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Topics - hedgefield

#21
"Using in-game footage and some very minor tweaks, this movie tells the storyline of Ben's struggle to clear his and his biker gang's name when they are falsely accused of murder. The GUI is hidden throughout the movie, gameplay elements, cutscenes and dialogue that add little to the overall storyline have either been trimmed or completely removed."

http://www.gamershell.com/download_12100.shtml


It's 90 63 minutes of pure gaming nostalgia. :D
#22
Critics' Lounge / C&C on forest road
Sun 02/10/2005 20:18:53
I know it's been along time since you heard about TMC, so I'll go ahead and show you the reason why:



The next scene involves a foresty setting, a cabin/cottage sort of house outside New York (you guys do have forests out there, right?). This background has been a real pain in the arse. I usually use picture reference to build my backgrounds, but it's really hard to properly outline/cartoonize foilage. So I gave up a while back and just drew it myself.

It's the first real drawing I've made with my tablet (apart from a drawing of a woman), and I found it's pretty useful for rendering trees and such. After the coloring I've been implementing textures for the bushes and the road and such, but it still doesn't feel...right.

As I see it, there's a few issues:
-The lighting (it's coming from a lamppost of-screen)
-the perspective?
-the grass and the road still look pretty crappy.

Got any pointers?
#23
Teh rules:

    *  Participants will draw a comicstrip following the given theme and rules.   
    * You are allowed to use any technique in your drawing. But if you use computer you are 
       not allowed to copy and paste ready pictures.   
    * Each competition will last 15 days.   
    * The starter of each competition will decide the winner.
    * The winner will decide the theme for the next competition.

So without further ado, this contest's theme iiiiisssss.....*drum roll*...:

"Re-writing history."

I'm sure everyone has had times when they thought "Damn, I wish I could go back in time and undo that somehow." Well here's your chance! If you were allowed to go back in time once and change any (important) moment in history -like the inauguration of George Bush, or that time you drove over the neighbours cat-, what would it be? Let your creativity roam free...and get it done before September 2nd.

That is all...
#24
I was watching Titan A.E. again today, and suddenly it struck me how much Akima looked like Nico. Then I noticed how much Cale is actually like George. It was almost scary.

Judge for yourself:

There's a scene at the ending of Broken Sword 2 that would fit a lot better, but I'm too lazy to reinstall it just to cap that.


I searched Google but it didn't turn up too much evidence linking the two. I got some vague references that the creators of Titan A.E. worked on Dragon's Lair 3D, and some Czech movie site that mentioned Broken Sword in their review, but I couldn't understand it.

Crazy coincidence or evil conspiracy?
#25
Flipped this months issue open and I was staring at a chunk about AGS. They even threw in a short review of The Uncertainty Machine.



Translation:
Adventure Game Studio
Always wanted to make adventure games yourself, but never had the time to learn programming? With AGS you finally have a chance. With this program people with imagination and a lot of patience can make their own game, like The Uncertainty Machine. Justa bout everything in the creative process is done with inputscreens. You make backgrounds, animations and dialogs and specify in the program waht the player can do in every enviroment. AGS does the rest.
What: ags_262.zip
Where: www.adventuregamestudio.co.uk/ac.shtml
How big: 4293 kb

The Uncertainty Machine
We make a computermagazine for you and when we do that we are called 'journalists'. But you will rarely catch us unraveling large conspiracies in society. For that you would need a newspaper journalist. That's the kind of journalist you play in The Uncertainty Machine, an original adventure in classic point-and-click style. There is something wrong in the seemingly perfect society and it's your taks to find out what. A good and nice-looking game which you could make too. See AGS.
What: uncertain.zip
Where: www.the-underdogs.org/game.php?id=4372
How big: 20 mb

Source: Computer Idee Nr-16-2005
#26
I've been trying to get a custom save/load GUI in place, following the GAC tutorials, and I'm at the verge of cracking it. Even though I was going to refrain from asking for help, I can't get my mind around the following problem:

I open the save GUI and save. Yes. That works. Savefile appears. All good. BUT, when I go to the load GUI after that, the savegame is nowhere to be found. So I go back to the save GUI, where it now appears in the listbox. However, it's only the selection border, there is no text in the slot. So I go back to the load GUI. Savegame now appears there also, but no text either. It loads fine though. Then there is the issue where I cannot select any other savegame but the first to overwrite. It always jumps back to the first savegame.

For the life of me I cannot figure out what it is. I've been rearranging the script for a good hour now, and each time something changes, but it doesn't fix anything. Here's what I have:

Code: ags
// main global script file
string text;int index;


Code: ags
#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;     // game paused, so don't react to keypresses
  if (keycode==17)  //QuitGame(1);          // Ctrl-Q
     GUIOn(QUITDIALOG);
  if (keycode==363) //SaveGameDialog();   // F5
     //SetTextBoxText(5,0,"");              // Clear Text box
     //ListBoxSaveGameList(5,1);            // Fill List Box with saved games
     //index=ListBoxGetNumItems(5,1);       // Count how many saved games there are          
     //if (index>19){                       // If saved games 20 (maximum)
     //Display("You must overwrite a previously saved game.");  // Display warning
     //}
     GUIOn(SAVEDIALOG);                      // Bring Save interface on             
  if (keycode==365) //RestoreGameDialog();  // F7
     //ListBoxSaveGameList(4,0);            // Fill List box with saved games 
     GUIOn(LOADDIALOG);                      // Bring restore Interface on
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
}

As you can see, I've commented out the additional lines for the save and load GUI, because when I uncomment them, every single key on the keyboard brings up both the save and the load GUI.

Code: ags
#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  if (interface == ICONBAR) {
    if (button == 4) {  // show inventory
      show_inventory_window();
    }
    else if (button == 5) {   // use selected inventory
      if (character[ GetPlayerCharacter() ].activeinv >= 0)
        SetCursorMode(4);
    } 
    else if (button == 6)    // save game
      GUIOn (SAVEDIALOG);
      //SaveGameDialog();
    else if (button == 7)   // load game
      GUIOn (LOADDIALOG);
      //RestoreGameDialog();
    else if (button == 8)   // quit
      GUIOn (QUITDIALOG);
      //QuitGame(1);
    else if (button == 9)    // about
      Display("The Majestic Conspiracy (c) 2005 Tim Hengeveld.");
  }  // end if interface ICONBAR

  if (interface == INVENTORY) {
    // They clicked a button on the Inventory GUI
    
    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (MODE_USE);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }
    
    if (button == 2) {
      // They pressed LOOK, so switch to that mode
      SetActiveInventory(-1);
      SetCursorMode(MODE_LOOK);  
    }
    if (button == 3) {
      // They pressed the OK button, close the GUI
      GUIOff (INVENTORY);
      SetDefaultCursor();
    }

    if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
    }
    if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
    }  
  }
  
   if (interface == QUITDIALOG) {
     if (button == 0) {
       QuitGame (0);
     }
     if (button == 1) {
       GUIOff (QUITDIALOG);
    }
  }

   if (interface== LOADDIALOG) {                                // if Restore interface
     index=ListBoxSaveGameList(4,0);                                  // Fill List box with saved games
     
     if (button==1) {                                           // if cancel is pressed
      InterfaceOff(4);                                          // Close interface
    }
     else { 
      index=ListBoxGetSelected(4,0);                            // else get the selected game
      RestoreGameSlot(savegameindex[index]);}                   // restore the game
    }

     if (interface== SAVEDIALOG) {                              // if save interface
       SetTextBoxText(5,0,"");                                  // Clear Text box
       index=ListBoxSaveGameList(5,1);                                // Fill List Box with saved games
       index=ListBoxGetNumItems(5,1);                           // Count how many saved games there are          
       if (index>19){                                           // If saved games 20 (maximum)
       Display("You must overwrite a previously saved game.");  // Display warning
    }
  
     if (button==0) {                                 // if enter is pressed 
       index=ListBoxGetNumItems(5,1);                 // Count saved games 
     if (index<20) {                                  // if less than 20
       GetTextBoxText(5,0,text);                      // Get the typed text
       InterfaceOff(5);                               // Close interface
       SaveGameSlot(index+1,text);                    // Save game (text as description)
    }   
     else {                                           // if saved games are 20
       index=ListBoxGetSelected(5,1);                 // Get the selected save game
       GetTextBoxText(5,0,text);                      // Get the typed text
       InterfaceOff(5);                               // Close the interface
       SaveGameSlot(savegameindex[index],text);}      // Overwrite the selected game
    }         

     if (button==2) {
     InterfaceOff(5);                                 // if cancel is pressed close interface
  }
}
}

So instead, I've moved those entries down here, and they seem to work. But aforementioned issues arise. Any idea what the problem might be?
#27
General Discussion / Anyone speak Polish?
Wed 15/06/2005 13:50:38
I did a search for my nickname in Google (how vain am I ::)) and one of the results was an entry on a Polish games website for The Majestic Conspiracy! I was pleasantly surprised, but since I can't speak a word of Polish, I was wondering if someone here can, in order to help me translate the description they gave:

QuoteGry przygodowe nie muszą czasem ociekać mega śliczną grafiką, ważne żeby miały klimat. Pobierzcie i oceńcie, co sądzicie o tym produkcie.

I gathered 'Gry' is 'Game', and 'Przygodowe' is 'Adventure'. Something like "Adventure games should not be all about graphics, but also about atmosphere. You be the judge...", or something
#28
Critics' Lounge / C&C on logo
Mon 23/05/2005 13:02:55
I've been trying to come up with a logo for my development 'company' Predator Productions for quite some time now. Strangely enough, inspiration struck me when I was testing out my new flashlight. How you ask? Let me enlighten you...

Yes I know, that was a very bad pun. ::)

On the shelf above my computer I have a Boba Fett statue. I shone my flashlight in his general direction, and the silhouette on the wall combined with the light looked pretty cool. Since the company name is based off my nickname, which is based off the infamous Predator, instead of Boba I wanted a Predator silhouette. A quick Google search turned up a great pose on an action figure, which evolved into this silhouette:



Maybe it could be a little more simplified. What do you think?
#29
Dunno if this belongs in the general, but since it's adventure related...

http://psp.ign.com/objects/738/738241.html?ui=gamefinderEdit

An adventure game creator for the PSP? How awesome is that! I really want a PSP, and I was furiously hoping it'd get adventure games aswell. I always wanted to play Broken Sword on the road. And now maybe I can. It'll surely be no AGS, but this is exciting news!
#30
Ok, so when you set up hotspot interactions, you can specify what happens when you click on the hotspot with a custom cursor (default 8 and 9). I set those up as exit_left and exit_right cursors, but I want to add 2 more for up and down, custom cursors 10 and 11. But when I create them they do not show up in that menu. Is it even at all possible, or if not how would I add a script to them?
#31
Critics' Lounge / Help on diagonal sprites
Thu 03/03/2005 16:01:07
I've been doing a bit of editing on the sprites from TMC, and most turned out quite well, but I'm not satisfied about the up diagonal views.

Here's a gif showing my improvements on the side view. Sorry bout the crappy quality:


And here's the down diagonal view, which I constructed myself out of the front view:


And this is (don't laugh ::)) the up diagonal view:


I know:
-The legs are weird
-The arm is not right
-The head is...disproportional

I'm trying to get it right, but it's damn hard since I have no example or anything.
What dya'll reckon?
#32
I'm not really sure where to post this, so this seems like the most risk-free board for it.

Anyway, I'm working on my game again, and I need some help with an advanced interaction. Here's the deal:

The player has been captured by mercenaries and locked in an office building. He manages to escape the room and ends up in the hallway where a guard is working on a vending machine. The player wants to interrogate then take him out. Kinda like MGS/Splinter Cell.
I plan to use this interaction only once.
So when I use the interact cursor on the guard, I want the player character to walk up and grab him from behind. Then, I want to have a conversation with him. After that he has to knock him out.

What would be the best approach to do this? I was thinking I create an animation of him grabbing the guard, and hide/remove the player character and the guard when it plays. Then, after the animation is done playing, I place a seperate character of the player  holding the guard for the conversation, and again an animation to knock the guard out. Then I unhide the player char and place the knocked-out guard as new character. I'll have to do an insane amount of syncing, but it just might work...
#33
I have a really really stupid problem. :-

I thought I'd give the keyboard walking script from http://www.adventuregamestudio.co.uk/yabb/index.php?topic=8303.20 a try, and now AGS refuses to hide the player character in the intro.

Specifically, I used the script from http://www.adventuregamestudio.co.uk/yabb/index.php?topic=8303.msg202188#msg202188
But since I already had a script for my mouse cursor text overlay in the repeatedly_execute area, it said 'unexpected if'. So I removed it, and suddenly the player character won't hide during the intro sequence, even though I reverted the global script to EXACTLY the way it was before I changed it.

Any thought? ???
#34
UPDATE - 1 March 2009: TMC is still in production, don't worry.

-New York City, present day

Adam Segler is an NYPD detective, and a damn good one aswell. When one day a colleague is
assassinated, he uncovers an sinister plot, devised by an organisation which is intent on
global domination. They are shrouded in shadows, influencing government agencies all over
the world. Adam must unmask this mysterious organisation before it is too late...

PROGRESS:
Story: 100%
Puzzles: 60%
Graphics: 70%
Sound: 40%
Scripting: 60%
Animation: 60%

Screenshots:

This is the room where you start out. I use a mix of edited photos and hand-made backgrounds.


Grab this half-witted guard in a chokehold and interrogate him to progress in the game. ;D


A recent work.


Visit the official TMC website for more info.
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