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Messages - pixelincognito

#1
ahh I thought it would be something like that...

Thank you so much.

Cheers.
#2
Thank you all in advance but I'm having an issue.

The set up-
My character enters a room and there are a number of enemies, when you attack or they attack (being turn-based), I display a simple GUI with a label in it that displays either damage caused or if the attack was a miss; a miss.

The GUI is displayed in the right place in the room I test my combat but when I move to another room (with different dimensions I may add) the GUI is in a totally wrong place.

Code: ags

gImpact.Visible=true;
aMiss.Play();
gImpact.SetPosition(object[0].X-9, object[0].Y-40);
lImpact.Text=String.Format("Miss!");


likewise when I want to move the gImpact GUI to the player I use a player.x-whatever, player.y-whatever and this also has the same affects as the displaying over the objects - it is correct in my test room but it isn't in other rooms of different dimensions player position. I thought that having a GUI set to the object.X and object.Y with a simple offsets would work fine regardless of the room size and where the objects are positioned in the room. I'm guessing I'm doing something wrong or that I'm not fully understanding how offsets work.

Any thoughts would be much appreciated as I'm trying to keep things as simple as possible.

Cheers
#3
That worked a charm, thank you Khris, you're a star.

Cheers
#4
Hi

I'm having a slight issue, I have a label which I use to to tell the player the name of objects/hotspots the mouse rolls over.
I'm working on a combat system where I'm using objects as enemies and I've set an 'Enemy Name' as a custom schema property.

Trying to keep things simple I have this in my repeatedly_execute_always()

Code: ags

int Local = GetLocationType(mouse.x, mouse.y);
  
    if (Local==eLocationObject){ //Displays Objects in the Mouse-over Text
      
      String Enemy_Name = object[0].GetTextProperty("Enemy Name");
      String Enemy_Name2 = object[1].GetTextProperty("Enemy Name");
      lFocus.Text=String.Format("%s", Enemy_Name);
      lFocus.Text=String.Format("%s", Enemy_Name2);
    }


This kind of works but it's only displaying the name of the second object and the first object's name is being overwritten by the second. E.i I have 2 bats in  room, the first bat is called "Bat" the second is called "BatFACE" and with the code above both are being labeled as "BatFACE"

Any help would be greatly appreciated as I'm a little stuck, this is the first time I've really used custom properties and the schema.

Cheers.
#5
Thanks for the help.

I just wanted to limit the amount of work I was pushing into the auto_exec, and was curious if there was something I was missing. That's fine.

Cheers.
#6
Hi

A little like the 'UpdateInventory(); is there a way to update GUI details within the 'function room_Load()'? I have a GUI with various fields that take their data from global variable strings and integers but it looks a little ugly when these fields appear at their GUI default values to what they should actually appear as. This would be really handy for me in a number of other ways too so I hope something out there exists...that or I'm going about displaying my GUis in the wrong way.

Any help would be greatly appreciated.
Cheers!
#7
That worked great! Cheers, I have no idea what I did to screw up AGS...

:wink:
#8
I was googling for my problem and found this old thread.

For some reason I have also lost my properties pane but when I go to the 'Windows' menu the properties is ticked and unticking and ticking it again doesn't display the pane. Is there a file that stores the editor layout I can delete to refresh this?

Any advice would be helpful because this has really stopped me in my tracks and I have no idea how I caused this issue.
#10
I've been looking for an engine to develop a simple platformer concept idea and looked at Gamemaker and a few other alternatives but I've never noticed this. and seeing as I have a better understanding of AGS than most other engines I'm intrigued to give this a go :) I downloaded the PlatEng and when I try to compile the test game I get an error?

Failed to save room room1.crm; details below
MapJoy.ash(12): Error (line 12): expected variable or function after import, not 'Joystick'

I'm using AGS 3.3 and was wondering if that had anything to do with the compile error? I understand this is a very old thread and support for this probably no longer exists but I thought it was worth a punt.

M
#11
Ahh thanks for that Crimson, I've stripped out what I was doing and imported in the AGS Engine Library to see if I can build that and had a little more success, I just have two errors that go over my head a little.

From my google searches the first error is something to do with the compile order and the second is a bad directory destination, but neither make much sense to me.

Eclipse error

Mark.
#12
I'm struggling to get it to build correctly, again...I'm an utter noob at this but have Eclipse Juno, Android SDK and Android NDK installed and set up. I know my android NDK and eclipse are set up right as I emulated one of their sample projects correctly. When I import the GameList project I have a number of errors with the files in the 'src' and 'gen' directory which stops the project from building.

I spoke to a coder friend who has a lot of experience with working with cross-platform stuff and had said the game would need to be packed into an obb file being over 50mb. You would then need to write a good bit of Java to get the current version of the AGS Android engine to bypass the start-up game list menu screen, set various graphical options and screen orientation and unpack the game from the .obb. This all sounded great but didn't really get me any closer forward in my personal quest...

I'm guessing that the project actually works fine and I've just imported these files in incorrectly :( lol

Mark
#13
Recruitment / Re: Dustbowl - Android Support
Wed 08/07/2015 14:39:37
That's great Crimson Wizard, we already have that link saved and my coder partner will be looking through it :)



As mentioned above it does run and play on the tablet very nicely, it's just getting the game files into a format that Google like I suppose.

Cheers for the support.
Mark
#14
Recruitment / Dustbowl - Android Support
Wed 08/07/2015 09:56:43
Dear fellow AGS's

My name is Mark Pilkington, a games developer based in the highlands of Scotland and I'm seeking AGS port support for Dustbowl.

Dustbowl is first and foremost, a point'n'click adventure game with elements of an RPG and survival game with crafting, food and hunger, quests and combat. It's an ambitious monster of a game in a classic C64 palette. We're currently working on a Sandbox mode for the game which we hope to finish within a few weeks which opens the game up for freeplay.

The game is 100% complete and I'm looking for any help with building the game to Android and IOS (people may have seen my posts asking questions about such a subject). If you could offer support, advice, get me on the right track in getting the game into some kind of distributable application for Google Play Store or iTunes that would be just wonderful.





I'm not especially technically minded being the artist of the team but using https://bitbucket.org/monkey0506/ags/downloads/AGS-3.3.2.apk (supplied by Crimson Wizard) on my tablet and I'd say the game functions a lot better on the device than PC really (and it looks beautiful on the retina screen).

So I know it functions on the tablet it's just the next phase I'm lost at. So if you think you can help please PM me and I can give you my skype details and we can chat about it some more?

Any help would be amazing on this subject.
Mark.
#15
That's cool, sorry for being a pest, I'm guessing the Wadjet Eye games are their own apk files that's all...maybe they aren't (I'm not sure, having not bought any myself) but I'm sure someone can shine a light our way :)

Cheers CW
Mark
#16
Oh cool, well with that new apk we have it running on the tablet now and it looks beautiful. From there where do we go about packaging or compiling this into something we can distribute. I'm really sorry for all the questions and sounding like an idiot. I'm guessing this apk of AGS is really just an emulator and not something that turns games into android distributable.

Again...any support is really appreciated, so far you've been amazing.
Mark
#17
I managed to get our game showing up in the list on my android tablet but get a number of errors (which is what we feared running the game from AGS 3.3.3.0). The first error window reads:
This game requires a newer version of AGS (3.3.3.0). It cannot be run.

Then a second follows it:

Invalid format. The file may be corrupt, or from a different version of AGS. This engine can only run games made with AGS 2.5 or later. I'm assuming the Gemini Rue and other new titles on play store and itunes use a later version of AGS on android and IOS? I'm just curious if there is anyway way we can get our game on these mobile devices or are we barking up the wrong tree?

Any help would be amazing because I'm so lost with this haha.
Mark
#18
Hi

We've recently finished Dustbowl but we're looking at porting the game to other platforms if possible and we're looking at Android. I had installed AGS_2012-11-29_17-36-18.apk from the JJS daily onto my tablet and changed the directory the app searches to a folder I created on the tablet itself and moved the game files over via USB to the tablet (so it's not using an external SD...which might be my problem) but is this an emulator for simply playing ags games on tablet or is there a way to package ags games into it's own .APK distributable? Any support would be wonderful...I'd love to get Dustbowl on mobile devices but it's all a bit over my head.

Again...any support would just be amazing.
Mark
#19
Hi everyone! I want to thank everyone for their votes, we have finally been GREENLIT! it really means a lot and we need more AGS games on STEAM! News travels in the radioactive winds! Dustbowl is now entering it's final testing phase!

We managed to get the last features in and cleaned up a lot of old placeholder art so everything is looking much nicer. That's not to say we're done, there's always more polish, animation effects, more weapons but these things aren't game breakers and can be added at my leisure.

The features we have in Dustbowl is:

1) New Dialogue system with full character portraits.
2) Crafting benches to make a number of cool items.
3) Different grenades that add more tactics to combat.
4) Simple cooking system to sizzle up raw meat.
5) Use multitools on locked objects to get their goodies.
6) Full custom quests system with 4 tasks per quest.
7) Day/Night system, get tired, sleep, camp the night in the wastes.
8) Explore a huge map with over 50 locations.

As you can see it's a lot to test and we expect a lot of typos due to the sheer amount of dialogue but we'll get there and we're on target for our rough release date (touch wood).







I want to really thank everyone again for making two small developer's dreams come true.

Mark.
#20
Good day everyone! As always we've been very busy working on Dustbowl and the finishing line is just in sight! We're real excited, the game will be going into a big testing phase very soon and we'll be looking for people to help us test and get Dustbowl up to scratch! We're at the end of cramming in the last bits of art and features with a solid week of quest writing and coding a few weeks ago. The game can now be complete with 3 endings for the player to choose! In the main story there's about 20 quests in that chain which have the player wandering the highlands and lowlands of the wastes. We also have a number of really cool side quest ad large mutant encounters!

More weapons have been going into the game for the player to use, AK47, M16, M60, Flame Thrower all with unique sounds and effects.

One feature that wasn't in our paper-thin demo was a storage locker for items...well good news! We have them now, a storage locker shared between the populated areas of the game.

Another new feature that's been added is a simple crafting system that can be accessed via workbenches which can be found in various locations. This isn't minecraft, you simply convert groups of junk into usable items. Currently you can build: Bandages, Medkits, Med Hypos, Armour Repair Kits and Multi-tools (our version of the lockpick). A simple cooking system has also been added and you can cook raw meat for food. More random encounters have been added to the wastes...from travelling traders to abandoned vehicles and the legendary Hotdog Man!

The random areas of the map which can be explored are all complete, the map is a huge, vast area and there are now 51 locations that can be explored! Among other things we've been fixing a lot of issues here and there, sorting out tooltips, putting in the last of the NPC portraits, adding a cool portrait selection to the player screen and getting the permadeath option in!

We are at a critical time in our Greenlight process so we humbly implore anyone to head over to our greenlight page and give us a vote. We really appreciate all the support and it means a lot to me and Tom. We've been working very hard at keeping the progress high and the quality up. I also wish I could give everyone a big hug who's already voted! (there's not enough hugs in the world).
OUR GREENLIGHT PAGE!

So lots and lots of things! But time for some art?







Again, we appreciate all your support, I hope everyone had an amazing Easter and are now full up on chocolate bunnies!
Mark.
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