Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - eri0o

#2801
Hey, it seems I solved the error. It appears that view and loop number isn't updated in sync with frame.

Code: ags

ViewFrame * tvf;
int i_view;
int i_loop;

function repeatedly_execute_always(){
  i_view = cChara.View;
  i_loop = cChara.Loop;
}

...
function late_repeatedly_execute_always(){
  ...
  tvf = Game.GetViewFrame(i_view, i_loop, cChara.Frame);
  ...
}
#2802
Hey, I have a code as below, my character cChara is correctly shown in screen. But SOMETIMES, I get an error on the line that has Game.GetViewFrame, stating Error: GetGameParameter: invalid frame specified.

Code: ags

ViewFrame * tvf;

...
function late_repeatedly_execute_always(){
  ...
  tvf = Game.GetViewFrame(cChara.View, cChara.Loop, cChara.Frame);
  ...
}


The only thing I gathered is it happens when the character is walking to some direction and I click to force him walk down, and my walking down (and up) animation has one less frame then the walking right and left.
#2803
Ok, so today I lost some hours of my life coding NormalMap with AGS Script.

In case you want it, Download the Demo here!.

I don't think it looks good, I decided to ditch this idea, but maybe someone wants to try and test this.

I based my code on the code here.

If someone does make it better, faster, please share your enhancemets here!

#2804
Hey Crimson Wizard. The PDB files you told... I am trying to debug one of those 0xC0000005 exceptions: in a specific computer, running Windows 7, selecting the OpenGL driver gets an exception, program pointer +5, but it works for Direct3D - https://i.imgur.com/BBN6mxs.png . I used the beta that was available on 29 November ( https://www.dropbox.com/s/enevvalninme7cn/ags-editor-3.4.1--pre-rc3.zip?dl=0 ). Please release those with RC3. My game Dungeon Hands was executed by more than 40 people, and it worked without errors on Windows 10 - at least no one reported.
#2805
Hey Alan!

The blend modes, could it be a plugin somehow? I would like to be able to use it with the main branch. I would like to have an object using a blend mode like overlay or multiply, on top of everything, to help with proper lighting.
#2806
Ah, I made it with the 3.4.0 latest stable :D the code on github is that. I then copied to another folder and built the game with 3.4.1 to get OpenGL support to work with Windows 10. The Linux Version I shipped is based on 3.4.0 exe though.
#2807
Thanks Surdy! Hey Cassiebsg, tested with touch on Windows. You may have a point on playing on tablet.



I may expand the game and add AI if I find out how to build to Android :P. And Crimson Wizard, thanks for the module linked! I will be very useful. 8-)

#2808
Thanks Mandle, CaptainD and Cassiebsg!

We wanted to add special habilities on some base cards and do some more special cards, but time was short.

I used the Drag and Drop demo from Crimson Wizard as starting point, so there are three characters: heroes, monsters and table, and three inventories on screen. I wanted to add the possibility to double click a card to place on table but didn't know how.

The code is on github, (AGS folder), I will organize later. https://github.com/ericoporto/DungeonHands

I created a cards module to hold information on cards and a play module that deals with turns and the rules.

Edit: if someone playing with the code could gently build for OSX or Android :O
#2809
Completed Game Announcements / Dungeon Hands
Tue 05/12/2017 01:36:19
Dungeon Hands

Dungeon Hands is a two player card game you can play on a computer, made for LudumDare40. Click and drag to move cards. Click gif above to play game.


Ludum Dare 40 entry
  • Music and Graphics by Ricardo Juchem
  • Game Design by Kamila Galvani
  • Code and Stuff by Érico Porto


Here are the rules

You win when you have no cards in hand.

When the game starts players can choose Monster Overlord or Heroes. The player with Monster Overlord deck starts.

A round is composed of each player turns.

On the start of the turn, the player can play any special card if desired. Then the player must play either a Hero card (when playing with Heroes) or a Monster card (if you are the Monster Overlord). Then the game goes to next turn.

The player playing next can play any special card if desired. Then the player must play either a Hero card (when playing with Heroes) or a Monster card (if you are the Monster Overlord), but the card played MUST be either a higher Rank or the same Class, this is called a valid card. If a player does not have a valid card in his hand, that player draws cards until a valid card is drawn and played. Then the turn ends.

With Monster Overlord cards and Heroes cards on the table, the dungeon encounter is resolved, and all cards on table leave play - the Hero cards go back to the village and the Monsters cards perish. The player who had the highest Rank card get to start the next round. If all cards had the same Rank, the last player to play starts the next round.

The Rank is the number on the corner, Class is represented by the symbol and color of the card. Special cards have no Rank or Class.

The player who draws the last deck card loses.
#2810
If by using AGS in OSX you mean running the Editor, than I guess you could try Wine (it's how I run in Linux)
#2811
Hey everyone!

@Radiant, GUIs are an example that's easy to tween - I also do for picked objects and weather effects.

@Mandle and @Stupot, yes maybe Voice acting is too damn hard and would not be characterised as juice since it involves a lot of work to make it good and usual juice is attributed to simple changes and knobs.

@Ilyich , thanks, you gave me a LOT MORE MATERIAL to think about it. 8-0

8-)
#2812
To fade everything except the player character you could create a character that is a big black box, and set the player baseline to screen height and the black border character baseline to the same baseline minus 1 and use the tween module on transparency to fade.
#2813
AGS Games in Production / Re: Unavowed
Tue 28/11/2017 01:11:35
a Ben304 game with Dave's drawings 8-0 !
#2814
Hey guys,

Recently I started a thread on TIGSource with the name Game feel and juice for old school pixel point and click adventure game. If someone wants to know more about juice, I recommend the Juice it or Lose it presentation in video. So I thought to replicate the answers that came around here in the forums, to maybe try to get some specifics in AGS - for example, Chicky already told me to use 60FPS and using GUIs as overlays, maybe this also invites him to chat more here?


  • leave trace, give stuff the player can interact that leaves visible trace in the room.
  • break the rules where makes sense. The character should be able to look things from far away if he doesn't NEED to move there, saving the walking time.
  • extra flair on the rewarding: has the player picked a new item? Flash the screen, play a cool sound.
  • clarify when you reveal new text on the first time. If your game has repeated outcomes for the same input (looking something yields the same message), clearly tell the player the first time he sees, it's something new.
  • visual feedback for interation. This is a lot of work, requiring lots of animation, but feels good.
  • tweening. Tween EVERYTHING.
  • voice acting. This one is hard because I think games work a lot better with voice acting, but this is hard if you don't live on an English speaking country.

If anyone has any ideas to contribute, AGS specific things, please do. The tween everything item I think needs to be done throughout the whole development, but some things can wait the polishing phase. If some can share input on when it's interesting to think on these things would be cool too.
#2815
I will try to synthesize the things here so far...

design "magic" tricks:

  • sublty drop hints when the player is stuck on a puzzle for a while;
  • if your game or particular puzzle has either healt or damage or time limit, manipulate it so the player barely make it;
  • making seemingly different options lead to the same outcome - which most adventure games use in dialogue. ;
  • Priming, like in Portal, how do you get players to carry an otherwise bland cube all the way to the end of the level? By starting to describe it and never shut up about it.

good design practices:

  • don't make a puzzle solution reliant on a SINGLE line of dialog, allow that information to be accessed later on;
  • playtest and observe interesting solutions to your puzzle that didn't work because you didn't program it but that actually makes sense, and include them in the game;
  • force the player to pick everything in an area he can't return (if items are needed later on).

If I forgot something let me know, I tried to not repeat things I felt there was too much overlap.
#2816
I like this idea a lot Kumpel, but it requires a lot of planning.

I was looking more in tiny adjustments and tiny ideas that enhance the experience while not being obvious.
#2817
http://archive.is/FFx6z | https://www.polygon.com/2017/9/8/16263050/game-design-magic-tricks

Article: Game Design Magic Tricks

Hey, I read this article and was curious on which magic tricks could be used in point and click adventure games. Anyone has ideas?
#2818
AGS Games in Production / Re: Tardigrades
Sun 19/11/2017 15:28:31
the lava falling on the left is as hypnotic as chocolate fountain for me. 8-0
#2819
Hey CW, don't hold back the update because of this, it's working fine and this wasn't working previously already.
#2820
:/ it appears I don't have the command takeown in my system for some reason, will try to figure out why.
SMF spam blocked by CleanTalk