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Messages - glurex

#21
Wow, I just realized I never left a comment about this game. I played it a few months ago. From what I remember: it's very well written, the mix with historical figures is fascinating, and the constant interplay with literature is incredibly engaging. Congratulations!
#22
A little update:


🕶 Added a top-screen 'visor': now you can see a short description of objects or characters you interact with. Of course, you can disable it in the in-game settings menu.


#23
Back in the day, in my game "Another Museum" I played slightly with that idea for one of the puzzles (get the roman object). Now I might approach it differently, but I guess the core idea of what you want to do is there. I can even think of a 'penalty' for clicking more than once in the wrong spot: a small delay and randomly moving the cursor. However, it might end up being annoying.
#24
Great theme! Sadly, I'm using the very little time I have lately to work on my two game projects. Either way, I hope someone enters this MAGS.
#25
Quote from: Crimson Wizard on Thu 04/07/2024 00:15:14AudioChannel.Pause and Resume are available since AGS 3.6.0, so this module might be mostly obsolete by now.
Thanks for the clarification, CW!
I was using 3.5.1 until a few days ago when I "migrated" one or two unfinished projects to 3.6.1, so I didn't know that.
#26
Hi, Laura!

I know this is an old post and maybe you have changed this module. Some time ago, I found a critical error when using this module. Now, I don't remember the exact cause, but it was something like the game crashing when I paused the game while a sound (other than Ambient or Music) was still playing and then later unpaused it.
The thing is, I made a slight modification to your module to fix that problem. Are you okay with me modifying your code? Using yours (which works wonderfully apart from that) would save me from having to code another one from scratch. Here's my workarround:

PauseResumeAudio.asc

Spoiler

Code: ags
// Pause and Resume Audio Module by Laura Hunt 

// AudioPriority and RepeatStyle must be set in the EDITOR for each audio clip


ChannelAttributes runningchannel[MAX_AUDIO_CHANNELS];
export runningchannel;


function PauseAudio()
{
  for (int i = 0; i < System.AudioChannelCount; i++) {
    AudioChannel* tempchannel = System.AudioChannels[i];
    if (tempchannel != null && tempchannel.IsPlaying) {
      runningchannel[i].channelvolume = tempchannel.Volume;
      runningchannel[i].channelpanning = tempchannel.Panning;
      runningchannel[i].channelposition = tempchannel.Position;
      runningchannel[i].channelclip = tempchannel.PlayingClip;
      runningchannel[i].channelspeed = tempchannel.Speed;
    }
  }
  
  // Stop only the channels that are playing music (in this case: eAudioTypeMusic, eTypeAmbientSound)
  for (int i = 0; i < MAX_AUDIO_CHANNELS; i++) {
    AudioChannel* tempchannel = System.AudioChannels[i];
    if (tempchannel != null && runningchannel[i].channelclip != null &&
        (runningchannel[i].channelclip.Type == eAudioTypeMusic || runningchannel[i].channelclip.Type == eAudioTypeAmbientSound)) {
      tempchannel.Stop();
    }
  }
}

function ResumeAudio()
{
  for (int i = 0; i < System.AudioChannelCount; i++) {
    if (runningchannel[i].channelclip != null &&
        (runningchannel[i].channelclip.Type == eAudioTypeMusic || runningchannel[i].channelclip.Type == eAudioTypeAmbientSound)) {
      AudioChannel* tempchannel = runningchannel[i].channelclip.Play(); 
      tempchannel.Volume = runningchannel[i].channelvolume;
      tempchannel.Panning = runningchannel[i].channelpanning;
      tempchannel.Speed = runningchannel[i].channelspeed;
      tempchannel.Seek(runningchannel[i].channelposition);
    }
  }
}


[close]

PauseResumeAudio.ash

Spoiler
Code: ags
// Pause and Resume Audio Module by Laura Hunt 

// AudioPriority and RepeatStyle must be set in the EDITOR for each audio clip

// change this value if the maximum number of channels is ever increased in a future version of AGS
#define MAX_AUDIO_CHANNELS 16 // That's for AGS 3.6.1 for AGS 3.5.1 define MAX_AUDIO_CHANNELS 8

struct ChannelAttributes
{
  int channelvolume;
  int channelpanning;
  int channelposition;
  int channelspeed;
  AudioClip * channelclip;
};

import ChannelAttributes runningchannel[MAX_AUDIO_CHANNELS];
import function PauseAudio();
import function ResumeAudio();
[close]
#27
Critics' Lounge / Re: Photos as background
Sun 23/06/2024 00:26:43
Quote from: Snarky on Wed 19/06/2024 07:36:59My concerns would be less aesthetical and more practical

I used photos for the backgrounds of my MAGS game Another Museum, and I can confirm that. It was quite a task to find photos that somehow fit together coherently. That's why I decided to make it in first person and to edit the photos in some aspects to homogenize the final result as much as possible (considering that it was a game made in less than a month).
#28
I was just thinking the same thing! So, neither of you is alone :D
#29
Quote from: GooseKult on Sat 08/06/2024 00:03:01I hope I get this finished in time... Will be my first MAGS entry!


Wow, it looks promising!
#30
Quote from: speksteen on Sat 11/05/2024 00:12:26I don't have much yet but it's a start. Learning the software as I go but I'm set on finishing the game.

Nice! The MAGS are an excellent opportunity to learn and play a bit with AGS.
#31
Well, at the time, I found the plot twist in The Wicker Man (1973) very suggestive. While the film's construction around the missing girl and the mysterious behavior of the islanders might seem relatively predictable, towards the end, the true reason for the akward protagonist's presence is suddenly revealed. And some small gestures of redemption (such as the seduction by the landlord's daughter) take on a new meaning beyond directing suspicion towards the peculiar "pagan" customs and beliefs of its inhabitants and/or their leader (masterfully portrayed by Christopher Lee).
#32
I don't know what do you mean with "green", but it seems two different question. Maybe you should post another topic. In the Dialog system you have to write the character realname not the script name (cEgo), but maybe i'm not understanding your post.
#33
Wow! Unintentionally, I jumped ahead of the theme of this MAGS :D The Last One is a game I started for the November MAGS (Worlds Collide), but due to a series of family health issues, I couldn't finish on time (I only had a couple of things left to do). Obviously, it doesn't count, but I'm looking forward to see what out of this month's theme.
#34
I'm currently playing the demo on my Odin2 and I can confirm the (nostalgic) Simon Sorcerer and Monkey Island vibes.

#35
Hints & Tips / The Last One (Walkthrough)
Sun 24/03/2024 02:44:35
Since the game is relatively easy, nobody asks for a hint. But just in case, here is a quite complete gameplay video of The Last One:




#36
AGS Games in Production / Re: The Order
Wed 20/03/2024 19:01:43
It looks very interesting! I like the real painting on canvas style.
#37
After a good while, I finally managed to finish the game! The graphics, music, humor and animations are great.

My only question is:

Spoiler
that the title is 'Use it all,' but I don't remember using the harp at all!
[close]
#38
When I tried to download it, I get this message from itch.io :

#39
Thank you very much for playing, Bicilotti! I'm glad you found it interesting! I understand that the controls may seem a bit clumsy at first (maybe as we are more 'accustomed' to the mouse and point-and-click), but once you get used to it, it's not so bad I guess. On the other hand, perhaps the symbol I choose for the shift key is not so clear in the (in-game) controls; keep it pressed makes the character move faster, which speeds things up a bit.
#40
Quote from: newwaveburritos on Sun 03/03/2024 00:18:36Since it happens in the very start of the game that's not  a problem: restarting the game and it doesn't happen again.

Yeah, that was also making the cutscene act funny and hang the game in a blocked state and it was intermittent so I couldn't pin it down completely.  This is a buggy release!

No problem at all! I like the EGA aesthetic in your games, it has even a psychodelic touch that reminds me to the january theme!
I'm playing the other submissions, too. It was quite a prolific MAGS.
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