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Messages - alphadalekben

#41
Quote from: monkey_05_06 on Sat 30/05/2015 19:26:06
FWIW, I don't think (IIRC) AGS allows assignment inside of a condition. Could be wrong about that though.

Sorry, what do you mean by that? I'm slightly confused?
#42
Oh right, I never knew about the "==" and "=" thing. We'll see how well it works.
#43
Of course. Sorry, I had a minor thickie moment last night, hence the error.

Essentially, I'm trying to make extra debug functions to test a gameplay mechanic we're putting in.
#44
It's meant to be Line 30 on here, but Line 52 in the project
#45
Hey. I've become stuck on some coding as I can't see how to solve an error.

Here's my code
Code: ags

function room_RepExec()
{
  
  if (IsKeyPressed(eKeyM))
  {
    SetBackgroundFrame(1);
      blues.Visible = false;
      RemoveWalkableArea(1);
      hLounge.Enabled = true;
  }
  if (IsKeyPressed(eKeyN))
  {
    SetBackgroundFrame(0);
    RestoreWalkableArea(1);
    blues.Visible = true;
    hLounge.Enabled = false;
  }


//mirror
  if (IsKeyPressed(eKeyJ) && BgMirrored == 1)
  {
    BgMirrored += 1;
  }
  if (IsKeyPressed(eKeyJ) && BgMirrored == 2)
  {
    BgMirrored -= 1;
 	}
  
  if (BgMirrored == 1 && SetBackgroundFrame == 0)
  {
    SetBackgroundFrame == 2;
  }
  if (BgMirrored == 2 && SetBackgroundFrame == 1)
  {
    SetBackgroundFrame == 3;
  }
}


And the error is the following: "Failed to save room room3.crm; details below
room3.asc(52): Error (line 52): expected '('"

Cheers for your help in advance,
alphadalekben
#46
Don't worry, I've got at least three (A-levels, Neofeud and 58).(laugh)
#47
Cheers buddy. Just a few thoughts and questions for you:

What would you be able to contribute if you could, aside from playtesting? I wouldn't mind some VAs or GUI designers (so redesigning the default mouse sprites etc.).

Would you also be able to show your support from SilverSpook's 'Neofeud' if you haven't already. That's the game I'm currently working on, hence why I'm not quite ready for full time production for 58?

Also, I've made a topic for discussion of ideas for 58, in case anyone's interested.

Cheers again,
alphadalekben
#48
I'm thinking of releasing a tech-demo demonstrating the game mechanics when the game enters full-time production.
#49
Well, the plan is to enter production fully around about October time so, if you're free and willing, you're more than welcome to join in. Also, if needed, I could combine a few roles. I'm splitting it like this so that the workload is even (no-one's got too much and no-one's got too little).

Cheers,
alphadalekben
#50
Just a quick announcement for a game that I'm currently working on. It's in pre-production at the moment (production is planned for around October), hence why I'm not putting the game on the 'Games In Production' thread. Here are a few details:

58

Thrust into a bizarre and complex mystery through fate, 4 strangers are forced together by a shady and corrupt General and have to combine their wits to complete his mysterious task.

The gameplay interchanges between two phases: the 'Investigation' phase (where witnesses are questioned and interrogated and evidence and clues gathered) and the 'Trial' phase (where testimonies are cross-examined and evidence is used to unravel contradictions and reveal the truth).

EDIT AS OF 26.5.2015 - I'm debating whether to release a tech demo demonstrating the game mechanics when production is officially launched.

If you are interested in taking part in this project, here is the recruitment thread.

This thread is intended to discuss thoughts and suggestion to expand and improve the game.

Cheers,
alphadalekben
#51
Hey, no worries. Just try and PM me a few drafts for backgrounds if you can. It's still in pre-production at the moment so there's no hurry yet. Thanks for the interest.
#52
Would anybody be interested in applying (or re-applying) for these positions?

I am planning on restarting my '58' project (aka 'The Count') after work on SilverSpook's 'Neofeud' is completed around about October 2015. That means that, whilst it may not officially be in production at this very moment in time (despite the storyline nearly being completely written), I am wondering if anyone would be interested in making rough drafts of their work so that work can start asap when the project is officially re-announced.

Here are a few details for the project from the previous Recruitment thread:

58

Thrust into a bizarre and complex mystery through fate, 4 strangers are forced together by a shady and corrupt General and have to combine their wits to complete his mysterious task.

Here are a few brief outlines for what I am interested in:

Music

A atmospheric feel for the Investigation segments (ala 'Resident Evil') and an energetic feeling for the Trial and Interrogation segments (ala 'Ace Attorney') with a jazz / blue instrumentation (ala 'Layton Brothers: Mystery Room').

Voice Acting

This one is more up for debate between the VA team, either a cheesy voice track (ala 'Resident Evil') or a more natural sounding voice track. One thing I do want though are voice clips for the Trial and Interrogation segments (ala 'Ace Attorney'). So things such as 'Objection!', 'Hold It!' and 'Take That!' for some characters, using the example of 'Ace Attorney'. But, this can be adapted for the style of the game and differences between characters. I am planning a large amount of dialogue, so be warned.

Artists

Due to the fact that I have someone doing sprite-work in the style of 'Ghost Trick', I would like to have backgrounds and animations in this style, preferably split between two or more people. I would also like to have GUI artwork in the style of 'Ace Attorney' - both for the Investigation segments and Trial / Interrogation segments (again split between two or more people for the sake of efficiency, so both GUI artists would need to be able to communicate and cooperate easily for consistency, both between them and with the rest of the art.)

So, to summarise, at least four more people are preferred for the artwork.

Programmers

I would prefer two or three people who are able to work together closely. One for the investigation segments, in the style of 'Ace Attorney: Investigations'. One for the Trial and Interrogation segments, in the style of the Trial sections of 'Ace Attorney'. The optional one is wanted in order to implement and organise the dialogue in the game, due to there being a large amount and it being so engrained into the Trial and Interrogation segments and the general flow of the game. This is just to make things more manageable.

Puzzle Designers

Due to me not being very good at coming up with puzzles, I would like someone to help me with it. They would potentially need to be able to communicate with all other sectors of the game design to help put puzzles, programmers especially. They would also need to help structure the testimony in the Trial and Interrogation segments to help structure and hide the contradictions. This can split with someone else, so potentially there could be two puzzle designers.

Cheers,
alphadalekben
#53
Alrighty then, I'll see what I can do.

I'm currently working on Neofeud at the moment, so I may not be able to contribute as much, but PM me and I'll see what I can do.

You got anything else in terms of characters, sprites, gameplay ideas etc?
#54
Any more specific details in terms of plot?
#55
Oooooooh, I see now. Thanks for that. I knew it would be something simple like that. My bad. Sorry about that.
#56
Shoot me for being thick, but I have a very minor (I'll admit as much) problem with a function. The 'faulty' code is the following;

Code: ags

function CarbonsOffice_OnClick(GUIControl *control, MouseButton button)
{
  dCarbonOffice.Start; 
}


The error is the following:
GlobalScript.asc(887): Error (line 887): '(' expected

I am aware that this is a minor issue, but it's such a minor issue that I can't see what on earth the problem could be.

Sorry to be a pain,
alphadalekben
#57
    Speaking of the devil, here I am. Just here to say hi and delve into the PDA system in a bit more detail.

    Basically it's a Windows-95 style interface (which I devised from the general jist of the GDD) where you can do two things:

      • Look at background information.
      • Get hints and tips on how to progress if the player gets stuck.

      Not much I know but, considering how much background information that SilverSpook has created for the game (and, my goodness, what a lot there is), I thought it would be a shame to let it go to waste whilst not hampering repeat playthroughs of the game. Believe me, with what we're planning to put in, you'll want those repeat playthroughs. My lips are sealed...

      Cheers,
      alphadalekben

      UPDATE AS OF 2.5.2015!

      After a brainstorming session, we have come up with a new feature (well, two technically, but hey). It is as follows:
      We have devised a new 'notes' system, which contains information on the lore of 'Neofeud' (hence why I have crossed out the corresponding information on the PDA announcement - or rather it should be if formatting was playing around.). You can also get hints about who to call on the PDA if help is needed, rather than giving a hint to solve the corresponding puzzle. That is what the PDA is for.

      Both features don't need to be used in order to complete the game; they are there to expand upon the game world and give hints should the player want them. So, for you purists out there, your challenge will be intact, don't you worry. (laugh)

      Another feature that we have come up with is to have 'Previously' cutscenes when you load up a same file, which recaps the most recent events in the plot and gives hints on how to progress the plot. A map feature will also be put in if you want to check your destination during gameplay. Again, there will be an option to skip said cutscenes before they begin, so the 'purist' experience will not be spoiled.

      Cheers again,
      alphadalekben

      PS. I mean no offence by the 'purist' comments. I just imagine there will those who wish to play the game without any hints whatsoever, so we'll be catering to both crowds by making these features optional.
#58
Due to other commitments (including working on SilverSpook's 'NeoFeud' as a coder), I have decided to put the project on hiatus.
#59
AGS Games in Production / [HIATUS] 58
Wed 22/04/2015 17:25:20
Due to other commitments (A-levels, exams etc), I have decided to put the game on temporary hiatus.

On better news though, I am now one of the programmers for SilverSpook's 'Neofeud' - another reason for the hiatus, as I don't feel I can juggle both projects without a fall in quality. Go check out the GiP thread and show your support. I'm sure it would be much appreciated.

Cheers,
Ben
#60
I'm green myself (having made a mini-5 minute game just to familarise myself and one, current project on indefinite hiatus (58, in case you're wondering)), but I wouldn't mind having a hand in this just to get my hands dirty, so to speak.

The one thing I can do is built you a map screen where you press a key and you can have a character walk to where you want it to. Oh, and programming in dialogue trees as well.

Cheers,
alphadalekben

EDIT #1: And programming in character views as well.

EDIT #2: Of course, I should be able to adapt the 'map screen' coding to whatever you wish, a key-pad in a first person view, for example.
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