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Messages - pell

#81
Quote from: Intense Degree on Tue 05/05/2020 08:58:15
Upducted

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A fun little couple of minutes. The little guy's walking animation makes me smile. Nice little test project. :)
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Thank you. The walkcycle animation was my biggest challenge.

QuoteThe Penthouse

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Looks like it's been drawn by a 12 year old. Character sprites are bad but walking animations are frankly embarassing. Over-reliance on system interfaces as puzzles. There is an attempt at a story but it doesn't quite hang together.
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I thought the graphics were pretty good.

Quote
Quote from: pell on Tue 05/05/2020 04:09:35
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The game provides that alternative if you notice it.
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Yep. I wanted to code a slider puzzle, partly to check I remembered how to use structs, but they're much more fun to code than to solve in my view, so I gave an alternative for all those who just want to destroy them whenever they see them!
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I went back and solved it, so I'm redeemed. :)
#82
Quote from: Crimson Wizard on Tue 05/05/2020 09:10:53
Quote from: pell on Tue 05/05/2020 08:53:58
I wonder if you have a reference to the old name in one of your room scripts that the compiler didn't catch when you rebuilt the game. I forgot to change cEgo.ChangeRoom cNewName.ChangeRoom in two of my scripts, but the compiler caught it. Maybe there are parts of the scripts that the compiler can't debug as well.

Note that the above is not a script error, but a room editor exception, the callstack showing CharactersEditorFilter.MoveCharacter, which is when user moves character around the room in the editor.

Does it matter whether that's the player character or another character? Because after changing the player character's script name and it's starting room, I had no problems even when I moved the character around and walked into another room. I wonder if you're talking about changing the character's starting room with a script rather than with the editor's character settings (although, I'm not sure that even makes sense. The starting room for the game is the starting room.)
#83
You're not using the latest version of AGS (3.5.0.24) unless the error message is displaying the wrong number.

I tried reproducing the bug in the latest AGS, both by changing the script name and starting room of the player character and a secondary character, but it worked fine.

I wonder if you have a reference to the old name in one of your room scripts that the compiler didn't catch when you rebuilt the game. I forgot to change cEgo.ChangeRoom cNewName.ChangeRoom in two of my scripts, but the compiler caught it. Maybe there are parts of the scripts that the compiler can't debug as well.
#84
Quote from: Shadow1000 on Tue 05/05/2020 03:54:30
Quote from: pell on Tue 05/05/2020 03:13:47
Quote

The Penthouse by Intense Degree
Spoiler
Outstanding entry. It's actually quite rare for such a complete project to be made under such time constraints. From the story to the puzzle to the graphics. A lot of original thinking in here. My favourite part was the puzzles. I was able to solve them on my own yet they were challenging enough to be satisfying as I completed them and the game progressed.

I am blown away that there are multiple endings as well. You better believe I played the ending till I got a perfect score.

If you choose to develop it further, you may consider putting in more sound effects. I realize that when you're under time constraints, decisions have to be made so if this is the only compromise then you did really well.

One thought/observation:
Hebrew is read from right to left. When I did the slider puzzle, I naturally did it in the natural order that one would expect considering the direction of the language. When that didn't work, I had to do the puzzle over in order to complete it which did NOT brighten my day! I'm not criticizing but I do want to express that
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The slider puzzle was solvable? Awww. After a while I decided breaking it was supposed to be the solution, so I gave up and broke it.
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Theoretically, all slider puzzles are solvable. As I said in my comments, I solved it first from right to left, then left to right. How did you break it? I think that would have been more satisfying :)
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The game provides that alternative if you notice it.
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#85
Quote from: Shadow1000 on Mon 04/05/2020 23:19:52
Upducted by Pell
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Good introductory project for learning AGS. I am using Windows and the game ran smoothly.
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Thank you.

Quote

The Penthouse by Intense Degree
Spoiler
Outstanding entry. It's actually quite rare for such a complete project to be made under such time constraints. From the story to the puzzle to the graphics. A lot of original thinking in here. My favourite part was the puzzles. I was able to solve them on my own yet they were challenging enough to be satisfying as I completed them and the game progressed.

I am blown away that there are multiple endings as well. You better believe I played the ending till I got a perfect score.

If you choose to develop it further, you may consider putting in more sound effects. I realize that when you're under time constraints, decisions have to be made so if this is the only compromise then you did really well.

One thought/observation:
Hebrew is read from right to left. When I did the slider puzzle, I naturally did it in the natural order that one would expect considering the direction of the language. When that didn't work, I had to do the puzzle over in order to complete it which did NOT brighten my day! I'm not criticizing but I do want to express that
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Spoiler
The slider puzzle was solvable? Awww. After a while I decided breaking it was supposed to be the solution, so I gave up and broke it.
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#86
Quote from: fernewelten on Fri 01/05/2020 21:03:24
So, I can now proudly present:

Vertigo


Meet Luke, a tiny hermit living in a tall, tall tree. He would have loved to stay in his seclusion, but he must come out of his tree flat to prevent disaster from happening.

Will he manage?
Can you help him save his father?

Standard BASS interface. Get the inventory and main menu either via the "hamburger" icon or by pressing "i".
Download the game here

Have fun playing, and tell me what you think!


Cute story and game. I especially liked the intro animation. My only real problem early in the game was that...
Spoiler
the crowbar graphic was practically indistinguishable from the cracks in the walkway. I think I found it by accidentally clicking on it.
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#87
Quote from: Slasher on Fri 10/04/2020 08:01:30
Skyfall

Tweaked and improved a couple of things...

I played Skyfall last night and today. It has nice graphics, and I like the variety of puzzles. My only problem was that I was stuck for a while until I realized that...
Spoiler
right-clicking on things is necessary to trigger certain events and continue the game.
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#88
Quote from: Cassiebsg on Thu 30/04/2020 23:17:07
Sorry for the "late" entry, I had to upload it 3 times, as I was taking a screenshot I noticed a debug msg I forgot to turn off.

The bug of the invisible shooter is still there, so live with it until I have time to figure out why... probably just some bad logic on my code.  (laugh) (Fixed)

Anyway, I present you, yet another Battlestar Galactica 78 inspired game.

Over Roger

Story: After the Galactica left the 12 colonies, some humans were left behind. This warrior saw his home be destroyed and the last remain of humanity fly away. Not one to roll over and die, he vows to die fighting  to his last breath... or laser!



Download here: http://www.mediafire.com/file/dhrp74rh8og2tzi/Over_Roger_v0.5.zip/file

Keep in mind that this is still a prototype, and there's lots more I want to do with it.

- Game provides minutes of shooting entertainment (?). It's a plain shoot them up.
- A dazzling one enemy variation to shoot at!
- Use keyboard or mouse controls (choose on the settings page).
- 1280x720 & 32 bits of vast space (I could swear I've been here before  (wtf) ).
- No requirement of knowledge of the TV series what so ever.

Have fun! :-D

Edit: Fixed the invisible shooter bug, and a fixed some other stuff, plus fined tuned some stuff. Hope it's playable to the end though. (I haven't been able to  reach the end (roll) ).

Nice. This is the one game I'll probably keep playing after the voting is over. But then I'm old school. My first game was a Space Invaders clone.
#89
Quote from: Intense Degree on Thu 30/04/2020 20:28:43
Hi all - so it's been a while since I was last around here, and I was always more of a lurker than anything so I'll not expect you to remember me.

But anyway, thanks to the lockdown, downtime, bank holidays and a whole host of late nights, I have actually managed to cobble something together for the first time in over a decade!

The Penthouse




A struggling artist receives a commission to paint a portrait of a wealthy businessman in his Penthouse apartment, but this apparent stroke of luck turns into something rather different.

http://www.mediafire.com/file/ikabuvhi9k03fty/The_Penthouse.7z/file to Download.

EDIT: Uploaded a version with a quick bugfix - at https://www.mediafire.com/file/djw6vzhc1gkn6gp/The_Penthouse_v1.1.7z/file


I played it tonight and got...
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two passes out of five, but it was the two I was looking for (save your own skin),
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...so I was satisfied. I'll have to go back and try the game again with the goal of achieving the others. My only real criticism so far is that the...
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knife
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...was a little bit of a pixel hunt for me. It blended with its surroundings enough for me not to notice it until I started clicking around.
#90
Quote from: JackPutter on Thu 30/04/2020 16:17:34
MIDNIGHT SQUADRON

GAME LINK: https://www.adventuregamestudio.co.uk/site/games/game/2438-midnight-squadron-mags-april-2020-/

SYNOPSIS: In the skies above war-torn Europe, trouble strikes the crew of an RAF bomber as it returns from its mission. The aircraft's copilot Fredericks needs to get to the bottom of what's going on, and live to tell the tale.

SCREENSHOTS:







FEATURES:

  • An original horror story full of mystery and suspense
  • Faux 16-colour graphics
  • Approximately 15-20 minutes of gameplay
  • Occasional strong violence and gore
  • "Beneath A Steel Sky" style interface - Left click to interact, right click to examine




If you are a fan of horror films or scary stories in general, I hope you will enjoy this game! Please let me know what you think of it, it is my most ambitious project to date and I would love to hear your feedback. There were a few things I really wanted to include but I had to set aside because of the time constraints. I enjoyed making this one a lot, even if it was quite taxing!

This is my third MAGS entry in a row, and I think it will be my last for a little while. I had never developed a game before entering this February's MAGS competition, and while taking part in these contests has been a great way to learn I feel a little worn out. I haven't had the chance to actually PLAY any games since January! So I'll probably sit out of the competition for a month or two.

Anyway, I hope you all have fun with my entry, and best of luck to all those still putting the finishing touches on theirs!

I played it last night and enjoyed it. Those RAF officers are unshakeable, huh? The logo on the side of the plane is a nice touch.
#91
I've updated mine just to bring up the "Quit game?" dialog at the end. I'm looking forward to playing the other games.
#92
Farmer Zeke is captured by extraterrestrials and has to try to escape in time to feed his animals. This is a very short game for April 2020 MAGS, mostly to learn the AGS software. If you try it out, I would appreciate knowing which operating system you used (Windows, Mac OS or Linux) and if you had any technical issues or problems figuring out the game. You should end on the same screen that you start the game on.

I may continue the story (or at least use these characters again) in future MAGS games.

The game code is Free Software (General Public License 2.0 and Artistic License 2.0) ,and the art and music assets are available under several Creative Commons licenses.

Thanks for looking.

https://www.adventuregamestudio.co.uk/site/games/game/2440-upducted/
https://gamesbypell.itch.io/upducted

#93
I'm in again now that I've gotten my feet wet.
#94
Here's mine early, just in case:
https://gamesbypell.itch.io/upducted

Let me know if you have any issues with it. I may still touch up some things if I have time.

Here's the AGS game database link:
https://www.adventuregamestudio.co.uk/site/games/game/2440-upducted/
#95
Quote from: Crimson Wizard on Tue 28/04/2020 16:54:33
Here's the original template source, by CaesarCub: https://github.com/caesarcub/AGS-SCI-Template
It has an actual license: https://github.com/caesarcub/AGS-SCI-Template/blob/master/License.md
which is CC BY 4.0: https://creativecommons.org/licenses/by/4.0/

I suppose we should have it in the official repository we're building these templates from, to be distributed with each template.

That's exactly what I was looking for. Thank you. I appreciate the other responses as well.
#96
Quote from: Slasher on Tue 28/04/2020 07:24:44
As far as I am aware, the graphics that come with the template were included so that people could actually practice and make a game...

...and so probably aren't licensed for redistribution. I wonder if the developers consider the Artistic License to apply to the template graphics. My understanding is that source code licenses don't automatically apply to the graphics, but I could be wrong about that.
#97
Can anyone point me to the license terms for the graphics that come with the template games so that I can include them in my MAGS game? I'm planning to use the GUI graphics (icon bar, quit game dialog, etc.) from the default Sierra style game. I can only find terms for the source code, which I'm not sure automatically applies to the graphics. The license text specifically refers to "source code".
#98
Shoot. I meant to vote on this, but I  only got around to playing three of the games. I won't say which three, but I found Dangerous Derek the best of them. It looks like I was not alone in that.
#99
I'm good either way about an extension, but I don't see mention of an original deadline. I'm assuming it's before midnight on April 30 in someone's time zone.
#100
Quote from: Crimson Wizard on Mon 20/04/2020 22:59:37
Quote from: pell on Mon 20/04/2020 22:48:04If I could package up a game file in the format the engine requires, I could develop games on Linux without need of the Windows editor. For starters I'd be writing scripts in a text editor, using Gimp for backgrounds and regions, and maybe some small programs to help manage all the configuration options.

There is a number of problems that currently prevent user from compiling a game using a stand-alone script compiler (which already exists as a preliminary experiment).

To give an example: some parts of the script is currently generated by the editor: script API declarations, dialog scripts from Game.agf, plugin API, maybe something else if I forgot.

There's a project (kind of group of tickets) opened in our repository to track this kind of issues: https://github.com/adventuregamestudio/ags/projects/1

In general, we'd want to move to open (text based) source formats for everything (rooms, etc), resource files taken directly from directories instead of being cached in a binary blobs (like sprite file currently), and separate tools each doing its own small job, which could be chained in a compilation pipe to produce the game.

There may be other associated tasks, like storing compiled script in a slightly different way inside game package, to ease its update, as currently it's saved in the middle of the game data, and thus its address offset changes with every game format update.

I had a feeling there were binary blobs to worry about. That's where I'll be focusing my attention when I get back to the source code. The editor also compiles the engine into the binary file, but I wonder if the engine would work without that.

Still, I know older games work with current engines. I played "5 Days a Skeptic" on the most reason version of the engine built from source.
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