Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - strangeDetective

#1
AGS Games in Production / Moonchild
Fri 24/03/2017 03:27:06
Took the preview down will re-post later on in development.
#2
Hoping someone more experienced with scripting might be able to give me some suggestions or pointers here...

Was looking into making a puzzle which would require the player to draw something on screen [with a magic wand selected from inventory, for example], like a simple runic glyph.

The drawing would be over some kind of object or hotspot on screen. If you remember the part in the Hobbit where Gandalf draws the rune on Bilbo's front door, and then the Dwarves show up, that's along the lines of what I'm thinking.

For example, if the player selects a magic wand from their inventory, then draws a runic glyph somewhere on screen - then the game checks to see if the rune was the correct configuration, and triggers an event if it matches.

I don't know if it's possible that AGS could be manipulated to understand if you drew the correct runic shape or not.

Admittedly this is something that's way over my head, but am posting in case someone knows of something similar that's been done here that I could look at or attempt to modify.

Thanks for any help or suggestions!:)






#3
Hoping someone can give me some guidance or point me in the right direction.

Wanted to do what I thought was a relatively simple event, to have a random event which spawns an NPC to walk across the screen in the background/foreground as random passerbys. Saw this in some of Shardlight's crowd scenes.

I figured it would go something like this:

Code: ags

function room_RepExec()
{

int ran=Random(1);

if (ran ==0 ) {
cFemale01.ChangeRoom(230, 960, 335, eDirectionLeft);
cFemale01.Walk (20, 590, eNoBlock, eWalkableAreas);
cFemale01.ChangeRoom (200);
}
else if (ran==1) {
  cFemale01.ChangeRoom(230, 20, 590);
cFemale01.Walk (960, 335, eNoBlock, eWalkableAreas);
cFemale01.ChangeRoom (200);
}
else {
  //DO NOTHING FOR NOW...;
}
}


This was a rushed test to see if it worked, but nothing happens, but I don't understand it exactly.

I thought that this would make a NPC appear and walk across screen spawning at different location depending on if the random number was 0 or 1, then move them out of the room again.

Does anyone have an idea how I can fix this to work? Thanks in advance for any help or replies.

#4
Well I'm trying to figure out a way to implement a puzzle and I actually can't even guess what term's to search on to see if anyone else has tried to do this, so hoping somebody might be able to help or nudge me in the right direction.

Basically, I want to figure out a way that if the player walks around in a circle three times, going counter-clockwise, then a variable in the game gets set which will then enable another possible interaction.

I'm wondering how you would make the game recognize that you completed walking around in a circle completing the entire cycle 3x without deviating?

You've probably heard the idea in fairy tales about the boy who chases his little sister around a Church counter-clockwise, and they're both magically transported to Elfland. Well that's similar to what I'm trying to do but not quite sure how to even start. If anyone had any ideas or suggestions to get me going much appreciated!
#5
Very new to scripting and GUIs and I don't even know where to begin with implementing this idea for a GUI. I'm using the very latest version of AGS, I thought there might be a "dialing telephone" module or "door pass-code" module I could experiment with, but the one's I found seem to be over 10 years old.

Posting this on the chance that maybe someone can help.

Basically, the concept is the player would have a "spell book" that could be called up on screen, and on the pages would be 'sigils' which represent 9 word/vowel sounds.

Think of it as a telephone GUI with nine digits (sigils). At the start of the game, only three digits/sigils are available to the player. All the rest are disabled. Additional digits/sigils are enabled to appear in the Spell Book after completing certain tasks during the game.

Player needs to be able to open the Spell Book, select an object/hot spot/character on screen, and then input a sequence of digits/sigils to cast a spell on whatever object or character is currently selected.

This would be very similar to the GUI in LOOM, where you learn and play musical notes to cast certain spells on objects. Only the Spell Book GUI would cause the player to utter incantations, which would have a corresponding effect on an object or character if the correct words/vowels in the Spell Book were spoken in a proper sequence.

A GUI like this might be even more laborious and complex than I can imagine, but as I can't even fathom how to begin building such a thing, I thought I'd take a shot and post.

[If this seems like too enormous a task to ask for help with, I'll move it to the Recruitment section as a (paid) offer to help design. PM me.]


#6
AGS Games in Production / Strange DETECTIVE
Mon 12/09/2016 17:53:33
Strange DETECTIVE

Hi All! I'm new here on the forums, but have been lurking in the background for awhile trying to learn the ins and outs of AGS. After a couple of months of trying to learn the scripting language and designing some artwork I began putting together my first graphic adventure game, which is based on an old "Call of Cthulhu" RPG campaign I used to run back in the late 80's. The game isn't actually an RPG, I'm just adapting my favorite game scenario for the story. I was a little intimidated by AGS at first but this forums been a great help to learn the system, and designing a graphic adventure has always been one of my dream projects. The game will transpire over the course of 4 days, as I have all of the artwork and about 75% of the scripting finished for Day 1, I figured it was a good time to post here. Most of the animations and sprites I'm working with are still place-holders, but as soon as I get them finished I hope to be able to show some of the game play in videos and a small demo. :)




The Plot:
A noir horror-suspense graphic adventure set in the world of H.P. Lovecraft. You're a Private Eye hired to investigate the depraved history and strange events surrounding a derelict mansion in the countryside.

Some screenshots:


City of Arkham, Massachusetts 1930's (in game).


Detective's Office (in game).

Development Progress:

Game Resolution: 1280x800
Story: 75%
Scripting: 15%
Graphics: 25%
Sound/Music: 25%

Expected completion date: Summer 2017





SMF spam blocked by CleanTalk