Recent posts

#1
@heltenjon  Yeah, I learned that one pretty soon, but you're right, we're never safe from making silly mistakes, especially me, as you will read here  (laugh)

@Khris Oh boy, I knew it was something stupid: Since the attack comes from the right and moves to the left, the X value goes down !! and it's starting point is +32 so it could never hit +75!  :shocked: Damn it (laugh).
That's one copy/paste lesson.

Thanks for that debug line that made this clear, I didn't know I could check stuff like that inside the room page.

And thanks a lot for taking the time for those tips! My script will be neater and I will feel smarter!  (laugh)

Cheers!  :)
#2
AGS Games in Production / Re: Rowen's Grand Adventure
Last post by Danvzare - Today at 14:35:49
Quote from: CaptainD on Mon 14/04/2025 09:10:20Did you record all the lines yourself? That's pretty insane!  :-D
Pretty much yeah. Kind of.
My brother helped a little by recording nearly 200 lines for me. (He voices three characters. Mostly minor roles.)
But the other 9800 lines were done by me.  (nod)

I hope people don't mind my poor attempts at doing a female voice.  (laugh)
#4
QuoteCongrats on your first game!

Here are my first impressions after 20 minutes of play:
- I like the jaded/noir/Max Payne kind of banter. It gives personality to your characters.
- I haven't solved the mystery yet but it's intriguing.

Thanks, appreciate it!

I really tried to nail that mysterious noir atmosphere and dialogue without being satire, so this feedback really warms my heart.

QuoteNow, some suggestions :

- consider adding appropriate reactions and thoughts when the player tries inventory items on people or hotspots. It's half the fun in point and click games. Right now it's very bare.

Initially I had a huge amount banter, reactions and thoughts, but they started to feel like it was too much. I probably cut about 60% of everything. To me, it felt more clean to keep it more punchier, but I do understand that it feels bare. Something to think about, for sure.

Quote- please add a GUI to display the name of hotspots when the mouse hovers over them.
It's easy to do and saves gamers from clicking everywhere.
https://www.adventuregamestudio.co.uk/forums/beginners-technical-questions/hotspots-description-in-the-gui/

I thought about it, and I got this feedback in the testing phase too, but I decided against it. When it comes to mystery, I like a little bit exploration and discovery, and not too much handhelding. Probably not the most rational thought in this context, as pixel hunt has a bad rap for a reason :) My setting is just so compact, so I thought it wouldn't be an issue. Oh well.

Quote- the GUI with the faces feels janky. I wish it would pop up as soon as I hover the mouse on the lower part of the screen, and I wish I could use the inventory items directly on the faces (without opening the clue window). The clues that have been found don't remain visible.

Putting the clues on the faces didn't feel intuitive to me at that time, but hovering the mouse sounds so simple and obvious in retrospect that I don't know why I didn't do it! I have to look into it.

I'm really glad about this feedback, and I'm looking forward to hear more from you or anyone else!
#5
Hey, thanks for all the replies. I absolutely agree pixel hunting is never fun, but I started worriying that making interactables *too* obvious would feel like hand-holding. But it sounds like the general consensus is no-one enjoys missing an item they could/should have taken!

Thanks for the suggestions of ways to make items more obvious, too - I think a visual 'glint' animation will work best in my case but definitely some ideas to save for the future there!
#6
Provided you've used mostly standard events, the main thing you need to import from the BASS template is the on_mouse_click function.
If you set it up so that a left click checks GetlocationType() and runs the interact event on hotspots and objects and the talk to event on characters, you're probably 90% there.
The Useinv event shouldn't really need any work at all, you'll only need the BASS inv GUI. You can however alter the existing Sierra GUI for that. Remove the buttons that switch cursor modes and replace them with an inv window.
#7
Quote from: Barn Owl on Yesterday at 23:49:53Edit: I may have figured out the way to do this, exporting and importing the GUIs from the BASS, after already having replaced the global script. I think that might do it.

Edit 2: No that didn't work. Why didn't I back up my game before trying that? Just kidding, everything is backed up.

Well, that is what I would recommend. You will then need to link all the event handlers for all the controls to the right functions.

How did it not work?
#8
The Fortnightly Writing Competition is a friendly bit of wordsmithing that takes place over a period of two weeks. Write a short story based on the theme, share your thoughts with votes or feedback, and enjoy the creativity that this community can bring to bear when they put their minds to it. This fortnight's theme:

Fragment



Your writing mission, should you choose to accept it, is to write a max 600 word fragment of a bigger story (Title not included in word count). Your fragment should have no beginning and no end, but can certainly imply how these parts of the story pan out. What we want to see is some bit of the middle of a larger story, ideally the juicier or more thought provoking bits. The reader should NOT have a full grasp of exactly what is happening - that is part of the fun. Feel free to start and end mid-sentence!  :=  See if you can suck someone into your story world without so much as an introduction or any serious world building. Be liberated by the fact that your cool story idea that probably wouldn't work can now see the light of day. Have fun, challenge norms, and let your muse run wi-

Contest deadline is April 31, 2025. I know, I know, it doesn't make sense, but neither will the entries, so just go with it.  ;-D

Good luck to all entrants!
#9
General Discussion / Re: Trumpmageddon
Last post by Khris - Today at 00:58:24
They also deported a 19-year old without priors or tattoos who wasn't on their list. One ICE agent just said "take him anyway" and off he went to the torture prison in another country.

It's also extremely irritating to see how conservatives keep framing the backlash as wanting "terrorists to roam free" or whatever when the actual objections are about something else entirely: the erosion of due process and the black-bagging of completely innocent people. It's insane to see how bloodthirsty morons keep defending Trump instead of realizing that they or one of their loved ones could literally be next and that's it for them, gone. No lawyer, no judge, nothing. You don't even get to return from the death camp after your government officially acknowledged it made a mistake because the fascist who rules the other country doesn't want to "smuggle terrorists into the U.S.".
Makes you want to scream.

The only tiny sliver of hope is that since the floodgates have so thoroughly burst already, since it's happening in bright daylight and out in the open, that maybe, just maybe, enough people will realize in time what is happening.
#10
Edit: I may have figured out the way to do this, exporting and importing the GUIs from the BASS, after already having replaced the global script. I think that might do it.

Edit 2: No that didn't work. Why didn't I back up my game before trying that? Just kidding, everything is backed up.



Hey all,

I've made a lot of progress on creating a bizarre adventure here. Having a grand old time.

The Sierra style UI was what I grew up with and continue to love. So at the beginning I chose that option from the start wizard. However, now that the game is coming to life, I think the BASS style might be better suited for this game... despite having already hand drawn all of the Sierra style GUIs, hah.

Of course there's the long way of starting a new project, choosing BASS, and exporting/importing all scripts & sprites etc. That is doable, but nobody likes doing that.

I have tried, with some success, to copy the GUI section of the global script of a BASS project, and replace that section of the global Sierra script, along with importing the TwoClickHandler. That did function, and result in a playable rendition of my game with one click to rule them all. However, the GUIs of course no longer function. I'm not sure how to replace gIconBar with gInventory etc.

Is there any shortcut/ easy was to switch UI styles? Or should I just go ahead and start importing all the assets into a new project?

As always, thank you, and I apologize if my questions are that of a sniveling novice.
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