,  Ã,  Ã,  Ã,  SaveGameSlot(savegameindex[index],text);Ã,  // Overwrite the selected game
Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  }
Ã,  Ã,  }
Ã,  Ã,  if (button == 4) {
Ã,  Ã,  Ã,  InterfaceOff(SAVE);			// if cancel is pressed close interface
Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã,  }
Ã,  }

Ã,  if (interface == LOAD) {
Ã,  Ã,  if (button == 1) { 				// if cancel is pressed
Ã,  Ã,  Ã,  InterfaceOff(LOAD);		Ã,  Ã,  Ã,  Ã,  // Close interface
Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã,  }
Ã,  Ã,  else if (button == 3) {
Ã,  Ã,  Ã,  index = ListBoxGetSelected(LOAD,0);	// else get the selected game
Ã,  Ã,  Ã,  RestoreGameSlot(savegameindex[index]); 	// restore the game
Ã,  Ã,  }
Ã,  }

#7
I found an error, I think.

It says:

An internal error has occured....
....(ACI version 2.71.864)
in Recognizer (line 18)
Recognizer (line 29)
Recognizer (line 176)
Recognizer (line 200)
Recognizer (line 215)
Recognizer (line 216)

It might be my script, which is:

Location "Davy Jones' Bedroom".
Davy: Position 134, 160.
Fade in.
Davy: "Glasses, check.".
Davy: "Ring, che-WHERE'S MY RING?!".
Davy: "Oh great. So much for magic.".
Davy: "Wait- maybe I left it in the living room.".
Davy: Walk to "door".
Fade out.

Location "Davy Jones' Living Room".
Davy: Position 270, 61.
Fade in.
Davy: walk 130, 100.
Davy: walk 129, 142.
Davy: "Maybe it's under the couch.".
Davy: walk 251, 168.
Davy: face "sofa".
Narrator: "Davy searches the sofa.".
Davy: "Yay! I found my ring!".
Fade out.

Location "Black Screen".
Fade In.
Narrator: "The End."
Narrator: "Made by XTChrisTX.".
Fade out.
#8
Thanks!
(I'm using AGS 2.61)
#9
Yes. I'm having trouble again.

I'm having a problem with GetGlobalString.Ã,  I do a bit of experimenting and find out that I need another factor. The problem is that I have NO idea what I need to do.

Code: ags

#sectionstart game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
SetGlobalInt(6,0);//Placeholder1
SetGlobalInt(7,10);//Health, used for battle and non-battle
SetGlobalInt(8,0);//Money
SetGlobalInt(9,0);//Placeholder2 
SetGlobalString(11,"none");//Equipped Melee Weapon (eg knife)
SetGlobalString(19,"none");//Equipped Ranged Weapon (eg glock)
SetGlobalInt(12,0);//Attack Points, set at start of battle
SetGlobalInt(13,0);//Enemy Health, set at start of battle
SetGlobalInt(14,0);//Enemy Atk. Points, set at start of battle
SetGlobalInt(15,0);//Enemy Melee Weapon
SetGlobalInt(16,0);//Enemy Ranged weapon
SetGlobalInt(17,0);//Ammo of equipped ranged weapon
SetGlobalInt(18,0);//Ammo of enemy's equipped ranged weaponÃ,  Ã, 
// called when the game starts, before the first room is loaded
Ã,  Ã, }
#sectionend game_startÃ,  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
Ã,  string money;
Ã,  string health;
Ã,  string meleeweapon;
Ã,  string rangedweapon;
Ã,  string ammo;
Ã,  string attackpoints;
Ã,  string enemyhealth;
Ã,  string enemyattackpoints;
Ã,  StrFormat(money,"%d",GetGlobalInt(8));
Ã,  StrFormat(health,"%d",GetGlobalInt(7));
Ã,  StrFormat(meleeweapon,"%s",GetGlobalString(11));
Ã,  StrFormat(rangedweapon,"%s",GetGlobalString(19));
Ã,  StrFormat(ammo,"%d",GetGlobalInt(17));
Ã,  StrFormat(attackpoints,"%d",GetGlobalInt(12));
Ã,  StrFormat(enemyhealth,"%d",GetGlobalInt(13));
Ã,  StrFormat(enemyattackpoints,"%d",GetGlobalInt(14));
Ã,  SetLabelText(0,4,health);
Ã,  SetLabelText(0,2,money);
Ã,  SetLabelText(3,0,health);
Ã,  SetLabelText(3,1,meleeweapon);
Ã,  SetLabelText(3,2,rangedweapon);
Ã,  SetLabelText(3,3,ammo);
Ã,  SetLabelText(3,5,attackpoints);
Ã,  SetLabelText(3,4,enemyhealth);
Ã,  SetLabelText(3,6,enemyattackpoints);Ã,  
Ã,  
Ã,  
Ã,  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#10
D'oh!
#11
Just as the title says, I am having problems with StrFormat (or at least that's what the editor thinks the problem is). When I save the game (by save I mean in the editor), I get an error. It says 'Unexpected StrFormat'. But when I try to re-create this, with just 'money', I don't get the error.

I think this has something to do with GUI 3.

Code: ags

#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
//  string money;
//  string health;
//  string meleeweapon;
//  string rangedweapon;
//  string ammo;
//  string attackpoints;
//  string enemyhealth;
//  string enemyattackpoints
//  StrFormat(money,"%d",GetGlobalInt(8));
//  StrFormat(health,"%d",GetGlobalInt(7));
//  StrFormat(meleeweapon,"%s",GetGlobalString(11));
//  StrFormat(rangedweapon,"%s",GetGlobalString(12));
//  StrFormat(ammo,"%d",GetGlobalInt(17));
//  StrFormat(attackpoints,"%d",GetGlobalInt(12));
//  StrFormat(enemyhealth,"%d",GetGlobalInt(13));
//  StrFormat(enemyattackpoints,"%d",GetGlobalInt(14));
//  SetLabelText(0,4,health);
//  SetLabelText(0,2,money);
//  SetLabelText(3,0,health);
//  SetLabelText(3,1,meleeweapon);
//  SetLabelText(3,2,rangedweapon);
//  SetLabelText(3,3,ammo);
//  SetLabelText(3,5,attackpoints);
//  SetLabelText(3,4,enemyhealth);
//  SetLabelText(3,6,enemyattackpoints);  
  
  
  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE



(the slashes were added so I could save the game)
#12
I am working on a game right now. It is called 'The Apartment Adventure' (I know you british folks would like 'The Flat Adventure' better, but then the game would have to be bland).
Hopefully, it will be finished in 2005.

Chris (no, not Chris Jones)
#13
Suppose you wanted a realistic game. If your charachter were to die, how should you do it? One solution is just not to do it at all, just put them in a hospital or something. Another might be to restart the game, or restart the game with anothe charachter.
#14
If you have a short game coming up, tell everybody here.


An upcoming game of mine is called find the key. You are in some place, and you lost the key to get out. So you have to find the key.
Note: There are no cutscenes in the game.
#15
It sucks. I can't draw very good pictures for my games. First, I don't have a tablet for my computer. Second, I can't draw "3D like" pictures. Combine this with the fact that my drawings for my games are not to the same scale and you've go the opposite of an artist. If you have some ideas for improving my art then please post here. If you are having trouble with art for your games then you can post here. ??? 8) :( :) :D
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