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Messages - selmiak

#141
interesting tech to make a game. And the result looks pretty good :)
#142
the finished version is even better than before... of course :)

In case you are stuck or interested, here is a complete longplay... enjoy :)

https://www.youtube.com/watch?v=EtgLJQrdzI0
#144
BIG CONGRATS ON THE RELEASE CHICKY! :-D
#145
General Discussion / Re: RIP Peter Mayhew
Sat 04/05/2019 23:42:48
he almost died on may the fourth, the star wars day. Farewell Chewie!
#146
I longplayed it. Really nice game! ;-D
https://www.youtube.com/watch?v=hG7i7_FoZFM

#147
Some examples for cardgames made with AGS:
Magus: https://www.adventuregamestudio.co.uk/site/games/game/1564/
Hubris: https://www.adventuregamestudio.co.uk/site/games/game/1541/
Dungeon Hands: https://www.adventuregamestudio.co.uk/site/games/game/2219/

Maybe eri0 can help you or show you some of his code he used for dungeon hands.
Codingwise you probably store all cards in an array, shuffle the array and then pick cards one after the other. maybe add a counting variable to know how many cards are played and where in the array you are.
#148
*raises a glass of water on retrowolf*
#149
The Rumpus Room / Re: Fotoshop Fridays
Fri 19/04/2019 20:30:00
#150
General Discussion / Re: Notre Dame
Fri 19/04/2019 20:13:35
This is sad. Though I'm glad most of the stones and glass is still in good shape. afaik no human died which is alway good when such tragedies happen. this makes it more culturally tragic.
#151
I have no idea how this happens but I try to explain it best I can.

I have coded a custom debug system with simple buttons that call a function to transport the player to the desired room, set an integer like a chapter number (that is also set in game and accordingly the room start happens).
When I access one room directly through my debug I have no problems, but when I access this room while playing the game and reaching it it SOMETIMES doesn't react to any mouseclick input. The mouse cursor is visible and moves on screen.

I'm having a hard time reproducing this as it only happens like the second time I play and then every 6th time and it takes a lot of time to reach that room.
I coded around on a tutorial template I got and it uses guis. The unresponsiveness mostly happens when I do the complete tutorial, which is really annoying, especially for a player that needs this. also for me to test this :P
when I abort the tutorial it doesn't happen.
But then I disabled all the guis for the tutorial (and all other guis that could be overlapping the screen) in the start condition for said room and it still happens from time to time. Also all needed variables for the tutorial and other guis are set explicitly to not interfere in the room_Load or room_AfterFadeIn. I spammed this in the start conditions tooo, still it happens from time to time:

Code: ags
  mouse.EnableMode(eModeInteract);
  mouse.EnableMode(eModeUseinv);
  mouse.EnableMode(eModeWalkto);
  mouse.Mode = eModeInteract;
  Mouse.Mode = eModeInteract;


I checked the global on_mouse_click, it can't be that as I have the inventory also come down on mousewheel and only this works. All other clicks don't get accepted but they are if else conditions in global on_mouse_click.  On ESC the quit gui opens fine, keypress works, but that gui also accepts no clicks.
and the worst thing is, this only happens sometimes, but when it happens the game is broken. this gamebreaking bug drives me mad.

There cannot be any gui in the way, I suspect it is the mousemode still.
how could I reset the mousemodes on a leftclick?
I have the String.Format("%d", Mouse.Mode) in the global repex and display this on button M. it is 0 every time, which should be eModeInteract. how can I check in that situation how all the mousemode(s) are set? How does that compare to something else.
what could that be beside mousemodes? I'm a bit clueless.
#152
Camp Ravenwood:
https://drive.google.com/open?id=1i-sOylfIO4MRZjrmb8DH2wqgvuO9fkqn

I was about to longplay it but got stuck in the first room. If you manage to escape the killer please PM me :)
#153
The Rumpus Room / Re: *Guess the Movie Title*
Sun 14/04/2019 13:28:07
black swan?
#154
The Rumpus Room / Re: Fotoshop Fridays
Thu 11/04/2019 23:22:06
this was posted on tuesday, do we really already vote? maybe some more entries come in over the weekend
#155
ohwowthisisunexpectedandnice! :D

what engine are you using?

also that one line in the trailer (or gameplay recording), the intro, it is white over bright yellow, very hard to read. (@3:42 in the video)
#156
AGS Games in Production / Re: The Witch House
Thu 11/04/2019 11:34:36
this looks very nice. Just wondering, do I have a dirty mind (I do) or does that sign really say Coffee anal? Must taste pretty shitty lol
#157
AGS Games in Production / Re: SALARYMAN
Fri 05/04/2019 11:02:00
as ugly as the main character looks, he is totally fitting for the overall style of the game and the trailer makes it appear as a fun game! Keep us posted plz! ;-D
#158
The Rumpus Room / Re: Fotoshop Fridays
Fri 05/04/2019 10:57:29
I like Galen's image
#159
I tried it and can only echo lorenzos opinions on the communicator, give us a clickable exit on every screen of the communicator and a clickable back button on all the deeper layers too.

artwise, it looks okay, the intro was nice, but there are some think grey outline around the object in the scene. I had this too when resizing png images with tranparency in them. Just make the image the complete background in photoshop before resizing, when the image is a layer photoshop interpolates the border of the image with the transparency outside of the canvas and thus you have semitransparent borders in your image that AGS handles like this...

also
Spoiler
how do I overload the regulator?!
[close]
#160
I played it and even recorded this :)

https://www.youtube.com/watch?v=JAzkXqvDsns
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