Recent posts

#1
Hi, I noticed a change in the behavior of Character.SayAt().

I intentionally display the message off-screen, so that I can instead show it as a subtitle in a dedicated UI element:

Code: ags
chr.SayAt(Room.Width + 100, Room.Height + 100, 1024, message);

Before RC1, this displayed off-screen as expected.  Starting with RC1, the text is now displaying at the bottom-center of the screen.

PS: As a workaround, I changed the width argument from 1024 to 0 so that the text doesn't display.
#2
A little update!  :-D Was a while ago! The 'demo room' is pretty much complete now. All the issues it had before with the EGA version is gone, i just need to make a transition over to the next screen or perhaps a close-up shot of Elita screaming, unclear what i should do, oh and i should also update her sprites a bit i have some weird lighting on it, should be on the top of her head instead, don't know what i was thinking, as always i beep up! Anyways here is a screenshot
#3
-- T H E  H E I S T --

Tonight's the big night.
You've always wanted a Modigliani in your pantry and here's your chance to get one (nah, you just wanna sell it on the black market).

From the roof of the museum, you can see the exhibition room through its glass skylight.
Careful inspection reveals - as expected - that the glass is bulletproof and the frame cannot be opened.
Another skylight leads to another display room near the front exit. It's shut tight.
Plus, this room doesn't offer any access to the main exhibition so you decide to forget about it.

However, there's a last skylight leading to the restroom.
The security seems looser in this part of the building so you decide to come through there.
With the help of your trusty LOCK-PICKING TOOLS, you crack the lock on one panel.
Then with one of your SCREWDRIVERS, you force the latch open.
You take your ROPE WITH A GRAPPLING HOOK and secure it in one of the ANCHORS on the roof.
You rappel down slowly as silently as you can, remembering that a watchman patrols in the adjacent room.
Now that you're in the restroom, you put your PHONE in the last toilet compartment and play a cat video at normal volume, then quickly conceals behind the washroom door. Soon enough comes the watchman, looking for a stranded cat. Before he can spot your phone, you send him to sleep with a TRUNCHEON hit at the back of the head. You stop the video and pick up your phone. Then you tie the watchman with your LONG ROPE, put on his CAP and grab a roll of TOILET PAPER before accessing the hall. It leads to various display rooms and offices. They are mostly closed and dark at this late hour. Yet you can hear some meditative music coming from an office and spot a ray of light under its door.
The tag on the front reads:
"Dr. Archibald Carrington VII"
You smirk and pull out your  LIST OF PEOPLE WHOSE FINGERPRINTS WILL BE ACCEPTED BY THE PIN PADS. You've done your homework.
Your check confirms that Dr Archie is one of the few people who can open the display case of the precious painting.
You bet he'd be working late with the impending exhibition. Seems you were right.

The hall also leads to the display room with its glittering prize.
You won't be able to access it just yet because its door is locked with a fingerprint and PIN pad. But from the roof, you've spotted a small ventilation shaft near the door in the display room. As you hoped, this shaft emerges into the hall. Although it's way to small for your passage, you unscrew the lid of the shaft with one of your SCREWDRIVERS. You cut a couple of wires inside with your WIRE CUTTERS and remove the small ventilation system. Then you trigger your SMOKE BOMB, slip it inside the shaft and clog it with TOILET PAPER to make sure all the smoke goes inside. Soon enough, a suffocating watchman comes out of the display room coughing. Good thing he didn't take the time to trigger the alarm. You knock him out with your TRUNCHEON, quickly blocking the door open with your foot. Then you use his body to keep the door open.
A quick look in the direction of Dr Archie's office shows no sign of agitation. They didn't lie when they said that the good doctor's a little deaf.

Now, a little staging. You put on your SMOKE GOGGLES before entering the display room and drop the FAKE PAINTING on the floor near the case.
Then you grasp your FLASHLIGHT. It's not a regular one. You bought it in your teenage years as a street artist because a section of the handle can accommodate a small aerosol paint can. With it, you generously spray scribbles on the case of the Modigliani, with the explicit aim of hiding the masterpiece.

Soon enough, the smoke detectors trigger the fire alarm.
This time, Archie crashes out of his office. From the hall, he sees the smoke coming out of the display room and utters a cry. He tries to wake up the guard near the door, to no avail.
He gathers his courage and enters the display room with a handkerchief on his nose, then trips over the fake painting. In the panic, with all the smoke, he doesn't realize the substitution.
Money time! From the corner of the room, you see him walk towards the exit with the painting in hand, but you don't move a muscle.
The words of his last interview resonate in both your heads: "this case is bulletproof and fireproof. Nothing can happen to the painting as long as it remains here."
Close to the exit, he turns around and comes back near the case.
Then he puts his finger on the digital pad and input his PIN.
The case slowly lifts. BINGO!
Only now, in full view of the original work, does he realize his mistake.
Too late. A last hit of the TRUNCHEON sends him in the arms of Morpheus before he can reseal the case.
you carefully wrap the Modigliani painting in your SACK, secure it on your back and climb on the roof through the restroom.
As you jump from roof to roof, you can hear the police and fire truck sirens cut through the darkness in the distance.


 
#4
Quote from: MIGGO on Yesterday at 17:10:13Catnapped!? That simply won't do.

Looking marvellous and that 'deductions' GUI looks like a very nice touch of gameplay.

Thank you!

I hope so - the 'deductions' idea is perhaps the aspect of the game I'm least sure about! I think a lot of the humour from the game comes from the idea of Sherlock Holmes using the same approach he might have done to solve a murder to tackle silly small-scale "mysteries" and interpersonal problems, and I reflected that in having this deductions system which feels like it's come from perhaps a more serious and more difficult kind of mystery game.

I'm hoping that most people will get the joke and find it fun, but I'm prepared for some people to think it's a tiny bit tedious!
#5
Well, there's music included in the Maniac Mansion Mania starter pack. I don't know if that's the one you want, though.
#6
Anyone just have this prebuilt that I can use??
#7
Perfect, had to change the one visible to true, but with that I've got it working.  Apologies not having read that out of the manual, I haven't ventured into custom commands outside of this solution.  Now I feel set though! (nod)
#8
Quote from: dad d on Today at 01:46:49On implementing the code above,  I added the portion to the on_mouse_click section of the global script, but when I add the rest to the top of global, I still get an error calling for DisplayTextBox("Sentence here") [or to be precise I named it Message() ] in my room script.  Do I have to define the function in each room individually?

You need to declare the function's import in the global header, the process is explained in the manual:
https://adventuregamestudio.github.io/ags-manual/ImportingFunctionsAndVariables.html

Simply put following to the GlobalScript header:
Code: ags
import void Message(String text);
(or whatever the function declaration is)
#9
Okay that makes sense, I hadn't implemented anything to bring it up so I wasn't catching that organically.

On implementing the code above,  I added the portion to the on_mouse_click section of the global script, but when I add the rest to the top of global, I still get an error calling for DisplayTextBox("Sentence here") [or to be precise I named it Message() ] in my room script.  Do I have to define the function in each room individually?
#10
Quote from: dad d on Today at 01:07:08Ah, as in when you use the tool "Add GUI Textbox" as opposed to "Add GUI Label" or "Add GUI ListBox" when editing a normal GUI

The "TextBox" is a text input control, it lets player to type text into the field.
Label displays the fixed text set in its Text property.
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