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Topics - homelightgames

#1
Completed Game Announcements / Wrecked
Mon 02/02/2015 09:31:52

by visionmind

You want us to keep you safe by flying your planes and driving your vehicles.  You want us to keep the peace by efficiently deploying your law enforcement and military forces.  You want us to keep you fed by managing your food production.
We are the Artificially Intelligent Distributed Network.

But there is one thing you should know. There is nothing artificial about us.








About
Wrecked follows a young man who crashes into a barren desert landscape, with his sister, and discovers the only way to escape is to find out why they crashed in the first place.

Background
Initially, Wrecked was just supposed to be a quick starter project to cut my teeth on, but after more than a year later I've learned there is no such thing as a quick project.  In many ways, it is one big experiment to prove to myself that I can go from A to Z with a game.  I'm also eager to see how people react to it, particularly with certain design choices.

Notes
Updated Wrecked 1.1
I've added feedback for many interactions has been added, or modified.
I've modified a few of the backgrounds.
Unfortunately, because of some significant changes, this version's saved games won't be compatible with the old version.
I've changed the location of an item. Which one?
Spoiler
The bandages
[close]
Walkthrough
Available Here

Download
Wrecked Download Page.

visionmind
#2
Hello,


I am looking for playtesters to mainly help find bugs for my game Wrecked, but other general feedback is also welcome.

Please reply below if you're interested and I'll PM you the link to the game.

Thank you.

visionmind
#3
I don't know if Anyclick is supposed to do this, or if this is an 'unintended' feature, but either way it's not how things usually work in AGS.

The setup is (as an example) is a room with a an object (oCup) and a hotspot (hBlue).  The object (oCup) starts off visible.
Code: ags

function hBlue_AnyClick()
{
  if (oCup.Visible == false) {
    Display("Anyclick has been used.");
    oCup.Visible = true;
  }
}
function hBlue_Interact()
{
  if (oCup.Visible == true) {
    Display("Interact has been used.");
    oCup.Visible = false;
  }
}


Now, unless I'm misunderstanding how Anyclick works and can't find this documented (which is a possibility), the Anyclick function should not be called initially, because the object is not initially invisible.  It seems like it should require a separate click, once oCup is visible, in order to be called.
And yet when I Interact with the object, on the same game engine step, it also calls Anyclick AFTER it calls the Interact function (which makes oCup invisible), so that Anyclick runs, even though it's function is before the Interact function in the code.

Usually AGS does not do this. If a test is false initially, and then made true after the initial test, it usually must wait until the game engine step in order to be tested again.

Now, I might be missing something, I might not know something, but either way I found this quite unintuitive.  It kept me for quite a while last night, trying to figure out what I was missing.  Is this how AGS is supposed to handle Anyclick?

BTW it behaves this way with Objects too.
#4
AGS Games in Production / Wrecked
Mon 18/08/2014 09:06:34

You want us to keep you safe by flying your planes and driving your vehicles.  You want us to keep the peace by efficiently deploying your law enforcement and military forces.  You want us to keep you fed by managing your food production.
We are the Artificially Intelligent Distributed Network.
There is only one problem.  There is nothing artificial about us.










Wrecked is about a young man who crashes into a barren desert landscape, with his sister, and discovers the only way to escape is to find out why they crashed in the first place.

Initially, Wrecked was just supposed to be a quick project to cut my teeth on, but after almost nine months I've learned there is no such thing as a quick project.  While nearly all of the backgrounds are done, and most of the basic puzzle scripting, I have yet to finish the dialog, sound effects and the all the little script fine-tuning.

visionmind

UPDATE 2014-08-28
I've finished all of the basic puzzle scripting, so now the game is playable from start to finish (albeit without any dialog or sound effects).  I've also uploaded a couple new screenshots.

UPDATE 2014-11-21
Betatesting Starts!

UPDATE 2015-01-02
Wrecked has been released!
#5
So, I've been trying to create a function in a room script that has optional parameters.  After looking through the forums and online help I found that I should be able to import the function before it is defined in the room script:

(this is only an example and not my actual code, but it's the same principle)
Code: ags

import function changeSprite(int sprNumberStart, int sprNumberEnd = 2);

function changeSprite(int sprNumberStart, int sprNumberEnd)
{
    object[1].Graphic = sprNumberStart;
    object[2].Graphic = sprNumberEnd;
}

In this example "sprNumberEnd" would be the optional parameter. Unfortunately, when I try this, it gives me a "Variable 'changeSprite' is already imported" message, which makes sense as an error, but from what I read it should work.

I don't know if I'm doing something wrong, or if AGS 3.3 is different than 2.72.  Any thoughts or ideas?

Thanks in advance.
#6
Is there a way to reorganize the sprite folders?

I know this might be a really stupid question (especially if there is a way to do it) but I've tried searching around, but could not find a definitive answer on whether or not it's possible to re-organize/re-sort/re-order the sprite folders, like moving some up, and others down. Or even just to be able to re-sort them alpha/numerically.

I like to separate sprites into folders that coincide with the rooms they are in, but I did not create the folders in order (because I didn't know I could re-order them).  I know I could rename the folders and move the many sprites around accordingly but I was hoping there might be an easier way. I do know that this is only superficial, but I would like to keep things as organized and clear for me as possible.

Thanks in advance.

visionmind
#7
I made these a while ago and thought that I might as well share them.  They are higher resolution, which I know that not everyone likes, but I just wanted to see what SQ3 could look like with some more detail.  Not all of the backgrounds are created equal, but this is where I left them.

Without further ado...



















It's sort of nice to look at them fullscreen.

Anyways, I thought they may be enjoyed by others so here there they are.

visionmind
#8
I think it would be awesome if AGS had either a system like this or a plugin for this:

It's called Spriter:
http://www.brashmonkey.com/
http://www.kickstarter.com/projects/539087245/spriter

In Spriter's case I believe you use the program to animate your character and then you use their plugin for your game engine to use in your game.  I think the Kickstarter page nicely introduces/explains it.

The idea is to make a character, or animation, with parts that can be linked and hinged together that can be rotated, scaled and deformed, instead of making sprite frames for every animation.  Examples of this sort of animation would be in Odin Sphere and Muramasa: The Demon Blade. (according to the Kickstarter video)

While I'm not necessarily specifically suggesting a plugin from Spriter, I think something like this would be great for AGS for certain projects, since it would allow a lot of animation (even procedural animations) without a lot separate sprite frames, both for characters and for background elements.  It could really bring the game to life.

I don't know exactly what's being planned with AGS, but I just thought I'd pass it along because I really do think AGS could benefit from something like this to both save space and memory, but also to allow more FG and BG animations without extraneously taxing the system.

:)

PS Thanks to Freidenker01 who posted about a similar tool called Spine.
http://esotericsoftware.com/
#9
I did these as sort of a personal project and thought I'd share the result with you.

Here's the newest image.  It's one of the meadow scenes where the unicorn may appear.



The first one is the Fisherman's House.



The second one, the one I previously posted in the Critics Lounge, is the Dwarve's House.



There's also a short animation of the Dwarve's House, which is a slightly older version, but is still pleasant:
http://www.youtube.com/watch?v=4wRAZszBStA

Anyways, I thought they may (or may not) be enjoyed by others, so here there they are.

visionmind
#10
Hey everyone.  I just thought I'd pass along a little practice session that I did of the Dwarve's House from King's Quest 4.  I especially wanted to find a method for doing trees that looked good, but not photo realistic, but was never completely satisfied.  I was curious about how well I could give some life to it, so there's a video with sound too.  Either way I thought some of you guys and gals may (or may not) enjoy it.

I've already spent more time on it than I should have, so while you can critique it, it would be more for future reference.

Here's the link to the video:

https://youtu.be/_RRPSCu7Azk



Old Version


I hope you enjoy it.

Visionmind
#11
Hey All,

I get this fatal error when previewing my program.  It happens when I ChangeRoom in debug mode (CTRL-X), with the only significant issue is that I have a ResetRoom command for all the other rooms (you can't change the current room) in the When Player Leaves Room interaction.

I've been able replicate it twice, or rather, it's happened twice.

Quote
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0043CE2D ; program pointer is +6, ACI version 2.72.920NMP, gtags (1,2)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

in Global script (line 560)
from Room 1 script (line 282)


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OK   
---------------------------

The Room script only calls the function (Change_Mood (7,0)) which is in the global script:

Code: ags

function Change_Mood(int patient_object, int person_object) {
  if ((object[patient_object].Frame>2) && (object[patient_object].Frame<4)) {
	person_view=object[person_object].View;
	object[person_object].SetView(person_view, 2, 0);
  }
  if (object[patient_object].Frame>4) {
	person_view=object[person_object].View;
	object[person_object].SetView(person_view, 3, 0);
  }
}


I don't see any problems within that.

Is there any known weaknesses or warnings concerning reset room?  Or does anyone know what this error is?

Thanks,

visionmind
#12
Hey All,

I'm simply wondering if one taxes the system more than the other?  I'm at a point where I can do either or, but I'm wondering if one is more efficient than the other?

I understand the other benefits (characters can move rooms etc...).

The reason why I wonder is that I'm in a situation where there would be a slight advantage to using objects but that advantage would be out weighed if objects aren't as efficient on the system.

Thanks everyone,

visionmind
#13
Hey All,

I have a situation where I have eight variables that all need to pick a random number (1-8) but I don't want any of them to have the same number (so if variable1=5 I don't want the other seven variables to be able to pick 5)?

Right now the code I'm using to do this is long and bulky.Ã,  Does anyone have suggestions for a better, more efficient way? (I think duplicates occasionally slip through)

Code: ags

int pran1;
int pran2;
int pran3;
int pran4;
int pran5;
int pran6;
int pran7;
int pran8;
int pran9;

pran1=Random(7)+1;
//weeding out duplicates
pran2=Random(7)+1;
if (pran2==pran1) {
Ã,  while (pran2==pran1) {
Ã,  Ã,  Ã, pran2=Random(7)+1;
Ã,  Ã, Ã,  }
}
pran3=Random(7)+1;
if ((pran3==pran1) || (pran3==pran2)) {
Ã,  Ã, while ((pran3==pran1) || (pran3==pran2)) {
Ã,  Ã,  Ã, Ã,  pran3=Random(7)+1;
Ã,  Ã,  }
}
pran4=Random(7)+1;
if ((pran4==pran3) || (pran4==pran2) || (pran4==pran1)) {
Ã,  Ã, while ((pran4==pran3) || (pran4==pran2) || (pran4==pran1)) {
Ã,  Ã,  Ã,  pran4=Random(7)+1;
Ã,  Ã, }
}
pran5=Random(7)+1;
if ((pran5==pran3) || (pran5==pran2) || (pran5==pran1) || (pran5==pran4)) {
Ã,  Ã, while ((pran5==pran3) || (pran5==pran2) || (pran5==pran1) || (pran5==pran4)) {
Ã,  Ã,  Ã,  pran5=Random(7)+1;
Ã,  Ã, }
}
pran6=Random(7)+1;
if ((pran6==pran3) || (pran6==pran2) || (pran6==pran1) || (pran6==pran4) || (pran6==pran5)) {
 Ã,  while ((pran6==pran3) || (pran6==pran2) || (pran6==pran1) || (pran6==pran4) || (pran6==pran5)) {
Ã,  Ã,  Ã,  pran6=Random(7)+1;
Ã,  Ã,  }
}
pran7=Random(7)+1;
if ((pran7==pran3) || (pran7==pran2) || (pran7==pran1) || (pran7==pran4) || (pran7==pran5) || (pran7==pran6)) {
Ã,  Ã, while ((pran7==pran3) || (pran7==pran2) || (pran7==pran1) || (pran7==pran4) || (pran7==pran5) || (pran7==pran6)) {
Ã,  Ã,  Ã,  pran7=Random(7)+1;
Ã,  Ã,  }
}
pran8=Random(7)+1;
if ((pran8==pran3) || (pran8==pran2) || (pran8==pran1) || (pran8==pran4) || (pran8==pran5) || (pran8==pran6) || (pran8==pran7)) {
 Ã,  while ((pran8==pran3) || (pran8==pran2) || (pran8==pran1) || (pran8==pran4) || (pran8==pran5) || (pran8==pran6) || (pran8==pran7)) {
Ã,  Ã,  Ã,  pran8=Random(7)+1;
Ã,  Ã,  }
}


I know I can make it slightly shorter by using an int array (instead of eight seperate variables) so it's on my to-do list, but not priority.

Thanks for your help in advance.

visionmind
#14
Hey All,

I'm wondering if it's possible to change the baseline of a character(s) exactly following a main character. (not the player character, though)

My dilemna is that I want to have the last character to follow always on top (whether there is two or three characters following).  Instead the characters with lowest default baseline are automatically on top, regardless of how I manually set the baselines.

I have tried setting the baselines for the characters (setting the baseline lower for characters the start following later), but it doesn't change.

Does follow_exactly always lock the baseline? (which seems to be the case) Is there a way around this?

Thanks for your help.

visionmind
#15
Hey All,

I received this fatal error when trying to save the room I was working it.  I had just closed a script (which simply held a conversation and a variable change (setgraphicvariable...).  As far as I know there wasn't any syntax error with my script, although it happened rather quickly.

Quote
Illegal exception
--
An exception 0xC0000005 occured in AGSEDIT.EXE at EIP = 0x00497068; ACI version 2.72.652 while saving the room.

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the the time and notify CJ on the Tech forum.

Does anyone know why that happened?

thanks,

visionmind

(Edit by strazer: Please post error messages in clear text so they show up in the forum search!)
#16
Is is possible to change the property of an object (in this case visibility) from a different room or character script?  Preferrably without the use of variables.

For this example I the situation is:  I need to remove an object after talking with a character.  The script is in the character properties.  I'd like to be able to do this without using variables or repeatedly_executes.

I'd also like to know if it's possible to change an objects property from a different room.

thanks everyone

visionmind
#17
I have a question concerning set global int:

I want to set a global variable (setglobalint) when the game starts, yet putting "setglobalint" in the global script returns a Parse error (Parse  Error: unexpected 'SetGlobalInt')

Global Script:
// main global script file

SetGlobalInt(2,1);

#sectionstart game_start...

Where do you put "setglobalints" to define them at the start of the game?  Is there some syntax I'm forgetting?

thanks

visionmind
#18
Hey all,

I have a quick question. 

I assume everything in the Interaction Editor is converted to script somewhere.  Is there a way to edit that script? 

I've checked around, and looked at the manual but can't find if this is possible.

thanks

visionmind
#19
We are well into production on recreating the old legend of Robin Hood into a new adventure game.Ã,  In Robin Hood: Birth of a Hero we help Robin in usurping the Sheriff of Nottingham, saving the town from his iron grip of cruelty and unfairness.Ã,  In doing so we breath new life into the tired and dreary people.

For me personally, I wanted to do this project because Robin Hood has always been one of my favorite heroes, especially when I was a kid.Ã,  I've always thought there's a lot there that would make a really entertaining adventure game, filling in the blanks or making new ones.

One of the hardest parts about this project was to make the adventure familiar but not the same as all the stories.Ã,  We didn't want people to fly right through the game because they had read the book or heard the story.Ã,  We wanted everyone to enjoy the game as a fresh new experience.Ã, 

So far, we're very happy with it's progression.






StoryÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  100%
PuzzlesÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  95%
BackgroundsÃ,  Ã,  Ã,  Ã,  Ã,  70%
AnimationÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, Ã,  35%
ProgrammingÃ,  Ã,  Ã,  Ã,  Ã,  20%
AudioÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  00% (we only have so many hands :) )

If you would like to dig deeper feel free to visit the website:

http://robinhood.visionmindstudios.com

Thanks everyone!
#20
Hey All,

I'm wondering if there are any significant differences between the no-mp3 version (AGS 2.71.894) and the mp3 version (AGS 2.72)

If there isn't then, sweet, but if there are I'd like to know before I continue further.

Thanks,

visionmind
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