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Messages - poc301

#202
Hi guys,

I am working in AGS 2.72, so keep that in mind :(

I am working with a room in my game which is in the final days of beta testing, and in this room there is a very narrow walkable area.  I have widened it as far as I can without screwing up the artwork (walking on the wall for instance), but when the player character has another character following him in the game at certain points, sometimes the characters get stuck when trying to walk the other way.

For instance Char 1 is leading, Char 2 behind.  Char 1 turns around and walks back, but Char 2 is in the way, and they both stop.  They can't get around each other.  But if you continue a bit, char 2 moves just enough up or down that char 1 can get by.

Is there a way to turn off their ability to bump into each other?  Like, make them no-clipping mode with each other so they can just walk THROUGH each other?

It is fine on all other screens, but this one is being a pain.

Thanks,

Bill
#203
Thanks guys.  I will be keeping it at 640x480 for the next game :)

I really like the analofy about the book.  Very good point.

Thanks,

Bill
#204
Hi all,

With Murran 3 almost done in Beta, I am beginning work on Episode 4.  This got me thinking...  I've used v2.7 up till now and the highest res I could comfortably do is 640x480 (the game has been in production for years so the AGS version is old). 

With my new game I plan on learning and using the latest version of AGS.  I know this supports higher resolutions, but am concerned it would not be true to the old school game feel.

What do you think?  Do you prefer Lo-res (up to 640x480) or do you prefer higher res AGS games?

Thanks,

Bill
#205
Might possibly also want to check the video resolution, and make sure you're running it in a window and not full screen.

-Bill
#206
Quote from: The Master on Thu 30/06/2011 00:53:34
Looks great, I haven't played the first two yet, but want to play soon.
Good luck =)

Thanks!  You don't need to play the 1st 2 in the series to get where this one is going, but they are short games :)

-Bill
#207
Thanks to all who have volunteered to test the game.  Due to the volume of offers I've gotten I have now closed the Beta.  It will help keep my sanity as I proceed on fixing any bugs and keeping straight who is who  :o

Seriously though, thanks to everyone out there and hopefully the game will be done and released shortly!

-Bill
#208
The Murran Chronicles: Episode 3 - Lifedrinker of Landsdowne



UPDATE Sept 10, 2011

The game's final Beta version is out, and the fixes are now at a very slow trickle.  The game will be released in early October, 2011. 

Three years of development, and the game is finally about ready.

To keep myself sane, I decided to do a new Promotional video for the game.  The demo features finished graphics, GUIs, animations and some of the features like the map/travel system.

http://www.billandnicole.net/games/ep3/murran3.wmv

Thanks!



Plot/Storyline
-------------------

Shortly after your adventure with the mystery in Montana, you are given a case involving mysterious deaths in Landsdowne, Massachusetts. The bodies of two men in their early twenties have been found recently, and according to local authorities both dead men looked to be in their seventies when their bodies were found. There is no explanation as both men were thought to be healthy, and in the prime of their lives. Add to this the odd reports of a pack of strange animals roaming the town at night, and you have your work cut out for you. Is there some sort of vampire creature on the loose as some of the town rumors suggest? What is behind the rumors of odd goat-like creatures that have been seen after nightfall? Are the two related? You are thrown into the midst of an age long battle between good and evil as you investigate the case of the Life Drinker of Landsdowne.
 
About The Game
------------------------

Life Drinker of Landsdowne is in 640x480 resolution, running in Hi-Color mode.   This game will be almost twice as long as the second game, and will have much more content, many more characters: some with dynamic locations, and 3 different endings depending on the paths and choices you make as the player.  

This third game in the series will be the first to not feature the police cruiser as your primary mode of transportation.  Dust off those walking shoes, there is much to see in the town of Landsdowne.

This game will also feature something new to the Murran Chronicles: day and night cycles.  Explore the town during the day, and return to places as night for a whole new look at them.  



Beta Tester Info
-------------------------

The game has been in production since April of 2009, and has many hours of blood, sweat and tears put into it.  Total gameplay time from start to finish for me is just over 6 hours, and I know exactly what to do to progress since I wrote it.  I would guess that the average player would have 8-10 hours of gametime (hopefully).


BETA IS CLOSED


Some screenshots:









These last 2 screenshots feature the old GUI and cursors which have been updated:






(Typo in this screenshot has been fixed.)


Thanks!

-Bill

#209
AGS Games in Production / Re: Venator
Sun 06/03/2011 16:04:08
I really like the graphic style.  I think I'll be playing this once it is released.  It is right up my alley: monster hunting type of game :)

-Bill
#210
Haha, almost :)    Didn't mean for it to look that way, but I guess it could.

Also, I forgot to mention that all speech portraits have backgrounds depending on the room the character is in.  The earlier posted screenshots with the solid colored backgrounds aren't in the game any more.

-Bill
#211
Alrighty, this is likely going to be the final update before the game is released into Beta testing.  Neil is finishing the final sprite work, and I just finished all the menus for the game.  Below is a screenshot of the Inventory, the Save/Load (thanks SSH!) and the Quit screens:

Inventory Screen -



Save / Load Screen (SSH's module is amazing) -



Quit Screen -



The game should hopefully be finished and into Beta in the near future.  I've got a list of people who've volunteered to be on the beta team, so if you're one of them, you'll be getting an email/msg from me sometime probably this month or so.


Thanks!

Bill

#212
AGS Games in Production / Re: The Cat Lady
Thu 10/02/2011 15:19:54
I liked the teaser video.  Very creepy feeling.  I'll definitely give this a go once done.

-Bill
#213
I just did some testing, and apparently it is because I am displaying it into a Label in a GUI.  I guess the Labels have limits on length??

I could not find anything by searching the forums or by reading the manual.  

Thanks,

Bill
#214
Moderators, please delete this..  Turns out I am using AGS 2.72 and have a limit on the label length in my GUIs :(

-Bill
#215
Oh wow, okay.

Thanks for the help :)

-Bill
#216
I have a text box which is pulling globalstrings into it in my Notebook GUI.  

The person clicks the topic on the listbox on the left, and the globalstring with sometimes many lines of data populates the textbox on the right of the GUI.  This text is read-only, so it can never change.

Problem : I can't do a linefeed.  Any way I can do this?  I need to word wrap apparently, but can find no way to do it.

Thanks,

Bill
#217
Quote from: Khris on Wed 09/02/2011 16:54:50
Wait, what's wrong with using a label? It's their explicit purpose to display unalterable text.

I used the textbox because there is a lot of data I need to put up.  Which brings me to another question I'm about to post :)

Thanks,

Bill
#218
TextboxName.Enabled = false; 


Perfect!  I couldn't find that in the manual, but should've assumed something like it would be in the editor.

I appreciate the help, it works perfectly.

Thanks,

Bill
#219
Let me preface this by saying I am still using AGS 2.72 at the moment, but as soon as the game is done, I'll be upgrading.

That said, I am having a problem in a GUI with a text box.  I have a "notebook" type GUI that is used to put notes in so the player can review any info learned in the game.

There is a listbox with topics, and once clicked, it populates the textbox on the GUI with the details of the item.  It all works great, however someone can simply click in the textbox and delete and enter new info.  And the info saves automatically since when you exit and go back in, the info is there.

Is there a way to lock the GUI's textbox and make it read-only?

Thanks,

Bill
#220
Game aside, this thread had me rolling out of my chair with laughter.  This thread should win some kind of AGS award.

-Bill
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