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Messages - thecatamites

#21
Hello,
I'm making a short game in the style of top-down rpgs like Earthbound, etc., and I'm trying to set it up so that pressing the 'Z' key will interact with nearby people and objects. The way I'm doing this is by an on_key_press script that runs ProcessClick(player.x, player.y, eModeInteract) when Z is pressed and by having the NPCs be just part of the backround screen with a hotspot covering an area around them.

I think the problem I'm having has to do with the way the player x and y coordinates are calculated: my approach works okay for some characters at the top of the screen, when approaching them from the south, but for others near the bottom it doesn't work at all when the player is right next to/above them and then suddenly works when the character is a fair difference above them and should technically be outside the hotspot zone.

Basically I was wondering if anyone had any thoughts as to what the problem or solution here might be, or even alternate methods of pulling off the control scheme described above. Thanks!
#22
Oh cool I've been meaning to do a MAGS for a while and also make a short horrorish game, I'm gonna try to do this. Eurotrash Dracula here I come.
#23
also might as well mention that this was made for a contest on rpgmaker.net and when they announced the results recently this got second place
also bein pretty passive-aggressive here heh but any crits you guys would have would be very appreciated!
#24
ahaha i feel gross advertising myself but whatever! "im a whore" - cheap trick



Paul Moose In Space World for.... best background art, I guess? Best short game except this puts me against Ben304 huh. Oh well!

"a vote for pal mouse is a vote for progress" - nostradamus
"excellent game would play again five stars" - frederic neitzche
"wherre to daownload moose??" - sarah palin

also actually I might as well post these too



Biggles On Mars also for best background art/short game! d-do it for biggles.....




Twenties Flappers Vs The Mummy for best player character! Who doesn't like flappers? Also best dialogue writing, because theres no school like the old school.
#25
I haven't really been following this but I was wondering if there'd be any way to notify people when their games get rated? From what I can tell the judges rate the games whenever they get around to it rather than by any release schedule or whatever, which is understandable, but it also means you don't know if they've gotten around to your game unless you accidentally stumble across it. A lot of times I don't realise the panel has been there until someone else leaves a comment on the game later on. I guess what I'm saying is that it'd be nice to have a 'recently judged' box in the game database functioning about the same way as the 'latest user comments' section. It'd be easier to check than the gamepages themselves and could also act as a way of getting more attention to games which get a high panel rating etc.
Just a thought!
#26
Also i think it's a good idea in general to make puzzles that are kind of tied in with the game world, not just in tone (ie more cartoonish puzzles for humour games etc) but that they encourage the player to explore and get a sense of what the world or characters are about. Bad puzzles are ones that feel like they curtail exploration, like seeing a cool futuristic city out the window and having to go through some tedious number puzzle to get out there and wander around it. Good puzzles are ones that feel like an extension of exploration, that draw the player in and make them involved not just by the result of the puzzle but through the actions required in solving it.

I'm being kind of vague here since I don't play enough adventure games to come up with good examples but i guess it's the difference between having puzzles that feel like impediments to the 'real game' and having ones that feel like the real game itself, like the player is PROGRESSING when he or she solves it instead of just getting rid of a distraction. I really liked the notepad idea in Discworld Noir because while the puzzles involved often played like inventory puzzles (use x on y) solving them and getting more clues felt like you were unravelling the game's story instead of just uh running errands or whatever.
#27
Oh yeah, I know what's causing that. I made this fairly quickly and was very sloppy with the variables. I'll upload a new version soon. Thanks! I'm glad you liked the story too, haha.
#28
Completed Game Announcements / Ghost Voyage
Mon 21/12/2009 05:22:53
short contest entry. a young girl's attempts to remove a lion from her kitchen lead to more trouble than she'd bargained for!



CONTROLS:
leftclick to move, rightclick to interact, esc to bring up menu

music is 'snow hare' by zan-zan-zawa-veia

Download:
http://gamejolt.com/freeware/games/ghost-voyage/files/ghost-voyage/download/1256/1931/
#29
Uh, scratch that. That fixed it for a while but now it's back again, after a certain point in the game where control switches to another character. I've tried it by setting that character's activeinventory and the 'player' activeinventory to the item in the item's events page, in the same way as above, but no luck. Should I just keep the original character and change views etc or is this a different problem entirely?
#30
Whoops, nevermind, I can just set the activeinventory in the event settings for the individual objects and that seems to fix it.
#31
Hello,
In my game I have a custom inventory and two-click system. I can go into the inventory and select an item, and use it or deselect it with the right mouse button, just fine. The problem is that after I use/deselect it I can no longer select any items on the inventory screen! Wherever I click on the graphics there is no response. This happens to inventory items other than the one i have used, too.

I'm pretty sure this is down to my extremely ugly code in some way, but I can't figure out why!
Here's the code for on_mouse_click:

Code: ags

if (IsGamePaused() == 1) // Game is paused, so do nothing (ie. don't allow mouse click)
    {
  }
  if (gInv.Visible == true)
  {
    if (button == eMouseLeft)
    {
      ProcessClick(mouse.x, mouse.y, eModePointer);
    }
    else if (button == eMouseRight)
    {
      ProcessClick(mouse.x, mouse.y, eModePointer);
      }
  }
  else if (gInv.Visible == false)
  {
    if (player.ActiveInventory == null)
    {
  if (button == eMouseLeft) 
    {
      if (GetLocationType(mouse.x, mouse.y) == eLocationNothing)
      {
    ProcessClick(mouse.x,mouse.y, eModeWalkto);
  }
  else
  {
    ProcessClick(mouse.x,mouse.y, eModeLookat);
    }
  }
  else /// on right click
    {   
    ProcessClick(mouse.x, mouse.y, eModeInteract);
}
}
else
{
  if (button == eMouseLeft)
  {
    ProcessClick(mouse.x, mouse.y, eModeUseinv);
  }
  else if (button == eMouseRight)
  {
    player.ActiveInventory = null;
    }
  }
}


gInv is the inventory screen, which is brought up by clicking a gui in the bottom left corner of the screen. Anyway, like I said this is probably some dumb coding mistake in on_mouse_click but I can't find it. Any help would be much appreciated!
#32
Bumbing this to say this got reviewed in PC Zone magazine and included on the cover cd there (see here}, as well as being a freeware pick on indiegames.com (here), on rockpapershotgun.com (here), and on jayisgames.com (here), as well as winning second place in the Gamejolt axioms contest. so give it a shot if you haven't yet!
#33
My game Paul Moose In Space World was on the freeware disk of 'PC Zone' magazine and they did a quick review.



Also AGS was brought up in an interview with one of the dudes from Telltale Games and they did a thing on Ben There, Dan That. I can scan them too if anyone wants.
#34
Whaaaaat i though hep cats was a fifties beatnik thing! Glad you liked it anyway  ;D . I actually was thinking of making a 'twenties flappers vs lizardmen' game where you team up with David Icke but i didn't want to run the risk of being shut down by the reptilian illuminati.
#35
A kind of early halloween game, developed in about a day. It follows a vivacious twenties flapper trying to take down a hotshot DA mummy.  Try it.........if you dare >:) I guess!








CONTROLS:
left click - interact
right click - examine
clicking on main character brings up the inventory
esc - menu

Information on the music used is in the readme file.

DOWNLOAD: http://gamejolt.com/freeware/games/twenties-flappers-vs-the-mummy/download/955/
#36
I'm running it without music and not getting any crashes now! I'll convert the mp3s to ogg and see if that works too but yeah that looks like it's done it. Thanks a lot! ;D
#37
http://www.mediafire.com/?sharekey=59ecb6a64be0086fe62ea590dc5e5dbbe04e75f6e8ebb871

Here's the source code, the crash happens in Room 3... Usually either directly after the 'room first load' scene or after interacting with the cFrankie character in the room. I haven't found it in any other room so far, and if I leave and return then the crash doesn't seem to happen either.
#38
Here it is http://uploadbox.com/files/636dbf22a5/

I'm pretty sure it has something to do with how much time is spent in the room, as it generally occurs when I go through the dialogue at normal pace and not when I skip through it.

Thanks!
#39
Anyone? Sorry to bump but this is for a contest whose deadline is within the next few days, so if I have to actually remake the whole game I'd rather know as soon as possible!
#40
Advanced Technical Forum / occasional crashing
Sun 25/10/2009 02:39:18
Hi,
When running a game I'm making I'll occasionally (about half the time) get an error message when I try to either close the window (through the top right X button, not the menu) or change room (via a hotspot click). Sometimes I can do either of these things with no problem and I'm trying to find out what the variable is but no luck so far. Here's the error report:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x77B21A56 ; program pointer is +6, ACI version 3.02.1025, gtags (3,119)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK  
---------------------------


I'm using an edited version of the default game run in 640x400 res, in AGS ver. 3.0.2.44 . I can upload the crashinfo file if necessary.


UPDATE: It looks like just before the problem occurs a sort of broken pink-and-blue line appears at the very top of the screen. Before it comes up there's apparantly no problem, after it does attempting to leave the room causes the game to crash. The two times I've noticed it are at the end of a 'cutscene' conversation and just as you try to interact with one of the characters after it. I haven't done anything strange with views or sprites as far as I know but I'm gonna keep looking.

UPDATE #2: Looked around a little and saw that some similar problems were apparantly solved by upgrading the version of AGS so I'm trying that now  ;D

UPDATE #3: Upgraded to the most recent version, now I get the same error message but without the small graphical glitch.
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