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Messages - cubehouse

#1
Sorry about that, apparently the web-host being used by the theatre group isn't all that hot.

Got a backup on my own speedy server:
http://playstationhome.co/med/
#2
Quote from: Peder Johnsen on Mon 16/08/2010 16:41:43
Downloading! :). Looks very interesting and look forward to playing it!
[edit]
Arf my internet is playing with me, only lets me download between 50-60% of the file :(.
Are you sure it's your internet? - Gonna make sure the file is ok
#3
Thanks everyone for the interest and comments :)

I really enjoyed this project, but it was very hard! I challenge people to try and explain global-scope to 15 year old non-programmers!

Anyway, was originally meant to have a demo and a purchasable version, but have now been told the full version is available for free online.

http://www.medtheatre.co.uk/download/
#4
Wow, thanks guys for the replies :)

Insanely proud of my little group of game developers. Had an absolute blast making it.

Quick history of the project, had a theatre company email me about a year and a half ago asking about creating video games (I had a history with the company), we (eventually) got some youth funding for the project.

Over the easter holidays this year, they had 2-3 full days of learning how to draw the backgrounds, people and objects etc. Then a 2-day programming session and a good day of game design to write the script etc.

Then, it was on and off for a number of months (they all have exams etc). Basically finishing the game this week. It's their first ever attempt at anything like this, but it has turned out really well so far :)

If they've learnt nothing else, they have witnessed a computer scientist getting very angry and very stressed at software not working 1 hour before a big launch event and how important it is to keep regular backups ;) [blame Dropbox - Dropbox is an evil game-killer]
#5
Hi all,

Thought I should post this on here as we're just finishing up a really cool project with a youth group in the English countryside. This group of 19 13-18 year olds have been taught programming for the first time, drawn all their own graphics and wrote all the code inside AGS to make this game.

The game is based on a play that was written by some of the young people a number of years ago - about the building of a reservoir near a local community. The construction caused a massive differ in opinions between the villages and broke many friendships. You play a journalist visiting the village many years later, discovering the impact of the construction. But, you find some secrets about the villagers past that could lead to an unpleasant discovery for the villagers.

The game features 3 different endings depending on how you interact with the villagers. In the end, you must try and persuade somebody to not end their life, hopefully you can choose the right things to say and save them (yep, the kids wrote all of this too).



YouTube trailer (draft): http://www.youtube.com/watch?v=KB30aFEiDho

We've had a local launch event with some local press (although they didn't really know it's not quite done yet... and thankfully nobody at the event found the bugs).

Hope you would enjoy seeing AGS used for such a great cause :)

I wrote a full blog/article about it here, with a video trailer
http://www.cubehouse.org/blog/2010/07/11/loricum-the-video-game/
#6
Ok, gave editing it a shot to update it to (I'm using 3.2, so can't confirm for other versions).

Basically, in the script, add this variable (below line "int num_systems;"):
Code: ags

DrawingSurface *orig;


Replace:
Code: ags

RawRestoreScreen ( );

With:
Code: ags

DrawingSurface *back = Room.GetDrawingSurfaceForBackground();
back.DrawSurface(orig);


Replace:
Code: ags

RawSaveScreen();

With:
Code: ags

orig = Room.GetDrawingSurfaceForBackground();
orig = orig.CreateCopy();
#7
Quote from: Calin Leafshade on Mon 28/06/2010 18:16:06
i think you can actually just delete that line and everything still works

nah, it leaves trails of the particles behind - it needs to reload the original background before it redraws the particles on it (looks cool, but not my intended effect ;) )
#8
I don't know what is up with this 2dadventures website, it's destroyed a load of plugins and modules.

Has anybody got the latest version? Or at least a clue how to fix the RawRestoreScreen() problem?
#9
Ah ok, not heard of the Enforce object-based scripting thing.
But it's much nicer to have it work "out-of-the-box" so to speak :)

Is a very awesome script  ;D

Quote from: SteveMcCrea on Tue 30/03/2010 03:16:13
Nice work!
(You could also set "Enforce object-based scripting" to false in General Settings and it will work fine. That's not the default though.)
Actually the lake module is now a horrible mish-mash of 2.7 and 3.0 code that will only work with 3.0+. So I might as well just make it AGSv3 only.

http://www.kweepa.com/step/ags/tech/LakeModule13.zip

#10
Starting to use AGS in a project very shortly and playing around with some of the (OMGZ AWESOMEZ) things I've been finding on the forums.
Using 3.2 at the moment (the "final" release) and tried to get this working.
The RawDrawImageResized seems to be no longer supported?

Anyway, I genuinely am just hacking about at this as I'm a complete n00b to AGS, but I managed to get this module working with 3.2 (which I don't know if we're meant to be discussing supporting until it's officially released? but I thought I'd post what I did).

I had to replace line 161 in Lake.asc:
        RawDrawImageResized(this.x, this.y + i, s.Graphic, this.w, 1);

with
        #ifver 3.2
        DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
        surface.DrawImage(this.x,  this.y + i, s.Graphic, 0, this.w, 1);
        #endif
        #ifnver 3.2
        RawDrawImageResized(this.x, this.y + i, s.Graphic, this.w, 1);
        #endif

which fixes the compatibility (and backwards compatible! I think I've got the hang of this already!)

and I had to change line 58:
        if ((character.room == player.room)

to
        if ((character.Room == player.Room)

although I don't know if that is right - but it makes it compile and run ;)  (maybe stricter capitalisation checking in 3.2? *shrug*)
#11
Quote from: GarageGothic on Sun 28/03/2010 12:10:42
Sorry, didn't notice you reply until now, AGD2. Yeah, the whole module needs an overhaul now that AGS has true high-res coordinates. It was scripted during the brief period when DrawingSurface.UseHighResCoordinates could be used as a workaround, and apparently some of the double-pixel multiplications are now creating problems.

I'll get around to it eventually, but please DO let me know if you need the module for a game in active development, then I'll bump fixing it to the top of my priority list. 

I would adore a bump to get this working on the latest AGS. Starting development on a game course with a young theatre company to create a video game and this module would fit perfectly =)
#13
It is clearly documented that three dots ("...") doesn't print anything and merely makes a pause in conversation.
4 dots isn't the same thing, so I don't know why that is an issue.
The auto-number function should be taking into consideration dialog which is only "..." and not adding &# to the front as this makes the text appear on screen and tries to load voice files.
#14
Hi all,
Newbie to the community here and I couldn't find this bug on the website anywhere:
When I use the auto-number speech lines function on my game, it adds a "&#" to the start of my "..." lines, which I've placed to create pause in dialog areas (as in the manual).
When there is a "&#" in the dialog, it interprets it as text and the characters are now saying "..." and I don't want to be going through changing all the "..." occurrences when I create a script.

Seems to be a pretty simple to fix bug.

Thanks
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