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Topics - arj0n

#41
Brocanty Games presents:

Black Sect 2: The Cursed Crypt (PnC Remake)

Story:
After stealing the magical book of spells in La Secte Noire (Black Sect 1), the Black Sect has returned to terrorize the population.
They are gathering in a nearby crypt, below the dark rooms of the castle of Golin the Gnome, and you have ventured into it.
Find your way to the crypt through the castle filled with passages blocked by gates, doors and chests to be opened, buttons to be
pressed, levers to be pulled, and secret rooms...
Can you annihilate this evil sect once and for all?

Wait, what? Black Sect 2?!?:
The original 1991 version of Black Sect 2, called 'La Crypte Des Maudits' was the successor of the 1990 game 'La Secte Noire',
the original 'Black Sect'. Both were done by Lankhor and only released for Amstrad and supported French only.
The better known 1993 version of 'Black Sect' was Lankor's own remake of 'La Secte Noire'.



Download:
(freeware, installer free)

Info Pages:




Specs:














Developed byBrocanty Games
Released2020
Operating systemWindows, Linux
Interfacetwo-button point and click interface
(Left-click: walk/interact, right-click: examine)
Resolution320x200
Graphic modes3
mode 1: Amstrad color with 11 palettes
mode 2: Amstrad grey with 1 palette
mode 3 : Amstrad green with 1 palette
Color support4 colors
Number of players1
Perspective1st-person
GameplayGraphic adventure, Puzzle elements
GenreAdventure
NarrativeDetective / mystery
LengthMedium length game (takes roughly about an hour to finish)



Features:

  • Two-button point and click interface (Left-click: walk/interact, right-click: examine)
  • Animated mouse cursors
  • Much, much more and better action responses
  • Move through game by arrow-keys, WSAD-keys or click the compass rose
  • Unlimited save slots
  • Altered puzzles to suit the point 'n click interface better and to add more logic to some puzzles
  • Player can't die
  • No dead-ends
  • Play in Amstrad color, grey or green modes (can switch mode in-game)
  • Has original amstrad soundfx and intro track

Thanx:
A huge THANK YOU goes out to my dear friends TanteTabata, Bicilotti & Peder who tested the game.
This game would never have been so polished without you guys!!!
#42
In my current project I use animated inv item cursors.
But:
After selecting an inv item, the mouse cursor is animated.
When I let the game run idle for a minute or so, it always gives an illegal exception:
(when i disable the 2 relevant code parts (for these 2 parts, see below in this post), the exception doesn't occur)

AGS version info:
AGS Editor .NET (Build 3.4.3.1)
v3.4.3, February 2019

exception:
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0041F895 ; program pointer is +32, ACI version 3.4.3.1, gtags (10,2)
AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.
Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)


Sometimes the first line in the error message contains another gtags value:
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0041F895 ; program pointer is +32, ACI version 3.4.3.1, gtags (0,2)

Note: the CrashInfo.dmp error file doesn't seems to have been created, I can't find it.

project info:
there are 18 sprites per GraphicStyle, all sprite occupies consecutive slots.
the game has 5 different GraphicStyles, each one has its own view.
each of the 5 view has 18 frames.

At the top in my global script:
Code: ags

#define INV_CUR_FRAMES 18
#define INV_CUR_FIRST_SLOT_ATARI 2568
#define INV_CUR_FIRST_SLOT_C64 2586
#define INV_CUR_FIRST_SLOT_CGA1 2604
#define INV_CUR_FIRST_SLOT_CGA3 2622
#define INV_CUR_FIRST_SLOT_GBM 2640
#define MARKER_OFFSET -1
 
DynamicSprite*inv_cur[INV_CUR_FRAMES];
 
void UpdateInvCurView() {
 
  if (player.ActiveInventory == null) return;
 
  int i, w, h;
  DrawingSurface*ds;
  ViewFrame*vf;
  mouse.ChangeModeView(eModeUseinv, -1);
  while (i < INV_CUR_FRAMES) {
    // if (inv_cur[i] != null) inv_cur[i].Delete();
    inv_cur[i] = DynamicSprite.CreateFromExistingSprite(player.ActiveInventory.Graphic, true);
    w = inv_cur[i].Width;
    h = inv_cur[i].Height;
    // add transparent border to left and top
    inv_cur[i].ChangeCanvasSize(w+MARKER_OFFSET, h+MARKER_OFFSET, MARKER_OFFSET, MARKER_OFFSET);
    ds = inv_cur[i].GetDrawingSurface();
    if (GraphicStyle == 1) ds.DrawImage(0, 0, i + INV_CUR_FIRST_SLOT_ATARI);
    else if (GraphicStyle == 2) ds.DrawImage(0, 0, i + INV_CUR_FIRST_SLOT_C64);
    else if (GraphicStyle == 3) ds.DrawImage(0, 0, i + INV_CUR_FIRST_SLOT_CGA1);
    else if (GraphicStyle == 4) ds.DrawImage(0, 0, i + INV_CUR_FIRST_SLOT_CGA3);
    else if (GraphicStyle == 5) ds.DrawImage(0, 0, i + INV_CUR_FIRST_SLOT_GBM);
    ds.Release();
    if (GraphicStyle == 1) vf = Game.GetViewFrame(INVCURVIEW_ATARI, 0, i);
    else if (GraphicStyle == 2) vf = Game.GetViewFrame(INVCURVIEW_C64, 0, i);
    else if (GraphicStyle == 3) vf = Game.GetViewFrame(INVCURVIEW_CGA1, 0, i);
    else if (GraphicStyle == 4) vf = Game.GetViewFrame(INVCURVIEW_CGA3, 0, i);
    else if (GraphicStyle == 5) vf = Game.GetViewFrame(INVCURVIEW_GBM, 0, i);
    vf.Graphic = inv_cur[i].Graphic;
    i++;
  }
  mouse.ChangeModeGraphic(eModeUseinv, inv_cur[0].Graphic);
  if (GraphicStyle == 1) mouse.ChangeModeView(eModeUseinv, INVCURVIEW_ATARI);
  else if (GraphicStyle == 2) mouse.ChangeModeView(eModeUseinv, INVCURVIEW_C64);
  else if (GraphicStyle == 3) mouse.ChangeModeView(eModeUseinv, INVCURVIEW_CGA1);
  else if (GraphicStyle == 4) mouse.ChangeModeView(eModeUseinv, INVCURVIEW_CGA3);
  else if (GraphicStyle == 5) mouse.ChangeModeView(eModeUseinv, INVCURVIEW_GBM);
}


this runs in the repeatedly_execute_always:
Code: ags

  InventoryItem*oldai;
   
  if (player.ActiveInventory != oldai) 
  {
    UpdateInvCurView();
    oldai = player.ActiveInventory;
  }


(credit: the original animated-inv-item code is done by Khris)
#43
<<  COLORING BALL: SANTA'S NEW HELPER >>


Hohoho & Jingle Bells!

Santa's having a problem...
One little helper went missing
So he's in desperate need of a new one
Now it's up to you to deliver his helper in full color

Here's the shape:

[imgzoom]https://dam1976.home.xs4all.nl/AGS/CBall/SLH/SLH.png[/imgzoom]

You may:
Rotate the shape 90, 180, 270 degrees
Flip the shape horizontally or vertically
Color the outline
Submit as many items as you wish

You may not:
Rescale the shape

Deadline:
Submit your entry/entries until December 23.
Voting will start at Monday the 24th.
Good luck everyone!!

Trophies:

#44
https://www.youtube.com/watch?v=Q3R2EK9z0lw
The owl is the wisest of all birds because the more it sees, the less it talks.  So let's show Cedric some bullets! :-D


Story:
In this funfair-style arcade mini-game adaption of Sierra's KQ5 owl named Cedric, you have to kill Cedric as many times as possible!

Instructions:
* Cedric will randomly and infinitely jump out and back in one of the 8 vases.
* When you kill Cedric, he'll explode and resurrect.
* Left-click is shoot, right-click is switch between pistol and shotgun.
* You get 20 seconds to kill Cedric as many times as you can.
* Hit F12 to dump a screenshot in the save-game folder

Update:
22-05-2018: Linux version released.

DOWNLOAD(freeware)

Screenies:

#45
General Discussion / Vertex Art e-books [free]
Sat 20/01/2018 21:57:07
Vertex Art e-book, issue 1, 2 & 3 (free): http://artbypapercut.com/

How-to, tips, tricks and what have you, about all things art.  Ryan Hawkins is an industry veteran with experience working with Blizzard, Pixologic, Vigil Games and more.  Plus, he brought along friends, Tor Frick, John Park as well as people from Blizzard and Naughtyimage Dog.  That's some pretty heavy caliber talent sharing their art talents.  Topics include sculpting, texturing, concept art, color theory and more.


#46
AGS version: v3.4.0.16
Action: I (try to) edit room 39, or compile the project
Problem: an Unhandled Error/ System.AccessViolationException message is shown.
(after restarting the editor and trying to edit the room or compile the project gives the same problem)
Note: the project was made in an older (probably 3.3.x) version of AGS.

When trying to edit room 39:
Error MSG 1:
Code: ags

Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.4.0.16

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
   at AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Error MSG 2:
Code: ags

---------------------------
Adventure Game Studio
---------------------------
A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.

Error: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
   at AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
---------------------------
OK   
---------------------------


When trying to compile the project:
Error MSG 1:
Code: ags

Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.4.0.16

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
   at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Error MSG 2:
Code: ags

---------------------------
Adventure Game Studio
---------------------------
A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.

Error: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.

   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.RecompileAnyRoomsWhereTheScriptHasChanged(CompileMessages errors, Boolean rebuildAll)
   at AGS.Editor.Components.RoomsComponent.AGSEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreCompileGameHandler.Invoke(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComponent.CompileGame(Boolean forceRebuild)
   at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
---------------------------
OK   
---------------------------
#47
I just released a short but playable demo to give you an impression about what this text-parser game is going to be :)

SRAM 2 - Cinomeh's Revenge (playable demo)

An  anachronistic text adventure with graphics for Windows & Linux

[imgzoom]http://dam1976.home.xs4all.nl/AGS/SRAM2/AGS/sram2_promo.png[/imgzoom]

Story:
You play as an assassin, on a mission to kill the tyrant king.
Explorer the fantasy land, solve puzzles and uncover mysteries...

[imgzoom]http://dam1976.home.xs4all.nl/AGS/SRAM2/AGS/gameover.png[/imgzoom]

Features:
To make sure everybody can play this game the way he/she did back in the 80's, the game supports the following 31 graphic modes.
You can switch between these modes anytime in-game:

* Amiga (2 versions)
* Amstrad CPC
* Amstrad Green Mono
* Apple II (2 versions)
* Atari 8-bit (2 versions)
* BBC Micro
* C64 (2 versions)
* Commodore Vic-20
* DOS CGA (6 versions)
* Game Boy
* Game Boy Color Hybrid Gold
* Game Boy Color Hybrid Brown
* Game Boy Color Hybrid Pastel (2 versions)
* MSX (2 versions)
* MSX2
* NES (2 versions)
* SMS (2 versions)
* ZX Spectrum



Download
Go to the download page, and:

  • click the big 'download-this-game' button for the Windows demo.
  • click the mirror for the Linux demo.

Type h or help or hit the F1 button to show all the commands and special keys.

here's a complete list of commands and special keys:
Spoiler

Move the character: type n, e, s, w, u or d
help/instruction screen: type h or help or hit F1
Change graphic mode: type m or mode or hit F2
Repeat last typed line: hit F3
Take in-game screenshot: hit F4 (placed in savegame directory)
List inventory items: type list or hit TAB
Save game: type save or hit F5
Load game: type load or restore or hit F7
Restart game: type restart or hit F9
Quit game: type q, quit or stop or hit CTRL-Q
[close]

Known issues:
In some *rare* ocasions, when trying to run the demo in full-screen using the Direct3D9 driver, you'll get a black unresponsive screen.
in that case, run the game full-sreen using the DirectDraw5 driver.

Thnx:
A big thnx to Bicilotti for helping out making a correct Linux version  :-*
#48
Issue: When starting the game in D3D9 in full-screen mode using the settings as shown below, it gives a black screen.

AGS Editor: Build 3.4.0.16, March 2017
General settings:
Color depth: 16-bit (hi-colour)
Resolution: 320 x 200

acsetup.cfg:
Code: ags

[sound]
digiid=-1
midiid=-1
digiwin=-1
midiwin=-1
digiindx=0
midiindx=0
digiwinindx=0
midiwinindx=0
[misc]
log=1
game_width=320
game_height=200
gamecolordepth=16
titletext=SRAM 2 - CINOMEH'S REVENGE (beta) Setup
[graphics]
defaultdriver=D3D9
driver=D3D9


Full AGS log: HERE

AGS.log errors:
Code: ags

Starting game
D3DGraphicsDriver: D3D Device Lost
D3DGraphicsDriver: D3D Device Lost
D3DGraphicsDriver: D3D Device Not Reset
D3DGraphicsDriver: InitializeD3DState()
D3DGraphicsDriver: D3D Device Lost
...
D3DGraphicsDriver: D3D Device Lost
D3DGraphicsDriver: D3D Device Not Reset
D3DGraphicsDriver: InitializeD3DState()
WARNING: Not all of the Direct3D resources have been disposed; ID3D ref count: 1
***** ENGINE HAS SHUTDOWN


I'm not sure if I posted this in the correct part of the forums. If posted in the wrong spot: sorry.
#49

<< Coloring Ball: Weird Alien Life Form>>



Hi all, a new coloring ball comp has started:


Weird Alien Life Form



STORY:
Dear contestants,
After you and your crew have landed on another unknown planet, you open the door of your spaceship.
Before you start descending the stairs, you take a look down.
To your utmost astonishment you find an unknown alien life form waiting for you below the stairs!
This is absolutely the most weird kind of alien you've ever encountered so far in all those years of space travel...

But:
Is it a malevolent, malicious, vicious, terrifying alien?
or...
Does it, on the contrary, looks more like a benevolent, harmless, kindhearted, hugsible alien?

YOUR TASK:
Fill the shape and deliver us your most weird malevolent/benevolent alien!




RULES:
You can:
color the dark outline
rotate and/or mirror the shape
use all the color you like
You can't:
resize the shape

TIMELINE:
This CB Competition runs from May 7th. to May 21th.

THROPHIES:
alien baby trophies, almost about to hatch out from it's egg:



ENJOY!!




SUBMITTED ALIEN-ENTRIES SO FAR:
(chronological order)






entry 1entry 2entry 3entry 4entry 5entry 6entry 7entry 8entry 9
CassiebsgTycho M. AnomalyDBoyWheelerTabataMorphynRocchinatorVampireWombatblurNixxon



#50
ASTRON

This program calculates your zodiac signs for the following 7 astrology systems:

current system, still in use:

  • Western (Roman)
  • Chinese

ancient systems, not in use anymore:

  • Native American
  • Celtic
  • Australian
  • African
  • Egyptian zodiac

Note:
2017-02-23: new version uploaded; calculation bug found and fixed for Chinese zodiac.
2017-02-22: initial version uploaded.

Specs:




Colour depth:32-bit (true-colour)
Resolution:1280 x 720
Available for:Windows & Linux

Download (freeware, 10Mb):


> Windows version <
> Linux version <

Thanks goes out to Tabata for testing and her always valuable advise, monkey0506 for providing some info for creating a proper Linux version, and bicilotti for testing the linux version :-*

Start-up screen:
[imgzoom]http://dam1976.home.xs4all.nl/AGS/Astron/Astron.png[/imgzoom]
The 8 result pages after a 'date of birth' input (of a 'test person'):



#51
SRAM 2 - Cinomeh's Revenge

A full length, anachronistic text adventure with graphics for Windows & Linux

[imgzoom]http://dam1976.home.xs4all.nl/AGS/SRAM2/AGS/sram2_promo.png[/imgzoom]

story:
You play as an assassin, on a mission to kill the tyrant king.
Explorer the fantasy land, solve puzzles and uncover mysteries...

[imgzoom]http://dam1976.home.xs4all.nl/AGS/SRAM2/AGS/gameover.png[/imgzoom]

features:
To make sure everybody can play this game the way he/she did back in the 80's, the game supports the following 31 graphic modes.
You can switch between these modes anytime in-game:

* Amiga (2 versions)
* Amstrad CPC
* Amstrad Green Mono
* Apple II (2 versions)
* Atari 8-bit (2 versions)
* BBC Micro
* C64 (2 versions)
* Commodore Vic-20
* DOS CGA (6 versions)
* Game Boy
* Game Boy Color Hybrid Gold
* Game Boy Color Hybrid Brown
* Game Boy Color Hybrid Pastel (2 versions)
* MSX (2 versions)
* MSX2
* NES (2 versions)
* SMS (2 versions)
* ZX Spectrum

estimated release:
begin 2017

short gameplay footage:

short gameplay footage(in case video above refuses to show up...)
#52
Hi,

As my latest project is close to be finished up, I'd like to get some testers aboard.
Preferably (but not required) people who do have a bit of experience with adventure games that uses a text parser.

Info:
AGS Games in Production thread
facebook.com/SRAM2Remake

Regards,
-arj0n
#53
Is it possible to change the Text Color attribute of a Text Window GUI from within a script?
(Found this post from 2008, but no definitive answer was provided.)

Thanx,
-arj0n
#54
BANANA RACER v1.5
A MAGS entry by arj0n







About This Game:
In this little retro arcade game you play as 3 monkeys, racing a banana boat against no one.
Try to avoid passing boats and rafts and catch bananas to increase health.
Try not to let the life-counter decrease to zero, or the monkeys will die a gruesome death!

Controls:
Arrow-keys for movement, ESC for in-game menu (this is a keyboard-only game)

CREDITS:
arj0n: Author
Adeel: Tester
Tabata: Tester

Version History:
v1.5: fixed a crash and added a basic score system.
v1.4: fixed collision detection was broken.
v1.3: fixed collision that was detecting by the visible sprites in stead of by the non-visible specific marker sprites.
v1.2: fixed some GUI-labels that where trying to use a non-existing font and correct some object id's used for collision detection.
v1.1: cleaned up some stuff like unused views, unused fonts, etc.


#56
General Discussion / Load vs. Restore
Mon 01/02/2016 14:23:09
load vs. restore...

I was wondering:

For many games, the main menu or in-game menu often shows a 'Load' button, but the actual 'Restore' GUI often shows a 'Restore' button.
The related functions (like 'show_restore_game_dialog') have also 'restore' in their naming, instead of 'load'.

So, is there some sort of rule what naming (load or restore) to use in what situation?
And what is the exact difference between these two terms (if there are any)?

Any thoughts?
#57
Hi there,

I'm looking for 'English into any language' translators for my project "Treasure Island", which is close to completion.
More detailed project info can be >found here<.

NOTES:

  • The game will be freeware, so only unpaid positions
  • There's no deadline or time restriction for the translations
  • You will be listed in the in-game credits screen

LANGUAGES ALREADY IN PROCESS OF TRANSLATION:

  • Dutch  (by Amayirot Akago)
  • French  (by Narushima)
  • German  (by Selmiak)
  • Icelandic  (by Fribbi)
  • Portuguese-Brazilian (by Caio Varalta)
  • Spanish  (by Nergal)

If interested >PM me<, or send an >E-mail<.


ABOUT THE GAME:

  • Interactive Fiction Adventure with Graphics (aka text adventure with graphics)
  • Remake (slightly enhanced) of the original version by Windham Classics corp. (1985)
  • Second-person perspective
  • 320 x 200 resolution
  • 4-colour CGA palette (Cyan, Dark Magenta, Black and Gray)
  • Point 'n Click system instead of the text parser
  • 84 playable rooms
  • Full-length game
  • Freeware

SCREENSHOTS:
#58
I use the following mouse modes:

mode 1 = look
mode 2 = interact
mode 3 = talk
custom mode 8 = inventory


For mouse mode 8: when selecting an inv item, this mode get a certain Graphic set en gets enabled:
Code: ags

  mouse.EnableMode (eModeInventory);
  mouse.ChangeModeGraphic(eModeInventory, 39);
  mouse.Mode = eModeInventory;


After using this item on an object or char, this mouse mode gets disabled.
Code: ags

mouse.DisableMode(eModeInventory);


In the global script, for the MouseWheelNorth, I'd like to check if mouse mode 8 is enabled/disabled, and set the mouse to mode 8 if 8=enabled or to mode 3 if 8=disabled.
But I can't figure out how to do that.

Here's the global script part:
Code: ags

else if (button == eMouseWheelNorth) { 
    // Mouse-wheel up, cycle cursors 
    // If mode isn't LOOK, set the previous mode
    if (mouse.Mode>1) mouse.Mode=mouse.Mode-1; 
    else  
    { 
      // ...but if it is LOOK mode...
      if (mouse.Mode 8 == enabled) // <<THIS (PSEUDO) LINE IS MY PROBLEM, I HAVE NO IDEA HOW TO CHECK IF A MOUSE MODE IS ENABLED/DISABLED
      {
        //...and mouse mode 8 is enabled, set mouse mode to 8. 
        mouse.Mode=8; 
      }
      else 
      {
        // If they don't, however, just set it to mode TALK
        mouse.Mode=3; 
      }
    }
#59
Looking for testers for 'Treasure Island'.

It's an 'interactive fiction adventure with graphics'.
Project information can be found >HERE<.

I've setup an online bugtracker for testing.

If interested contact me by PM or by email (arj0n@hotmail.com) and we take it from there.

EDIT:
Enough testers have volunteered, so no more positions are open.
#60
AGS Games in Production / Treasure Island
Sun 10/01/2016 18:28:32
TREASURE ISLAND


STORY:

"Greetings, mate, and welcome to treasure Island! You are Jim Hawkins, hero of this tale. You'll venture to recover the buried treasure of the infamous pirate Captain Flint.
You will need the treasure map; but beware--Captain Flint's crew is also searching for it. These bloodthirsty pirates are treacherous. They love only treasure and rum, and will stop at nothing to get them.
You will have help on your adventure. The wealthy Squire, the wise Doctor, and the courageous Captain are all honest men who will aid you as much as they can.
But beware the crafty Long John Silver and the strange maroon Ben Gunn. You will encounter them in your journey to the exotic West Indies, where Flint buried his treasure.
This is the adventure of a lifetime, filled with danger and excitement. Good luck, mate!"


ABOUT THE GAME:

  • Interactive Fiction Adventure with Graphics (aka text adventure with graphics)
  • Remake (slightly enhanced) of the original version by Windham Classics corp. (1985)
  • Second-person perspective
  • 320 x 200 resolution
  • 4-colour CGA palette (Cyan, Dark Magenta, Black and Gray)
  • Point 'n Click system instead of the text parser
  • 84 playable rooms
  • Full-length game
  • Freeware

STATUS:

  • Scripting: 98%
  • Graphics: 98%
  • Animations: 95%
  • Puzzles: 95%
  • Project status: Beta

SCREENSHOTS:

[/font]
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