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Messages - morganw

#301
There is a replacement for the current VerbCoin template that sounds a little like what you are asking for. I don't think many people have tried it, but you can download it from here if you want to give it a try. Maybe it will just be useful as an example of a context-sensitive GUI that pops-up, but the inventory system is pretty much the BASS one and I tried to keep it as simple as I could.

There also some basic instructions for it in the new manual:
https://adventuregamestudio.github.io/ags-manual/TemplateVerbcoin.html

Disclaimer: both of these items are effectively pre-release
#302
Or maybe it is related to distance from the exit? When it accelerated in the video it was when the character had further to walk.
#303
A helicopter?
#304
Spiral Submerged Arc Welder
#305
You are Morrissey.
#306
I was a bit confused when I tried the game as all the comments are talking about a verb coin interface, but that isn't what is used
Quote from: Fanomatic on Mon 06/05/2019 19:30:54
The game uses the 9-verb system by Abstauber
...but anyway, I got quite stuck for while because of issues I was having with the interface. It seems that if you left-click on the verb 'USE' and then on an inventory item that it is an instant use of the item (not option to use the item on something else), but clicking on the inventory item directly lets you use it on another object. Is this by design or was I doing something wrong?
#307
Apparently it is not valid to add a closing tag, removing the last line seems to fix it.
Code: xml
</xml>
#308
It alternates between working and not working when you refresh the page, so something isn't quite right.
#309
Current solutions are:

  • use wave format for the music
  • enabled threaded audio playback
If the game is only going to be released for Windows, just enabled threaded audio in the game's config file:
Code: ini
[sound]
threaded=1


Until very recently this mode didn't work on non-Windows platforms, although in newer versions of the engine (currently not released) I believe it has been fixed.
#310
Is Red Devil Dirk and/or his treasure based on any existing story of a person/treasure?
#311
Maybe such a thing would be better handled in the preprocessor?

Thinking about it a little harder, I guess you would just define a macro for DEMO and manage it yourself. Trying to do it in the scripting would probably mean every function call has to have a check around it 'if (DoesRoomExist(room)) { my_room_function() }', which doesn't really make sense when the result is always the same.
#312
So it didn't disappear in the versions in this thread?

Quote from: Crimson Wizard on Fri 12/04/2019 11:38:58
Room scripts are not connected to anything else, so this may be simply about not compiling / not merging into game data.
Surely it breaks anything referencing the room directly, like ResetRoom?
#313
Quote from: Slasher on Fri 12/04/2019 08:26:44
I'm wondering why 'Exclude Room from Game' is no longer available....
Where would you normally find this option? I've not seen it before.
#314
I was wondering why I couldn't find it...
Quote from: WHAM on Tue 09/04/2019 18:49:49
GRNBLEX is finally up on steam, with a release date planned for 26th of July 2019!
https://store.steampowered.com/app/1060560/GNRBLEX/
I worry the game name is going to be prone to these typos.
#315
Yes, but priority is not related to volume or relative loudness.

Quote from: Amir on Mon 08/04/2019 21:18:59
The music doesn't become quieter.
A lower priority will not make it quieter.
#316
There are only 8 audio channels, so the priority setting is for choosing which sound will be played when you run out of channels (e.g. if you try to play 9 sounds at the same time, the one with the lowest priority is ignored).
Volumes are separate, if you look at an AudioClip's properties you'll see one called DefaultVolume.

Here is the relevant manual page:
https://www.adventuregamestudio.co.uk/manual/ags13.htm#MusAndSound
#317
Hydrate
Spoiler
I wasn't quite sure how the sexual language fitted into the game, not that I mind, but I think it would be better to either double down on that approach and use it as a central theme, or rely on it less to build the environment. But overall this seemed very well put together and I enjoyed it. For me, this is definitely the most well rounded and complete entry.
[close]
Flukie
Spoiler
I do like these kind of abstract starts, although it was over a little a quickly and I wasn't quite sure what happened. Bonus points for having an animated intro.
[close]
Suspicious Mind
Spoiler
I really like the idea and presentation, but I also got stuck on the last task and wouldn't have worked it out without a hint. I think in its current form there are some interface issues and the game needs to establish a precedent about how it operates mechanically and possibly provide some more clues on how the antagonist might react. But I did keep playing for quite a while and I'll go against the grain by saying that having a save feature you can use at any time probably takes away from the overall experience. A major positive for me, even in it's current state I think this game builds a strong narrative, which also meant I wasn't too frustrated by the trail and error approach I had to take.
[close]
I was torn between two, but went for:
Spoiler
Hydrate
[close]
#318
The Rumpus Room / Re: What grinds my gears!
Thu 04/04/2019 20:24:02
Auto-saving me on the wrong side of a fence, where I fall through the floor as soon as my saved game is loaded.
#319
Normally this is something preventing access to the where the compiler is trying to write.
The most likely cause is that you have the the compiled folder open in Windows Explorer whilst compiling, but it could also be anti-virus blocking write access until, or a combination of the two.
#320
General Discussion / Re: Computer Upgrade
Tue 02/04/2019 22:18:46
If you are already going for RGB lighting, you may as well pay the extra for RGBA.
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