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#1
Advanced Technical Forum / GUI like inventory
Sat 09/05/2020 11:05:32
I want to create a GUI with buttons just like inventory GUI. When a GUI button is added (visible) or removed (invisible) from the GUI, remaining buttons must stay in order. What is the logic of this? Is there any algorithm for it? If so, how can I implement it with current GUI button script commands?
#2
AGS Games in Production / Herd is Coming
Mon 13/05/2019 01:04:34
 :P  "Herd is Coming" is a survival RPG set in a post apocalyptic world filled with zombies. It's the story of Mike who's survived for 10 years since the outbreak.

  Ten years have passed since the outbreak, food has been decayed already. Survivors had to find another way to feed themselves, eventually they did. Desperately, they started eating zombies they killed. As time goes by, they are used to it. Now, the new world is described as the world of mutual cannibalism.

  In this ruthless world, Mike has managed to survive by travelling and scavenging continuously. However, Mike has run into less and less people over the years. Mike worries about decreasing number of survivors and he feels he has to do something about it.

  Release date : 10.06.2019. Playable demo will be available before the game release. AGS version is 3.4.1.

  For detailed information, please visit the game page on Steam : https://store.steampowered.com/app/1028740/Herd_is_Coming/















#3
I had a strange bug today. I tested my game on my local disk and everything was fine. Then I uploaded it to Steam and downloaded it again and tested it. At a point in the game, the room faded out (intentionally) and after fade in, the room background was completely white. Interestingly, walk-behind areas were shown normally which are the part of the background image. I've never had a strange error like this before. Is it related to the Steam API or something? By the way, I'm using the AGSSteam plugin and everything is normal about it. I mean achievements pop.

AGS version: 3.4.1.12
Game resolution: 1920*1080
Room resolution: 4320*3150
Renderer: OpenGL
V-Sync: On
Sprite cache: 512 MB

Update : Steam has nothing to do with it.
#4
Advanced Technical Forum / Runtime error
Tue 12/06/2018 02:03:41
I get this error message after creating more than 100 module scripts but I'm not sure it's related to that :

https://ibb.co/hcU0OT

Anyone knows this error?
#5
The Rumpus Room / What's is the exact word ?
Mon 14/03/2016 00:04:47
  Hi guys, i'm having trouble to find the right accommodation name for the building in my game. It's a private home and has 4 rooms for guests. Owner of the house rents those rooms. So, what is the exact word for this building ? Guest house ? Hostel ? Bed and breakfast ? Pension ? Inn ? Which one is appropriate ? :grin:
#6
Hi, i'm using AGS 3.4.0.6 Builder patch. The game resolution is 1920*1080, 32-bit. I have 7689 sprites for now. My problem is, when i try to import new sprites and save the game, after saving, new imported sprites seem black. The size of acsprset.spr is 1,99 GB (compressed). I tried followings to fix it but haven't got any result ;

* Replaced the sprites from the source and save the game again,
* Deleted sprindex.dat and builded EXE,
* Switched between legacy compiler and new compiler and rebuilded all files.

What is going on ? Have i jammed in an invisible 2 GB barrier maybe ? Any ideas ?
#7
Critics' Lounge / Is my character ok ?
Sun 17/04/2011 04:49:47
Some people keep saying that character stands like a robot. What do you think ? is it true ?

#8
Hi folks, i'am having problem with my game in development. I guess my sprites will exceed 30.000 and i don't know what to do. I PM Chris but he didn't replied back, may be he is busy. Is there anyone knows how to remove this sprite limit ? Or how to raise it ?
#9
AGS Games in Production / Bizarre Earthquake
Fri 31/12/2010 06:36:53
  Bizarre Earthquake is a third-person point & click adventure game. The story is about a seismologist and her assistant who try to uncover the mysteries behind a bizarre earthquake they encounter. Cansu, the seismologist, is very ambitious. She will do anything to discover the truth and share it with the world to further her career. Her assistant, Bora, reluctantly assists her in this mysterious adventure.

FEATURES

* 2 playable and switchable characters.
* Each character has their own puzzles to solve. This means the player always has two options to progress through the story.
* Awesome graphics.
* Better animations than the indie standarts.
* Cinematic cutscenes.
* Large variety of bonuses await to be unlocked.

Planned release : February 2016. 

   Release date : 2016 February

Thanks for your support to be Greenlit : http://steamcommunity.com/sharedfiles/filedetails/?id=572234923

   Features :

   * 2 playable and switchable characters.
   * Each character has its own puzzles, issues to deal with. It means player has always 2 options to progress through the story.
   * Awesome graphics.
   * Amazing animations.
   * Cinematic cutscenes.
   * Adventurous player statistics.
   * Large variety of bonuses depend on how adventurous you are.


   
   Download demo (old version) : https://drive.google.com/file/d/0B3R2BuE1oqRYZl9aOGx6am5yNVE/view?usp=sharing

   Screenshots :







#10
What is this ? I thought my game was gone for a while :) Don't make that kind of jokes  :D

#11
AGS Games in Production / Rapstar 2
Sun 02/12/2007 10:59:50
This is a continuation of Rapstar 1 which is not available in English. So , i would like to tell you first game's story first. Feminem, was an amateur MC and decided to join a rap contest and won it. As a reward, he was made a rap album. First game ends here. After weeks, album sales didn't meet his expectations. His friend Ziyan, tries to convince him to join another rap contest. But Feminem is undediced about it. Additionally, he doesn't like his nickname and wants to change it. We will see whether he will find himself a new nickname and join a rap contest or not. The game will be finish on 2009. It is a classic Sierra style adventure.

Progress

Graphic          : % 100
Animation      : % 100
Music             : % 100
Programming : % 100
Puzzles          : % 100
Translation    : % 0


Those screens are from the Turkish version of the game :









#12
   I've finally completed the game. I tried not to make first game's mistakes. I hope you will like it

    Technical Features:

   * 800*600 32 bit graphics
   * Highly animated characters
   
    Gameplay is classic Sierra style. You can change commands by right click or mousewheel. When you scroll to up side of screen , you will access inventory window.

    Download link: http://sosk2.coolbluegames.com/sosk2.rar  (Host Provider: Gord10)
    Download Mirror: http://rapidshare.com/files/34459653/sosk2.rar.html
    The game size is 71 MB   

   Official walkthrough : sosk2.coolbluegames.com/walkthrough.htm

   Mirror link instructions: The Rapidshare page wil  be open when you click. Find "free" button on the bottom of the page and click it. After that, 60 seconds will count and  "download" buıtton will appear.

  By the way, i apologize for people i promised for beta testing and grammar checking. I didn't have time for this. I don't often connect the internet.

   

   

   
#13
 
   I don't know if any of you had this error . I'm sorry if this issue have been discussed before.

    I tried to import a targa image to my game and AGS suddenly crashed with an error. I noted down error but i forgot it at home. It was like that:
    0x0000000  0x0000000  SIP:27  (I'm not sure of 27, it could be 17, too)
   
   I guess AGS couldn't solve its color range because it was very colorful sprite. I mean it was a 3d image with true shading and shadow. I tried to import another pre-rendered 3d image like first one and i got same error. Then, i saved my targa image as bitmap and tried to import again and i didn't get any error. However, i lost alpha channel this time.

   Is this error related with 2.72 ? I haven't got an error like that before 2.72. I haven't tried pre-rendered 3d image before 2.72 though :)
#14
I'm making a game with alpha blended sprites and i noticed sprites(especially characters) in the game are not the same as their original forms. They're like some kind of noisy blur filtered and doesn't represent the original file. Not-antialiased sprites aren't changed with scaling.They're still pure but alpha blended sprites not.

  I willl explain this with pictures of in game and original forms. I hope this will be fixed in later versions.
#15
   Weird story goes on :) Second game is starting where the first one's end. Ali've had golden shoes and destroyed headquarters of agents in Turkey. Now, they want revenge and they're more powerful. On this hard adventure, Ali is going to have a surprise! company who you know very well.
   With better graphics and challenged puzzles,i hope second game will be much better.
The game will be finished on May 2007.

   Development Status:

   Graphics:%75
   Puzzles: %75
   Sound: %45
   Music:  %35
   Coding: %60

                                                   FEATURES

  - 800*600 32-bit graphics
  - Pre-rendered 3d backgrounds
  - High resolution,anti-aliased characters and objects
  - Smooth animated characters. Even walking views are 20 frames
  - Funny story.
  - Challenged puzzles

Screens from the game:



















#16
 i was trying to make SortNumbers module (with 6 numbers) last week and i did it actually. The problem is, module got 4500 lines.

Ã,  Description: i have 6 numbers(int) and i wanted to make them sort correctly first on top and last on the bottom. So i did something like this:

function SortNumbers(int a, int b, int c, int d, int e, int f) {
if ( (a>b)&(a>c)&(a>d)&(a>e)&(a>f) ) { // a is first
Ã,  Ã, // Code here;
}......

But like this, i had to define all winners, seconds, thirds so on. it lies to 4500 lines. Then i come up with a new idea and tried this:

Ã,  Ã, if ( a>(b&c&d&e&f) ) { // a is first

Ã,  Ã, }
Ã,  Ã, if ( b >(a&c&d&e&f) ) { // b is first
Ã,  Ã, ...................
Ã,  Ã, ...................
Ã,  Ã, 
Ã,  Ã, if ( (b|c|d|e|f) > (b|c|d|e|f ) > (a) > (b|c|d|e|f ) > (b|c|d|e|f ) > (b|c|d|e|f ) ) { // a is third
Ã, 
Ã,  Ã,  ..................
Ã,  Ã,  ..................

Ã,  Ã, That was easier and approximately 300 lines. But i had a problem, AGS engine, thought every expressions as true and ran every command. So, the result was: f is first, f is second, f is third, f is fourth, f is fifth and f is sixth.

Afterwards, i tried five numbers:

function SortNumbers(int a, int b, int c, int d, int e) {

}

Suprisingly, it worked fine. i just thought it is because of bitwise or | operator.

Can anyone tell me what does | operator actually do ? More than 3 | in one paranthesis can not work ? How do Windows OSÃ,  sort everything that easy ?
Ã,  Ã,  Ã, 

#17
 Most people thinks like me. LucasArts speech style sometimes may be annoying because text is written on character's head. in complicated backgorunds, it's hard to read and also outline can not save it and it hurts people's eyes. On the other hand, Sierra style speech with backgrounds decreases the atmosphere and you can't see character's talking animation actually.

  i have an idea. What would be the result,in LucasArts speech, if text is written as subtitle with black backgorund at the bottom of the screen ? So player can read all text peacefully and see in-game talking animation at the same time. Most of commercial adventure games do like this and it's really perfect i think. What do you think ?
#18
   i have 10 MB .avi video and i am using it at the start of the game. But it's running too slow and audio running faster than video. i made this:

   function game_start {
  PlayVideo("logo.avi",1,0);
  }

  Original video resolution is 800*600 with MPEG 3 Audio. Game resolution 800*600, 32 bit. AGS version 2.72 beta 4.

  is it because of resolution of video ? 800*600 .avi is too big for AGS ?
#19
 Hi :) i have voice speech dialogs in my game, but talking animations are slow compared to walking animations. i guess its delay is 3 or 4. i set my characters animation delay to 0. it's ok with walking animations but while characters are talking, delay is occuring.

   i checked FPS by Debug command. FPS was not changing while talking. i also set game speed to 200. Again, talking animations were slower than walking. So, where is the problem ? How can i set talking animation delay to 0 ?

  i tested it on AGS 2.62. i have 20 frames of walking and 12 frames of talking.
it's not a big deal but talking animation looks nicer on delay of 0. Any suggestions ?
#20
 i request to be raised max. resolution to 1024*768. Or is there any way to raise it from AGS's interior engine ?
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