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Messages - guga2112

#21
Hi everyone,
two weeks ago I joined a game jam on itch.io (https://itch.io/jam/104-adventure-game-challenge) and today I submitted my entry.

https://gugames.itch.io/the-halloween-party

It's very short and the puzzles make little sense, but when you have to create a game in 14 days you can't be too picky (laugh).

Have fun playing it!
#22
Sorry, I was trying to remove everything before noticing someone had already answered. I'll restore the topic :)
#23
No, it was a savegame from a wrong game version where I forgot to turn off the second walkzone. Then I remembered, but the savegame saved the state. My fault, I'd like to delete this
#24
Long story short: I had a room where I disabled a walkable area in room_Load, but I had a savegame (inside that room) where this didn't happen.

I thought it was a bug either in the savegame system (why hadn't the state of the walkable been saved?) or in the load system (why doesn't restoring the game call room_Load?).

It turned out it was neither of them, but the savegame was from an older build where the walkable had NOT been disabled beforehand. So the savegame system saved its state correctly (in that game, it was enabled). As for not calling room_Load, it's also correct, because otherwise it would run the "enter room" script every time you load a game, while in the savegame you already are in that room.

(Then I tried to delete the topic because I thought nobody had read/answered, but I was wrong.
#25
The user told me that at the first launch Avast popped up asking for permission to run the game, so it was probably an antivirus (even if he gave permission, the audio files were probably locked).

I'll keep the other suggestion in mind in case it happens to other players.

Thanks a lot for your help :)
#26
Hi,
a player contacted me telling that the game had no audio. He tried switching all the possibilities in the options but still no luck. Then, after a reboot, it worked without changing anything.

I suppose it was a temporary OS problem, but this is what he wrote:

QuoteWhen I first launched the game two pop-up appeared: one about "MIDI Music" the other about "Digital Sound". I did not took screens, but it roughly said that the chosen option was not working properly and suggest me to shut it off. I pressed "OK" and then the game started neverthless, but with no audio at all.

As I'm not familiar with the engine, I ask the community: what does this behavior mean? If the game starts showing a pop-up, does it mean that the engine noticed something wrong? If so, what should the user do?
#27
Ok, what kind of audio? :-D some random speech lines like from other adventure games?
#28
I'd love to help, but I'm Italian. My accent isn't strong, but you can tell I'm not a native speaker  (laugh)
#29
Oh... LOTS of them. Really. Also a lot of one-star reviews from people who didn't even play it, just because they were angry that "suicide is not a joke". Fortunately, most reviews were positive and some were even explicitly telling people to try it before judging.

But I once got a mail once from a person who found the game while he was looking for ways of committing suicide, telling me that the game helped him vent off suicidal thoughts for a bit. That made it all worthy  ;-D

I'm hoping things go different on Steam, it's a different market, with a different mindset, and I suppose the public will be less prone to outrage. Or maybe that's just wishful thinking.
#30
Thanks :) currently it's Steam only, but I'd like to publish on a DRM-free platform. I tried GOG, but their submission process is... confusing. You tell them you have a game, put on some links, and you don't even get a confirmation mail. I'll try again once the Steam release is out.

If I don't hear from GOG, I'll go on itch.io  :-D
#31
What a wonderful day to end your life!
Your boss fired you. Your wife left you. The fridge is empty, you have no friends, and your only necktie looks awful. The only way out is the sweet embrace of the Grim Reaper.

Relieve the poor protagonist of his miserable existence in this old-school point and click misadventure game! Gather and combine objects to unlock all possible endings, or die trying!

https://store.steampowered.com/app/1251910/Kill_Yourself/



Hi guys,
I'd like to announce that my first AGS game is ready and will soon be available on Steam :) it's an AGS porting of an Android game I published four years ago (which has been removed from the store, long story, nothing to do with the name or the topic).

This forum gets a mention in the credits because of all the topics I found on Google whenever I had questions. You guys are awesome, really.

It's a medium-short game with lots of black humor and 30 different endings. Due to the topic and the violence, it's PEGI-16. I hope you'll like it  ;-D
#32
Nevermind, it works now  :-\ I guess I mixed all the DLLs I had...
#33
Thanks for the help. I'm running Windows 10, 64 bit. The editor is version 3.5.0 patch 1.

So, there was indeed an error on my side, I didn't add steam_api.dll to the game folder.

However, it didn't completely solve my problem. I recompiled the plugin on VS2019 against the current Steam SDK, and if I use that one, it works fine.

But if I use both plugin and api dll from the github releases, it still fails.

So I suppose the problem is solved... for me. But I don't have time to look further into this.
#34
So, I was wondering why my executable was still getting symbols like IsAchievementAchieved^1 even after I removed the plugin.

The code for release 3.5.0 creates stub functions for said plugins.

Can this create conflicts? Is that the reason why the actual calls don't get invoked?
#35
Hi, I need all the help I can get.

I downloaded release 3.4 and followed the instructions. The editor plugin works fine, I can use the calls in the script and so on.

However, it seems like it's totally ignored by the engine. I can even remove the .dll file from the folder, nothing happens. The .Initialized property is always false and all calls return null.

I even tried to compile my own version, adding new calls or changing some returns to fixed values. New calls don't get registered and the game crashes. And my return values aren't there, the calls always return null.

It just seems like the engine is just not calling the .dll. What am I doing wrong? I tried with the unified, the disjoint, release, debug. Nothing. The changes I make on editor's side work, the engine ones disappear.
#36
Bumping because my game has been accepted for publication, but the plugin still fails to initialize. So that wasn't the cause.

Any help?
#37
Thanks, that's something I didn't know (and does not appear in the editor's autocomplete). But this restricts it to only one key, and I want a handful, so I think I'll keep my repeatedly_execute_always workaround
#38
Is it possible to leave the speech skip via keyboard, but not all the keys?

I'm testing my Steam build and I can't get a screenshot of my character speaking, because the text is skipped as soon as I press F12 to take a snapshot via Steam.

If not, I'll probably switch to mouse and timer.

EDIT: Solved it! I set the game to skip only by mouse and timer, and then put this on my repeatedly_execute_always:

Code: "Adventure game studio"

if(IsKeyPressed(eKeyF) && player.Speaking)
{
    Speech.SkipStyle = eSkipKeyMouseTime;
}
else
{
    Speech.SkipStyle = eSkipMouseTime;
}


Now it skips also via keyboard, but only if I press F. I'll probably put there an OR combination of esc, backspace, space, enter and dot instead of F.
#39
Hi there,
I'm trying to implement achievements for my game, but I'm having a hard time. The AGS2Client.Initialized call always returns false.

Is it because my game is still under review? It will be 2 to 3 days before I get a feedback. Otherwise, I can't see what I'm doing wrong - the documentation says nothing about initializing the plugin (except for GOG, but I'm not using it).

Any help appreciated!
#40
Quote from: ld-airgrafix on Mon 17/02/2020 01:26:15
3- player attributes, such as hunger, health etc. Is this something Ags is comfortable with?

If you need such attributes for every category (all characters, all objects, etc), you can use properties. In my game, in order to save room objects, I used custom properties to add an "object state" (e.g. a door, open / closed / locked / whatever).

If you only need attributes for the current player, or for the player character and you have only one player character, I'd use global variables.
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