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Messages - xil

#41
Good luck to everyone who is taking part! Let the abuse of the theme begin!!! ;)
#42
@sthomannch Sorry I missed this reply! Thanks for the kind words though :)
@SilverSpook Hey, thanks for taking the time to do a let's play, it's always awesome to watch someone else playing your creation! I'm just going through the IAMJASON ones as well :D
#43
Yea last time I quite enjoyed the fact that I even had to make my own sound effects, but, in truth, when we only have a week to make something, I think using things like publicly available free sound effects allows better games to be made and better graphics to be created, so I'm fine with this rule.

Obviously no pre-made stuff apart from modules etc I agree with as well as that's kind of missing the point of a Game Jam if you can make it all beforehand! ;)
#44
No problem! Unfortunately there are a few different text/speech options in different places so it's hard to find. For example, the highlight color (in case you need that as well) is a variable you can put in game_start() or similar function:

Code: ags
game.dialog_options_highlight_color = 52259;
#45
I could be wrong but it might be might be set to the character's speech color.
#46
cTree2_UseInv() I believe is the correct approach.

When you say:

Quote from: metalmario991 on Sun 09/08/2015 23:14:22
If I put cTree2_UseInv() wouldn't it make it so I couldn't do anything else with the tree?

This makes me a little confused if I'm honest. If you had a function:

Code: ags

function cTree2_UseInv()
{
  if(player.ActiveInventory == iMyInvItem)
  {
    // do stuff here
  }
}


This would allow you to do other things to the tree as well, so the answer to your question (in a way) is no.

You might have meant something else, so just in case, here are some things you can do:

-----

Remove the item after use to stop a player using the item on the tree multiple times:

Code: ags
function cTree2_UseInv()
{
  if(player.ActiveInventory == iMyInvItem)
  {
    // do stuff
    player.LoseInventory(iMyInvItem);
  }
}


-----

Perhaps you meant using more than one item?

Code: ags
function cTree2_UseInv()
{
  if(player.ActiveInventory == iMyInvItem)
  {
    // do stuff
  }
  
  if(player.ActiveInventory == iMyOtherInvItem)
  {
    // do other stuff for other item
  }
}


-----

Perhaps you mean you could do other interactions?

Well for that you would simply add more events like cTree2_Look etc via the character properties window.

I hope that helps!
#47
@Grok Well done on completing early, I love the look of the character :D
@CatPunter That image looks very intriguing indeed!
@MattFrith Since there is no time zone attached to the end date, why would anyone lose 9 hours? I had always assumed you had until midnight on the end date wherever you were in the world but perhaps I was wrong! Are you going off the forum timezone? Side note: I noticed those graphics on twitter a while back and it's awesome to see it was a MAGS entry all along :)

That being said I may well get something done but I might be a little bit late. I'll see how it goes and post it when it's ready, if that means I miss out on being able to enter then that's no issue, I'll leave it to the powers that be to decide! :)
#48
@Stupot I've got something in the works but I've not had enough spare time this month to complete it. I might try to cut it down and release it anyway as it's more of a concept than anything else :)
#49
Congrats Mandle, a worthy winner!

Thanks Stupot for hosting and three cheers back to the Fanbots team - a very high quality MAGS month indeed!
#50
Looks fantastic guys, is it going to be released in a 'Tell Tale' format, or are the 12 planned chapters planned to be released at the same time?
#51
@MiteWiseacreLives! - I'll pass you over to @Mandle's post as it's explains everything perfectly! :)
@Dualnames - Thanks man! Hopefully I can squeeze a bit more free time out of the next few months of MAGS to do something a bit longer.
@Monsieur OUXX - It's not actually using the 2d engine, I cheated and went with a simple locked Y style thing as the walkable areas are identical on all screens. I've got the game using the 2dengine about 50% done but I wanted to do it justice so will be taking my time and releasing it hopefully in the next few months. It is going really well though and looking very slick! In fact I'll put up a games in production thread soon so you can see the progress :)
#52
Quote from: Stupot+ on Wed 15/07/2015 15:29:41
Are people using the link above to vote?
When I said 'Vote for your favourite here' above I meant click on the link to go to the voting page.

If you have mentioned your favourite in this thread but not voted on the mags website, please go to this link:
http://www.mags-competition.info/index.php?page=voting and click on your favourite. If you have already done that, please ignore this message.

:-)

Oops :P (have now voted officially!)
#53
Snarky's pretty much hit the nail on the head but I'd probably make a big song and dance about the built in functions:


  • A library of hundreds of completely free script modules to help simplify complex tasks like Saving, Loading, Dialog Trees, Tween Effects, Smooth Scrolling & Parallax, Adventure Game Style Inventory, GUIs, Walkable Areas, Masking for characters walking behind objects and scenery, Simple Particle Systems and so much more!

My reasoning for expanding on Snarky's sentence about the free script modules:

If you booted up Unity, you'd sink a fair amount of money into buying the assets to be able to do all those things. Even products like Stencyl and Construct struggle to produce all of that functionality out of the box. As much as you can call AGS dated, it really is one of if not the best truly free 2D engines for prototyping that exists, and as long as you can put up with certain caveats, it's perfectly fine for full & commercial games as well.
#54
Another awesome collaboration guys! I loved the little surprise addition to the room and the ending is nothing short of genius ;)
#55
Fantastic game Mandle, I can tell lots of hard work has gone into the interface! I can confirm the effort gone to put voice acting the in the game was worth it, I loved the ending as well :D
#56
Another really top quality MAGS month! (Even if I do say so with one of my own games in there :P)

Feng Shui and the Art of TV Reception: I agree with Bulbapuck, at first I was a bit lost but once I realised the hotspots were quite specific I managed to get through to the end without too many issues! I thought the controls were a fantastic experiment and with a little tweaking would create a unique interface you could perhaps even use as a template for other games. I enjoyed the style which to me felt like an interactive version of the browser based escape the room style games and without going anywhere near a spoiler, I thought the game story and ending were great!

Fanbots: What a great choice for a theme! The graphics were fantastic, I love the pixel art style and it worked well in isometric! The game did end up being more of an interactive story but I felt that it was a good fit for the theme. You could also easily expand on the idea an have each of the robots with a different skill and the ability to switch to play each one even. Again, without spoilers, the ending was genius! :D

Really tough to choose between them but my vote goes to...
Spoiler
Feng Shui and the Art of TV Reception - I felt the hard work put into the unique interface just pushed it ahead of my love for Red Dwarf ;)
[close]
#57
Sorry Khris I've been super busy so missed this! Glad you managed to get to the end, thanks to Bulbapuck and Mandle.

Thanks for the kind words Kastchey, I do agree it can be a bit random as you technically could guess all of the channels or even brute force it, but I did make sure the ending was only obtainable once you had completed some steps so I agree, it managed to work out ok!

selmiak you must have some insanely good eyesight haha!

Chicky I'm sure in other contexts, I would sound weird saying I'm glad I managed to scare you, but it's nice to know the low-res style can do a jump scare!

Bulbapuck, I loved the playthrough, I had a good laugh when you were explaining about your grandad who was a fisherman as you were googling 'port' :D Apologies about the hidden escape button menu, I did toy around with putting a button on screen but because it was so low-res it looked a little awkward. I'll make sure I don't make that mistake again though.

Spoiler
Technically you got a 'bad-ish' ending but unfortunately that's the only one I had time to put in. So you didn't miss anything at least! :D
[close]

I'm now off to play the other MAGS games and cast my vote!
#58
No need to apologise! :)

That's worked perfectly, thanks for the help.
#59
Thanks for the quick reply. The sprite setting did indeed fix the resolution clash, but it fixed it in the opposite way I was expecting.

It turns out I was happy with the size of the sprite, it was the font size on the GUI that was the issue.

I've done an example of the button with the mouse pointer.
- On the left the sprites are set to high res and as you can see they match the resolution of the background and of the font put directly via photoshop onto the background.
- The right side shows the GUI where the mouse over and mouse pointer clicked sprites set to low res so they match with the font on the GUI.

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/ags-customres-confliting-pixel-resolutions2.png[/imgzoom]

So it seems switch from low-res to high-res sets the font to exactly double the resolution it should be. I've even tested it taking it down to 4pt (from it's correct 8pt size) and it works.

Should I just cut the font size in half or is this possibly a bug after all? It might just be quirk of working with such small bitmap fonts in 'high-res' perhaps?
#60
I seem to have come across some sort of bug to do with the custom resolutions and fonts/elements on GUIs, I've tested it in 3.4.0.3, 3.4.0.4 and 3.4.0.5 and it seems to behave the same way.

I originally set my game up to be 320x180 and everything was working fine with no issues. I then decided to up the resolution to 480x270. I had the system auto resize the GUIs and then I went to reimport the sprites. Everything was fine until I used one of the sprites on a button and noticed this 'bug'?

[imgzoom]http://calicoreverie.co.uk/wp-content/uploads/ags-customres-confliting-pixel-resolutions.png[/imgzoom]

I have tried going back and forth between various resolutions but I can't quite figure out if the font is simply not adhering the new resolution (looks to be the case?) or if the imported sprites are somehow at fault. Any help would be greatly appreciated! :)
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