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Messages - xil

#121
Thanks Gurok, seems logical, I'll patch that in now!
#122
Hi guys,

I've got this piece of code in room1.asc:

Code: ags

function room_Load(){
  interface_toggle(false);
  achM = aM1.Play();
}


It's then followed up in room14.asc with this:

Code: ags

function room_Load(){
  interface_toggle(false);
  achM.Stop();
}


A user emulating in Wine is saying they get the following error:

Quoteroom14.asc, line 3
NullPointerReferenced.

So in summary, I've got a global value 'achM' set to an audio channel and I play some music in it in the first room, then for the outro I stop the music. I have no issues with this on a PC so does anyone have any ideas as to why it doesn't work in Wine or how I can possibly stop it from crashing?
#123
Quote from: Andail on Fri 20/03/2015 07:19:42
I don't think making our games browser based is the answer to anything.

If you had said that to me 2 years ago then I would have wholeheartedly agreed, however, with the introduction of things like the unity browser plugin there really is a growing number of fully fledged games that you can just load up right there and then and get stuck into. 2 more years and we might see a bigger shift...

Having said that it was very much a throw-away jokey comment and agree that certainly for paid games and the majority of adventure games it's not an issue downloading.

I think that saying the website redesign would do nothing for AGS is basically true, I tell clients this every day, but I also look at WRK's design differently. WRK's design is more of a redevelop rather than just some pretty front page upgrade. It goes much more down the Game Jolt route in regards to trying to attract the players as well as the makers. I don't think that's a bad idea at all.

I work in systems development and I've long thought about just booting up a Rails App to try and do a small "Game Jolt for AGS" or in fact adventure games in general. The only problem is that it would clash pretty horribly with the AGS games database if I did just go out and do something off my own back and I wouldn't want to do that.
#124
Congrats Hobo :)

I second st.'s sentiments, MAGS is a great way to test ones self via a time limit and random subject and the competition is always very friendly!

I'm learning more and more by just finishing games these days, too many times in the past I would get so close, but never get over the finish line.

On to my next MAGS entry!
#125
Firstly, love the mock ups, looks a little bit like Enfold which is an awesome WordPress template, very easy to set up.

I think part of the reason AGS suffers in regards to MAGS votes and such is that this is primarily a developer community. If you set up AGS to be similar to GameJolt for example then you would probably get a much better response but let's face it, the AGS forum joining method is literally there to stop certain people joining (I've no issue with that, btw).

Trouble is, something like GameJolt is a huuuuuge undertaking, and I like AGS for what it is. But perhaps it needs to move more with the times e.g. browser based AGS games anyone? ;)
#126
Hey, I'm trying to get something together for this month :)

If it goes to plan then you'll all get to see the Aractaur in action!

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/at0.png[/imgzoom]

#127
This sounds very intriguing and right up my street! I love the music on your soundcloud.

I've just got back into AGS after a huuuuge break and have made a couple of small games. My original plan was to enter the MAGS competition every month for a year but after having realised how unbelievably long it takes to promote and market a game I'm open to the idea of collaborating with someone and taking a little more time over the development.

I'm primarily a programmer/designer but I also do art and music. You can take a look at my projects on calicoreverie.co.uk.

If I were to come on board then it would have to be after I finish my March MAGS game (or not as the case may be) and if I were to do some/all art then I would pretty much have to work in a low pixelated resolution like 160x90 or 320x180 (see my games) as it's all I'm good at to be honest!

Nice to meet you anyway and welcome to the forums :)
#128
Wow, that's so insanely flattering. I did email a few places but never expected quite such a positive response. It also got featured on GameJolt the other day which means all in all the game has now been played by over 1000 people! I really am lost for words.

I'm certainly learning how massively time consuming it is to promote and market your games as well. Hopefully I will still have time to finish my entry for the March MAGS though! :)
#129
Quote from: Crimson Wizard on Sun 15/03/2015 19:41:18
Not AGS game. Porting AGS engine to Allegro 5 may take months.
One could write a simple program based on Allegro 5 that only draws a cursor over black screen. That's couple hours of work.

Oh yes, of course, I meant 'game' in the loosest of senses - as bare bones as possible just to test the mouse cursor movement. I've been searching but there really doesn't seem to be much more help on the forums. Someone was saying that DInput applies its own acceleration and it also depends on systems and possibly other drivers so it sounds like a nightmare thing to debug.

QuoteBut, I remember we had some discussion about this in the past, and it seems that DInput (or the mouse driver itself) does its own acceleration (on some systems/drivers, not on others).

Perhaps if the Allegro 5 port goes ahead then we can look at doing the bare bones test to see if it does indeed sort the issue. I think for now I might just put a warning on all my games to let the user know that running in a window is the best option if they have any issues with the mouse in fullscreen. Users seem pretty open to simple fixes like this when games are free and/or made for a game jam etc.

The issue must be a worse one for people like WadgetEye, although it would be interesting to know what percentage of their support questions revolve around mouse issues. It's it is very low then I really don't see the point of spending your time doing much more. Like I've said before you have already improved it to a point where it is now playable from before when it was completely unplayable and un-configurable, so I'm very happy in that regards.
#130
Hi CW,

I'm having a lot of issues getting a screen capture as they only seem to capture in windowed mode.

I had one other possible idea but it might be a huge task.

There was a post saying that someone ported their project to allegro 5.0.5:

Quoteis ta3d using allegro 4? the mouse has the same acceleration in fullscreen as allegro 4. i had to port my infinite perlin noise terrain generator to allegro 5.0.5 to get the mouse to work in fullscreen without annoying excessive acceleration.

Is it a horribly long task to compile a 'game' using allegro 5.0.5 where it's simply a black screen and a white mouse pointer. I could then run this 'game' and determine whether or not allegro 5.0.5 makes any difference?

The only reason I suggest that is because there was some talk about possibly porting over to allegro 5.
#131
@sharpnova - I can only offer my sincere apology for that bug, and the fact I thought it was fixed (I didn't want the game  on Game Jolt with a bug like that).

Regarding the cores (spoiler alert):
Spoiler
The cores being able to be combined is part of the last puzzle so that's not a bug.
[close]

I'll do my best to get this sorted ASAP.

@KodiakBehr & @ThreeOhFour - Thanks for the kinds words, the ending had to be a little rushed due to the time limit but I am really liking how differently people have interpreted the visuals and story.

I'm currently trying to fix the mouse bug as I experience the exact same thing on my main PC.
#132
Thanks everyone for the kind comments, it's extremely flattering as I consider you all to be much better/more experienced developers!

I have taken on board the comments re the interface and will be switching to a more PC-based setup for my next MAGS entry.
#133
Thank you very much!

Spoiler
A small hint for the upgrading the power core is that you need more than one. The bug didn't involve them so you should be good!
[close]
#134
I've been treated twice in a row now with MAGS games with an excellent sci-fi dystopian feel :)

I really like the graphics, they perfectly complement the interface, the sounds and general feel of the game. I wouldn't have said it was rough around the edges at all, it feels very polished but I do wish there was a little bit more of it :) Overall, great job!
#135
Thanks Hobo, I've just had to patch it as BSP found a horrible bug so make sure you re-download before playing it!

@st. I've just finished The Furthest Station playing as well! I shared the concern Hobo mentioned with some of the text being large but I didn't dislike the dialogue at all, for me it maybe could have just been broken up into 3 or 4 .Say() commands and it would have been unnoticeable.

The story and the atmosphere were excellent but my favorite thing by far was the character sprites, absolutely beautiful pixel art!

Congrats on getting it done with such time to spare as well :)
#136
!!PLEASE NOTE!!

BSP found a game-breaking bug earlier today so I have quickly patched the game and updated the download link. If you have not yet started a game then please can I ask you to re-download! Unfortunately I don't think save files will be valid either so a huge apology but those half-way through will have to start again.
#137

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/iaj1.png[/imgzoom]

IAMJASON is dystopian sci-fi adventure with the theme of losing something (in this case, everything). You must help Jason defeat the corruption.


[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/iaj2.png[/imgzoom]

My main aims were as follows:

To use a very low resolution using the new AGS build.
To have a no voice acting and a new unique speech style.
To to try to improve upon my last attempt at a 1-click or 'tap' interface that could be used universally (PCs, phones, tablets etc).

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/iaj3.png[/imgzoom]

#138
Sorry to hear you couldn't finish your game BSP, I had the same problem last MAGS!

My game is now in the database: IAMJASON

Completion thread: IAMJASON in Completed Game Announcements

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/iaj1.png[/imgzoom]
#139
That looks awesome Hobo, can't wait to give it a go :)

I'm once again going to be using every spare second but I actually have a finished game this time hah!

Sorry to hear you couldn't finish yours LeafThief, here's hoping you can get it released soon anyway :)
#140
Would it be considered bad form to create a game for the April MAGS and enter it into both adventure jam and MAGS? Obviously I would limit my game for the MAGS to a 14 day creation period to fit the adventure jam rules.
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