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Messages - newwaveburritos

#221
It's too ambitious and in many places sloppy but it's (more or less) complete.  Probably a half an hour playthrough if you want to look at everything and take your time.  I'll upload it tonight, I think.  There's a bunch of little issues I want to fix but I think I should just let it go.  It doesn't need a custom icon, lol.  Full disclosure, I did already have two backgrounds that I shoehorned in to fit the narrative but everything else I made this month.  I probably spent about 100 hours on it altogether. Over 400 sprites in this one!
#222
AGS Games in Production / Re: Perfect Tides
Fri 25/02/2022 04:46:46
Congratulations on the release!  I look forward to playing this very soon.
#223
Ah, excellent.  Following the development has ben quite exciting so obviously I wish-listed it as well.  Good luck finishing up! That's the hardest part after all of the other hardest parts.
#224
Maybe against my better judgment given my available free time but I've been wanting to take a crack at a MAGS for a while and starting ten days into the shortest month feels pretty on brand for me.
#225
Oh, hey, thanks!  And, yes, I agree this looks great.  I really dig the nightlife neon vibe.
#226
Wow, this is exciting.  Looks great and looking forward to following the rest of the development and then playing it of course.  Funny, I was just listening to this song yesterday.https://www.youtube.com/watch?v=F7eUfbkY5fw
#227
Yeah, that's what I've been running into.  The rooms look stagy.  I also have a sort of quasi-isometric angle which helps.  Really, though, Maybe I should be looking to television sets for inspiration.  I mean, in classic TV they used the same, like, three or four sets for 90% of the show and nobody seemed to mind!
#228
I've been having problems drawing rooms where you get maximum useful space out of it without scaling the characters up and down.  There's always a sweet spot in the middle where everything is hunky dory and then a sort of gray area on the edges of this where you can fudge it but the tops and the bottoms are generally off-limits without scaling the character up or down which I don't really like to do.  Any tricks you've learned?  What happens to me is that you end up with a lot of rooms that look kinda the same so I'm trying to break up the monotony.  Thanks in advance!
#229
I've had to piece my game back together in a similar fashion for a similar reason and I haven't (yet) run into any problems.  Fingers crossed for you!
#230
It also might be worth mentioning that it's probably worthwhile to keep your code formatted so it's easy to read.  You might have done this that way just for the forum post but the more cod you get together the harder it will be to read.  Keeping the curly braces separate will help you distinguish where the if statement ends and where it is in the function especially if you have more than one.  Just a thought.  Good luck with the project!
#231
Oh, excellent!  I've been looking forward to trying this one out for some time now. 
#232
Yes, it is possible.  You could put this at the beginning of the dialog in question like any regular script command if you indent the line two spaces.

Code: ags

if (player.HasInventory(iNoodles){
  dialog[1].SetOptionState(3, eOptionOn); //or whichever option "give noodles" is.
}


You can use regular script commands in a dialog if you add two spaces before the line.  You can also use (!player.HasInventory(iNoodles)) if you want something to happen if the player does not have the noodles.
#233
I'm not 100% sure what you mean here.  They player walks into the room...then what happens?  The player enters the room and the animated object is animating which you want to stop animating as soon as the player clicks anything or anywhere in the room?
#234
Oh, a new game from you!  What a treat.  Can't wait to play it.
#235
Here's a pretty in depth post from earlier this year about randomizing footstep sounds which will probably also help with your first question.  It's a lot about footsteps!  Although this may be more complicated than you want to go.  Really just assigning a sound to a frame in a region would be the simple way to do it.

https://www.adventuregamestudio.co.uk/forums/index.php?topic=58002.msg636620032#msg636620032
#236
AGS Games in Production / Re: Kola Queen
Tue 14/12/2021 18:48:08
I was pushing hard for a Christmas release but it doesn't look like that's in the cards.  Well, I didn't want to have to compete with If on a Winter's Night, Four Travelers in the 2021 AGS Awards anyway because it's too good and really you should just play it right now.  As a consolation prize I have a short piece of gameplay footage introducing you to a few of the characters around town.  Enjoy!!

https://youtu.be/-3NXSEvhlw4
#237
https://youtu.be/GZ1pTdmWYXU

EGA palette as well.  I had a lot of fun putting this together.

EDIT: I accidentally uploaded the wrong video where I flubbed the "playthrough."  It is now correct.

DOUBLE EDIT: It was not correct.  Now it is.  I spent all that time on a computer making it and I can't even post a link properly!
#238
Keep up the great work!  I enjoy seeing the updates.  Also, and not that you asked but since you mentioned adding dithering later Aseprite has a gradient tool that makes it really easy and I wish I had known about it earlier.

#239
I don't know if this counts as a necropost but I do have a suggestion I wish I had known earlier:

When you import a gif it imports all the frames as individual sprites.  You don't need to cut out the spritesheet in that case.
#240
In case anybody is reading this now or in the future I deleted the file in question and when I loaded it it still said "root element missing" and so I changed game.agf.bak to GameIhopethisworks.agf and it would load.  The global script file was missing, though, so I copied it from a a back up I had from a week ago to see if I could save what I had worked on this week.  It seems to be working now.  I feel like I may be introducing some future bug if something else references something I changed in the global script this week but it seems to be okay for now.  Thanks again for the help.
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