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Messages - Snarky

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Hey Filipe, and welcome to the forums.

Quick moderator note: When you've already asked a question once, it's considered bad form to start another thread about the same thing, certainly so soon afterwards.

I've moved your response to the other thread. This one will be deleted after a while.

This entry went just one word over the word limit (according to the word count function in MS Word), but rules are rules...

Bedroom Vigilante
Armed with only pair of binoculars, rid the city of crime... from your rear window.

From the vantage point of your bedroom window, you’ve witnessed a lot of crime. You’ve tried calling the police but they are corrupt and useless. You decide to do something about it but it’s far too dangerous to go outside after dark.

Over the course of one night, armed with only a pair of binoculars, a telephone and your own wits, you must point and click around the city, gathering clues and manipulating your surroundings.

And rid this city of

Spoiler: ShowHide

I'm interested.

The Rumpus Room / Re: Where's Club Galen?
« on: 06 Jan 2019, 21:53 »
<Reluctant mod hat>

OK, that's enough.

The original post was open to all sorts of interpretations, but TMA, you were informed pretty quickly that Club Galen is not "a newly created far right ags community", and you could and should have walked back that comment. And we can all make up our own minds about people's motives, there's no need for these accusations, which skirt forum rules. Don't get carried away by nicotine withdrawal.

At the same time, it's true that forum members should use caution and careful judgment when editing past posts in a thread, precisely because it can easily be taken for an attempt to manipulate the record to make yourself look good or others look bad. Edits should be as minimal as possible: if you no longer stand by something, it's almost always better to strike it out or put it behind a spoiler than delete it completely. Or just think twice in the first place before posting something you're gonna want to take back. "Friendly Explorer": show better judgment in the future (but the same goes for everyone).

1. Fixed.


2. This is actually intended behaviour (didn't it always look like that?), but I'm working to swap the text with the bluecup icon we see for unread posts.  Far more fiddly than you'd think!

I don't recall. It's not a big deal.

3. I'm working to get the improved search functionality reimplemented, but it's massively unsupported these days, so it's quite possible it won't work.  At very least though, search is actually limited to the current context by default (i.e. within current topic, current board or current whole forum).

That sounds sufficient; there isn't really a need for a dropdown, then. But it should probably be communicated: "Search forum/board/thread"

Great work!

1. Some of the MediaWiki macros (or whatever they're called) are broken in the Wiki. See for example the links to previous/following years on this page:

2. On the main forum page, the headers for each forum section say "Unread Posts" before the name. Is that how it's supposed to be, or some missing icon or something?

3. The simple forum search bar used to have a dropdown to limit the search to the current board/thread. That feature is gone. I found it quite useful; can we have it back?

Serious Games
An innocent party game becomes dangerously real

A group of co-worker decided to play a little more thrilling version of the "Mafia" party game. They spend the day debating who the "Mafia" is and at the end of it they gather to vote who should be "hanged". All went well until in one of the sessions, the voted players started dying for real...

Play as a different player each day and try to influence the vote of the group, balancing objectives on multiple levels.

The AGS Awards "For Your Consideration" thread is coming up soon, I'm sure. That's at least one place to push the game (though of course limited in reach to this community).

A game set in a during the dying days of a once magnificent dwarven fortress.

The once magnificent underground city of Steelhold is in its final days. Corruption has taken hold of the nobles, roads and buildings lay crumbling, people starve, and the trade caravans have all but stopped.

When the will of the people breaks, there will be chaos. Before that happens, you must convince your loved ones to leave Steelhold to forge a new future. Gather supplies, make deals, and use subterfuge to secretly escape the city and save the ones you love.

And we have our first entry:

(Edit: It turns out that Word doesn't recognize words separated by / as two words, so counting fairly this entry is actually one word over the word count, and I've moved the end behind a spoiler tag.)

Dash & Nicky in: Serum Scarum
A rollicking adventure styled after classic European comics like Spike & Suzy, Tintin, or Spirou

Dash & Nicky are unlikely best friends. Dash, an orphan, is the head messenger boy at Madam Rammekin’s Delivery Service. Alphonse Nicodemus Hildebrand St. John is the black sheep of the posh Addlepaight-DeRange family, and a professional gadabout.

When a package containing a strange serum goes missing, the search takes them around the world and brings them up against a dangerous foe. With them is Dash’s philosophical pet fox, Ren.

Features varied gameplay based on teamwork and their individual styles

Spoiler: ShowHide

I get both (Firefox on Mac), and I can drag that little double line down to expand the text box.

There is no proper way. There's a bug in AGS: rendering is broken for GUIs with alpha-transparent backgrounds and content (including text) with alpha-transparency.

The workaround is to use two GUIs; one for the background and one on top (with the background set to COLOR_TRANSPARENT) for the content.

That's literally all there is to it.

If anyone's looking to implement this, that's not quite true. You have to actually store the overlay in the array (or the animation will never end), and null it out when you stop the animation (or the character will afterwards refuse to perform any other animations, including walking). This should do it:

Code: Adventure Game Studio
  1. // Script.ash
  3. import Overlay* SayInBackground(this Character*, String text);
  5. // Script.asc
  7. Overlay *backgroundSpeech[]; // pointer to any character's background speech overlay
  9. function game_start()
  10. {
  11.   backgroundSpeech = new Overlay[Game.CharacterCount]; // initialize array of pointers
  12. }
  14. function repeatedly_execute()
  15. {
  16.   int i = 0;
  17.   while (i < Game.CharacterCount) // iterate all pointers checking for ended background speech
  18.   {
  19.     if ((backgroundSpeech[i] != null) && (!backgroundSpeech[i].Valid))
  20.     {
  21.       character[i].UnlockView(); // unlock character from speech view when done talking
  22.       backgroundSpeech[i] = null;
  23.     }
  24.     i++;
  25.   }
  26. }
  28. Overlay* SayInBackground(this Character*, String text)
  29. {
  30.   Overlay *o = this.SayBackground(text);
  31.   if ((o != null) && (this.SpeechView > 0))
  32.   {
  33.     backgroundSpeech[this.ID] = o;
  34.     this.LockView(this.SpeechView);
  35.     this.Animate(this.Loop, this.AnimationSpeed, eRepeat, eNoBlock, eForwards);
  36.   }
  37. }

It's been a while since the last round. So are you up for... ?

Game Pitch Competition – Round 8: "Pitch It Like It's 2019"

The object of the competition is to present the best possible "elevator pitch" for an original adventure game.
Come up with a cool idea, and explain it very briefly to someone in order to catch their interest and make them excited about it. (Check out the last round to see how it goes.)

You probably know the drill by now, but if you don't...

Spoiler: ShowHide
  • Submit your game pitch via this form.
  • I will post the entries (anonymously) as they come in, in order to inspire others to join.
  • Submissions close 12th January. I will then open a thread poll for voting.
  • Voting will last 7 days (until 19th January). Discussion and feedback on the entries is encouraged, but make sure to maintain anonymity.
  • After voting is over, the results and authors of each entry become public.
  • The pitch should be for some kind of adventure game (under a broad definition of the genre).
  • Stick to the word limits: An elevator ride is not that long! (If you run over, those parts will be placed behind spoiler tags.)
  • You may submit only one entry in the round.
  • The entry should be anonymous. Do not reveal your authorship until voting closes.
  • Do not vote for your own entry. It's not cool.

I'm looking forward to your pitches!

Profile Images / Avatars don't seem to be working for everyone.

They need to be on an https URL.

The Rumpus Room / Re: What's on TV?
« on: 28 Dec 2018, 20:30 »
Counterpart? I watched the first couple of eps of that, haven't got around to more.

1. No player character on screen: Yes, easily.
2. Incidental animations, walks: Yes, easily.
3. Cut-scenes: Yes, easily.
4. Map screen with looping animations: Yes. Depending on the animation it may be very easy or a bit more work.
5. Zoom to closeup: Not out of the box. It's possible to code it, but the transition probably won't be as smooth as in a dedicated VN engine. (VN-style dialog also requires special coding.)

Large games: Large games have been made in AGS, so it's definitely possible, but depending on what dimension you're considering, there are some limitations, where AGS either has a hard limit or things start to become unwieldy to work with. However, a lot of limits have been raised or removed completely in recent versions of the engine, so only a few things actually stand in the way of a game as large as you'd like. One example of a limitation is that AGS, last I checked, still only supports 300 state-saving rooms. If you have more rooms than that, you need to save the room state (whether objects have been picked up and stuff like that) yourself.

Also, although AGS does support games in higher resolutions, it's lacking some features of hi-res-oriented engines (such as smooth sprite scaling and rotation, sub-pixel positioning, font rendering at arbitrary sizes, and more advanced stuff like dynamic lighting or shader effects), so it's not necessarily well suited for games that strive for a modern look.

The Rumpus Room / Re: What's on TV?
« on: 23 Dec 2018, 17:48 »

Also, does AGS really have an array-length property? I have no memory of that existing. (And if this compiles, I would suspect that it's actually checking the String.Length property.)

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