Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.

Topics - Armageddon

Pages: 1 [2] 3
General Discussion / What's a good tablet?
« on: 13 Jan 2013, 04:28 »
So I'm wanting to learn to draw with a tablet, Wacom seems to be the way to go, and I need a cheap one, I've found the Bamboo Create and Bamboo Splash seems to be the best with the lowest price. I was wondering what tablet you use or would recommend. Thanks.

Adventure Related Talk & Chat / Kentucky Route Zero
« on: 08 Jan 2013, 04:30 »
Hey, I've been waiting on this one for awhile, wasn't sure it was a point n' click adventure game until I played it, it's really good so far and if you have an extra $5 you should pick it up.

The Rumpus Room / Happy New Year
« on: 02 Jan 2013, 02:33 »
Or is it 'New YearSsssss'? Anyways what is your resolution if you have one I don't have one. :)

Advanced Technical Forum / MODULE REQUEST: Speech Follow
« on: 30 Dec 2012, 06:04 »
Hello, again I'm never sure where these threads should go but I found a few other request threads here.

What I'm asking for I believe is beyond my coding knowledge, and I think it could be useful to other people as well. Basically I have scenes in my game where people are walking and talking, but the text above their heads won't move with them while they are walking. And the player can move while his character is commenting on something the player has looked at and it's just very jarring when the text won't follow the player. It's just a request, I'm not expecting it to be done but it would be super nice and all.


Critics' Lounge / Question About Drawing
« on: 23 Dec 2012, 07:22 »
Hello again. So I haven't drawn anything so I'm not sure if this goes here but I have a technique type question.

So lately I've been wondering why my art sucks so much and I think I've figured it out, I'm no good with colour.

I saw this image and really quite liked it, I can do all the shapes and composition and perspective, but I'm at a loss when it comes to clouring. I was wondering how you would go about drawing stuff like the gold lining in that image? Is it all done by hand with a limited palette, or is it auto antialiasing on the pencil tool? It just looks so nice. All the edges in the image really. I guess I'm just asking for advice on how to make a proper colour palette and colour in backgrounds. Should I not use black outlines? Maybe that's it.

Again sorry if this is in the wrong section.

Beginners' Technical Questions / Interaction Problem
« on: 07 Dec 2012, 07:02 »
So I opened a project I haven't worked on in awhile, for some reason interactions won't work and walking won't work when scripting.

Here's the code.

Code: Adventure Game Studio
  1. function hNest_Look()
  2. {
  3.   if (!GotThere()) GoFace(82, 137, eLeft);  // example coords
  4.   else
  5.   {
  6.     cTest.Say("&1 That's an interesting wall.");
  7.   }
  8. }
  10. function hNest_Interact()
  11. {
  12.   cTest.Walk(82, 132, eBlock, eWalkableAreas);
  13.   cTest.Say("I used that hotspot and it did nothing!");
  14. }
In the first instance he won't walk, in the second he won't even interact. Here's the mouse code.

Code: Adventure Game Studio
  1. function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
  2. {
  3.   // inside on_mouse_click
  4.   mouse_offset_x = mouse.x - (player.x - GetViewportX());
  5.   mouse_offset_y = mouse.y - (player.y - GetViewportY());
  7.   if (IsGamePaused() == 1)
  8.   {
  9.     //Game is paused, so do nothing on any mouse click
  10.   }
  11.   else
  12.   {
  13.     if (button == eMouseLeft)
  14.     {
  15.       //left mouse button
  16.       if (GetLocationType(mouse.x, mouse.y) == eLocationNothing)
  17.       {
  18.         mouse.Mode=eModeWalkto;
  19.         //not over hotspot so walk
  20.         ProcessClick(mouse.x, mouse.y, eModeWalkto);
  21.       }
  22.       else
  23.       {
  24.         //over a hotspot/object etc
  25.         if (mouse.Mode==eModeUseinv)
  26.         {
  27.           //using inventory on hotspot
  28.           ProcessClick(mouse.x, mouse.y, eModeUseinv);
  29.         }
  30.         else
  31.         {
  32.           mouse.Mode=eModeInteract;
  33.           //not using inventory, so Interact
  34.           mouse.Mode=eModeInteract;
  35.           ProcessClick(mouse.x, mouse.y, eModeInteract);
  36.         }
  37.       }  
  38.     }
  39.     else if (button == eMouseRight)
  40.     {
  41.       //right mouse button
  42.       if (mouse.Mode==eModeUseinv)
  43.       {
  44.         //inventory item out, so cancel it
  45.         mouse.Mode=eModeLookat;
  46.       }
  47.       else
  48.       {
  49.         //no inventory item out, so look
  50.         ProcessClick(mouse.x, mouse.y, eModeLookat);
  51.       }
  52.     }
  53.     else if (button == eMouseWheelNorth)
  54.     {
  55.       //mouse wheel up
  56.     }
  57.     else if (button == eMouseWheelSouth)
  58.     {
  59.       //mouse wheel down
  60.     }
  61.   }
  62. }

The last thing I remember doing was removing the inventory GUI so I could remake it but I haven't gotten around to it yet.

General Discussion / CYPHER: Cyberpunk Text Adventure
« on: 06 Sep 2012, 04:03 »
It's pretty darn cool and you should play it if you like cyberpunk or text adventures. It also has graphics and sounds which are pretty cool.

Find it here.

Beginners' Technical Questions / Timer and Score Bar
« on: 20 Aug 2012, 07:15 »
Hello again. So I'm making a game that's on a timer, it will probably be an hour or two hours. Once the timer is up the game restarts. I can't find anything in the help guide about how to do a timer or how to have something execute when the timer ends.

Also I have a max score of 100 in the game, instead of using numbers I'd like to use something like a slider, so as you get more points it slide from the left to the right. I'm thinking something about setting the slider to have 0-100 and then having it equal the amount of the score?


Beginners' Technical Questions / Diagonal Idle Animation
« on: 10 Jul 2012, 01:09 »
My character walks in all 8 directions, like The Dig I'd very much like him to revert to the left-down/right-down whatever idle I have, so even if you would downwards he'll turn back to a diagonal direction when still.

Also I'm having a bit of a problem with my mouse, for some reason when I left click to interact with a hotspot it doesn't do anything it just walks me there.

Code: Adventure Game Studio
  1. function on_mouse_click(MouseButton button) // called when a mouse button is clicked. button is either LEFT or RIGHT
  2. {
  3.   if (IsGamePaused() == 1)
  4.   {
  5.     //Game is paused, so do nothing on any mouse click
  6.   }
  7.   else
  8.   {
  9.     if (button == eMouseLeft)
  10.     {
  11.       //left mouse button
  12.       if (GetLocationType(mouse.x, mouse.y) == eLocationNothing)
  13.       {
  14.         //not over hotspot so walk
  15.         ProcessClick(mouse.x, mouse.y, eModeWalkto);
  16.       }
  17.       else
  18.       {
  19.         //over a hotspot/object etc
  20.         if (mouse.Mode==eModeUseinv)
  21.         {
  22.           //using inventory on hotspot
  23.           ProcessClick(mouse.x, mouse.y, eModeUseinv);
  24.         }
  25.         else
  26.         {
  27.           //not using inventory, so Interact
  28.           ProcessClick(mouse.x, mouse.y, eModeInteract);
  29.         }
  30.       }  
  31.     }
  32.     else if (button == eMouseRight)
  33.     {
  34.       //right mouse button
  35.       if (mouse.Mode==eModeUseinv)
  36.       {
  37.         //inventory item out, so cancel it
  38.         mouse.Mode=eModeLookat;
  39.       }
  40.       else
  41.       {
  42.         //no inventory item out, so look
  43.         ProcessClick(mouse.x, mouse.y, eModeLookat);
  44.       }
  45.     }
  46.     else if (button == eMouseWheelNorth)
  47.     {
  48.       //mouse wheel up
  49.     }
  50.     else if (button == eMouseWheelSouth)
  51.     {
  52.       //mouse wheel down
  53.     }
  54.   }
  55. }

I think this happened when I removed my inventory GUI. Also I have my cursor graphic change when I open up a menu GUI, it works when I open the menu but when I close it it takes a while to change back, I also tried changing it to if the game is paused or not it would change the cursor, it takes even longer to change back after closing the menu.

Code: Adventure Game Studio
  1.   if (IsGamePaused() == 1)
  2.   {
  3.     mouse.UseModeGraphic(eModePointer);
  4.   }
  5.   if (IsGamePaused() == 0)
  6.   {
  7.     mouse.UseModeGraphic(eModeInteract);
  8.   }
I tried putting this in repeatedly executed but it kept spamming the normal graphic over the highlight graphic when over a hotspot causing a glitched cursor.

Also these are probably simple, how do you turn off the cursor? I have a paused game screen and I don't want a cursor there, or for cutscenes, it has the hourglass I guess I could make that invisible. And how can I have music pause when the game is paused?


Beginners' Technical Questions / Video Issue
« on: 12 Jun 2012, 05:14 »
Hello all, so today I rendered a 320x200(The size of my game) video in 3DSMax. I added it to AGS and have it play when the game starts. I have my game use the 2x nearest neighbor filter, and when the video plays there's about a 20 pixel wide black bar on the left side and I can't figure out how to fix it, I've tried running the game in a non-2x filter and it still shows up, I've tried all the PlayVideo flags but nothing seems to work.

Also I was wondering how you display a quitting GUI when you try to close the game?


Adventure Related Talk & Chat / SCUMM Lighting
« on: 12 Jun 2012, 00:47 »
So I'm a bit confused, I was replaying a bit of The Dig recently and I noticed that the player sprite was changing brightness as I walked around, and he has a slightly transparent blob shadow. I don't see how this could work with only 256 colors. I found this that was used for The Dig as inventory and character colors.

"A palette used by the artists, regulating the colors used in inventory icons, as well as which hues to use for in-engine shading and color shifting."
I can't find anything about this or how to replicate it. Any ideas?

Beginners' Technical Questions / Parenting a Head
« on: 23 May 2012, 08:47 »
So I was replaying Monkey 2 Special Edition today and I noticed something interesting, I always wondered why they made the head sprite separate from the body. So I was playing swapping back and forth between new and old. I noticed in the new edition if you look at something and walk around your mouth won't animate as your talking because it's playing the walking animation. But in the original your mouth continues to move as you walk. I was wondering if this is possible to do in AGS? It would be even more helpful since you change clothes in my game I wouldn't have to animate stuff like talking every time. I guess a simple way to do it would be to have another character exactly follow the player character, but that seems a little hacky.

Thanks! ;-D

Beginners' Technical Questions / A few questions
« on: 30 Mar 2012, 08:31 »
Heyo, so I'm getting back into AGS again. I'm still a pretty noob coder but I know how to do most things.

I have a question about the cCharacter.Walk function, when you specify eBlock or eNoBlock. When you do eBlock it won't let you cancel your action while you are walking there, it effectively hides the mouse. But eNoBlock won't stop the script, he will say it right when you start walking, and when you talk it stops you from walking. I just want eBlock but with the cursor still present so you can turn around and walk somewhere if you change your mind.

I was wondering how you have a character play a view animation?

Also, I'm wanting to make very smooth player animations like The Dig has, what loops or views would I have to make to do the whole turning around animations. In The Dig before you start walking you turn to face the direction with a special animation.

And lastly how do you have a label that displays and object/hotspot's description when the mouse is over it?

Thanks all! ;D

I've been watching this Youtube show for a long while now, it tell how different game companies got their start and their development process. Today they started the next series on Adventure Games, I'm sure a lot of you know this stuff but I thought it was pretty cool, they'll release a new part every Monday. :D

Adventure Related Talk & Chat / Yesterday Adventure Game
« on: 16 Mar 2012, 01:13 »
I always feel bad for starting threads about games here. :)

Anyways I was browsing some upcoming games on steam today and saw this.

^clicky the image^

I've never played the Runaway games, I don't even know if these play like real adventure games, but this has a very interesting visual style and the story sounds interesting. Just thought I'd share it here.

So, anyone who lost their old copy of a quest game you should pick it up today!

Critics' Lounge / DPaint Fun
« on: 17 Jan 2012, 07:37 »
So I downloaded DPaint 2 today, it's not much but I thought I'd show it and ask for some crits.

I don't know why but when I woke up today I started thinking about why I like adventure games. And honestly I don't know, but I did reminisce about the first adventure games I played and where I played them. I started playing adventure games just before the genre pretty much died, I was somewhere between 5 and 8 years old. I remember this old library I usually went to had just installed these 'new' computers, they must have been running Windows 98 but I thought they were amazing. They installed some 'educational' games which I had no idea how to play. And there were also these very few games that actually sounded fun, Spy Fox: Dry Cereal. I must have played that for hours and still to this day never beat it, but it was fun and wacky. Another game on those old comps was Pajama Sam. This game was just all out fun, I believe the library actually gave me a copy of the game so I wouldn't hog the computers all day. From there I played games such as Freddi Fish, Putt-Putt and of course, who could forget, Fatty Bear. So I pretty much played every one Humongous Entertainment's games and recently I found out that Ron Gilbert started the company, which is pretty cool. Years after that I went across the lands of eBay looking for Grim Fandango and Day of The Tentacle. And Now I'm here wanting to make my own adventure game. ;D

So yeah, what's your story?

Adventure Related Talk & Chat / What font is this?
« on: 16 Aug 2011, 07:43 »
Hello AGSers! Do any of you know what font is used for the text in this image?

And dose anyone have an animated version of the cursor?

Sorry if this is the wrong section... :=

Beginners' Technical Questions / Setting up cutscenes?
« on: 14 Aug 2011, 06:58 »
Hello everyone! I am making the very first part of my game, the intro. And I was wondering, how do I disable all GUIs, Mouse Cursors, and the Player character? I am a super noob coder and it took me thirty minutes to get an object to animate with a VIEW. :P

Also how would I make it change to another room after a certain event happens, like someone gets done talking or an animation os done playing? ???

EDIT: Also how do I make a sound play at a certain frame of a VIEW?

Pages: 1 [2] 3