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Messages - arj0n

#221
Checked the files of all of them, here's the result:


  • Ashina The Red Witch Demo: AGS
  • Ashina The Red Witch Prologue: AGS
  • Ash Pines: AGS
  • Just Ignore Them: AGS
  • My Big Sister: AGS
  • Red Bow: AGS
#222
Red bow and Just Ignore Them are both made with AGS.
#223
Quote from: Laura Hunt on Thu 01/04/2021 07:38:10
This one doesn't look like it's made with AGS either, but in this case there's no engine listed in the game's itch.io page: https://www.adventuregamestudio.co.uk/site/games/game/2526-ash-pines/
But it is an actual AGS game (the zip contains the typical AGS files 'acsetup.cfg' & 'winsetup.exe')  :)
#224
A GUI with animated buttons.
#225
AGS Games in Production / Re: Desolate
Sun 28/03/2021 13:38:54
Quote from: Athanor on Sun 28/03/2021 12:47:18
The RPG "The Verdante Forest" would deserve a remake too but I guess it would be quite a bit of work...
Very nice Zelda-ish game. Who knows I might give it a try one day...
#226
Why not just do something like this?:
Code: ags

function room_RepExec()
{
  if ((Region.GetAtRoomXY(oThings.x, oThings.y) == region[4]) &&  (oThings.Graphic!=5903)) oThings.Graphic=5903;
  else if ((Region.GetAtRoomXY(oThings.x, oThings.y) != region[4]) && (oThings.Graphic!=1425)) oThings.Graphic=1425;
}
#227
Good to see it works  :)
#228
Yes, I didn't know for sure what you meant with these actions.
Maybe this would improve it, just replace the function 'hlev1_AnyClick' with this:

Code: ags
function hlev1_AnyClick()
{
  //in case the player has not solved the lock code sequence:
  if (!lev1)  cJojo.Say("I need coordinates first.");
  //but, in case the player has solved the lock code sequence:
  else if (lev1) //if code sequence is correct:
  {
    if (Verbs.UsedAction(eGA_Pull)) cJojo.Say("I'm already Disengaged.");
    else if (Verbs.UsedAction(eGA_Open)) cJojo.Say("What would that do?");
    else if (Verbs.UsedAction(eGA_Close)) cJojo.Say("What would that do?");
    else if (Verbs.UsedAction(eGA_Push)) 
    {	
      sRocket.Play();
      cJojo.Say("Engage!");
    }
  }
}
#230
Assuming the lock's order is: 2-4-3-1, you could do something like this:

Code: ags

// room script file
bool but1;
bool but2;
bool but3;
bool but4;
bool lev1;

function Set4ButtonsToInitialValues()
{
  but1 = false;
  but2 = false;
  but3 = false;
  but4 = false;
}

function room_Load()
{
  Set4ButtonsToInitialValues();
}

function hbut1_AnyClick()
{
  if (lev1) cJojo.Say("Coordinates are already ready");
  else if (!but1 && but2 && but3 && but4)
  {
    sClick.Play();
    but1 = true;
    if (lev1 == false)
    {
      cJojo.Say("Coordinates ready");
      lev1 = true;
    }
  }
  else Set4ButtonsToInitialValues();
}
 
function hbut2_AnyClick()
{
  if (!but1 && !but2 && !but3 && !but4)
  {
    sClick.Play();
    but2 = true;
  }
  else Set4ButtonsToInitialValues();
}
 
function hbut3_AnyClick()
{
  if (!but1 && but2 && !but3 && but4)
  {
    sClick.Play();
    but3 = true;
  }
  else Set4ButtonsToInitialValues();
}
 
function hbut4_AnyClick()
{
  if (!but1 && but2 && !but3 && !but4)
  {
    sClick.Play();
    but4 = true;
  }
  else Set4ButtonsToInitialValues();
}
 
function hlev1_AnyClick()
{
  if (!lev1)
  {
    if (Verbs.UsedAction(eGA_Push)) cJojo.Say("I need coordinates first.");
    else if(Verbs.UsedAction(eGA_Pull)) cJojo.Say("I'm already Disengaged.");
    else if(Verbs.UsedAction(eGA_Open)) cJojo.Say("What would that do?");
    else if(Verbs.UsedAction(eGA_Close)) cJojo.Say("What would that do?");
  }
  else if (lev1)
  {
    cJojo.Say("Engage!");
    sRocket.Play();
  }
}
#231
AGS Games in Production / Re: Desolate
Sat 27/03/2021 12:28:50
#232
AGS Games in Production / Re: Desolate
Sat 27/03/2021 12:26:42
Quote from: DeadSuperHero on Sun 14/03/2021 23:20:42
Wow, this looks great! I love the visual style, and the interface design looks awesome. Seems like a fun premise.
Thank you! I always try to make the interface as user-friendly as possible  :)


Quote from: newwaveburritos on Mon 15/03/2021 03:20:17
Wow, a TI-83 port that's incredible.
Thanx, after the ZX Spectrum port, this will be the 2nd port of that TI83 game  :)


Quote from: Athanor on Tue 16/03/2021 12:07:35
Desolate is a great game, one of the best on the TI-83/84 for sure (which is quite something as there are tons of interesting and well made games for these devices), very polished and atmospheric. I'm eager to play your remake, the additional features sound reasonable and may enhance the overall experience quite a bit! And I do appreciate you stay so close to the original graphic-wise, the ZX-Spectrum-version just doesn't look that much like Desolate to me in comparison.
Agreed, Desolate is one of the best TI83 games, so IMHO it deserves a Windows & Linux port.
I tried to stay as close as possible to the original, art-wise, because the looks of the Speccy remake didn't appeal as much to me as the original game did.
#233


Desolate is close to be finished, currently I'm polishing up some stuff.
So I could really use a couple of testers to see if all works fine.

Desolate is a top-down perspective adventure game with arcade and puzzle elements served in a
hybrid TI83-Game Boy monochrome green palette. Or in short, a spaceship crawler.

If you're interested in giving this game a testdrive, please send me a PM.

#234
Let's say that, for example,:

  • The GUI that represents the book is named Gbook
  • And the book has 6 pages.



Now do the following, if the sprite slots are consecutive:


  • Open Gbook
  • Double click the next-button, you'll end up in the global script,
  • place the code Matti provided:
Code: ags
if (Gbook.BackgroundGraphic < 6) Gbook.BackgroundGraphic ++;

  • Save and run to check if it works



Or do the following, if the sprite slots are NOT consecutive

In this example, the sprite slots are:
page 1: slot 1
page 2: slot 2
page 3: slot 11
page 4: slot 12
page 5: slot 20
page 6: slot 21


  • Open Gbook
  • Double click the next-button, you'll end up in the global script,
  • place this code:
Code: ags
if (Gbook.BackgroundGraphic == 1) Gbook.BackgroundGraphic = 2; //show page2 
else if (Gbook.BackgroundGraphic == 2) Gbook.BackgroundGraphic = 11; //show page3
else if (Gbook.BackgroundGraphic == 11) Gbook.BackgroundGraphic = 12; //show page4
else if (Gbook.BackgroundGraphic == 12) Gbook.BackgroundGraphic = 20; //show page5
else if (Gbook.BackgroundGraphic == 20) Gbook.BackgroundGraphic = 21; //show page6

    • Save and run to check if it works



or, some extra bits like changing the button label when opening the last page:

(let's assume the book's next-button is named btn_next)

  • use something like this code:
[/list]
Code: ags
if (Gbook.BackgroundGraphic == 1) Gbook.BackgroundGraphic = 2; //show page2 
else if (Gbook.BackgroundGraphic == 2) Gbook.BackgroundGraphic = 11; //show page3
else if (Gbook.BackgroundGraphic == 11) Gbook.BackgroundGraphic = 12; //show page4
else if (Gbook.BackgroundGraphic == 12) Gbook.BackgroundGraphic = 20; //show page5
else if (Gbook.BackgroundGraphic == 20) 
{
  Gbook.BackgroundGraphic = 21; //show page6
  btn_Next.text = "close"; //change button label from 'next' to 'close'
}
else if (Gbook.BackgroundGraphic == 21) 
{
  Gbook.Visible = false; //close the book GUI
  BackgroundGraphic = 1; //set start page to be page 1 again for when you re-open the book
  btn_Next.text = "next"; //change book's button label back from 'close' to 'next', for when you re-open the book
}
    #235
    Wow, that was kinda unexpected and close :)

    I'll try to come up with a new one soon!
    And indeed superb trophies, Klatuu!
    #236
    Odd, in my case the player has diagonal loops set to yes, and the view used for idleview has only 1 loop activated/with frames, 'loop 0 (down)'.
    When the player is standing sideways or up the idle view plays fine.
    #237
    I use wav for shorter audio clips (SFX) and OGG only for music tracks since there is a problem with the OGG player in AGS.
    For example, when an audio clip of 180ms as OGG is played in AGS, only a click is played/heard.
    (In my case this was a gunshot sound)
    But when using the same audio clip as WAV in AGS, the actual sound is correctly played.

    Not sure if this has to do with your initial problem though, just a tip :)
    #238
    Thanx, Gilbert. I was already using an array to keep track what graphic  is placed where. I was just hoping there was an easier way to check what is drawn where.
    #239
    After drawing a dynamic sprite in the room:
    Code: ags
    
    DynamicSprite* ds = DynamicSprite.CreateFromExistingSprite (1, false);
    DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
    surface.DrawImage(0, 50, ds.Graphic);


    The player walks over a grid by keyboard control.
    I first want to check if there is a drawn sprite (e.g. a wall) in the destination grid cell before the player is allowed to work in a direction.

    How do I check code-wise if there's a drawn image at a certain x,y coordinate in the room (say at 0,50)?
    #240
    Oops, "checks expression AFTER executing statements, not before".
    Sorry...  :(
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