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Messages - Rik Vargard

#1
Well that's impressive. Good luck with the project!  (nod)
#2
AGS Games in Production / Re: Goblin's Journey
Sun 05/03/2023 10:57:48
That was one of the best trailers I've seen in a big while!!  (nod)
#3
So! Lately I've been working on an aspect that I wanted in my game:

- Some kind of Hacking Mini Tiny Game thingy to unlock stuff.
- And also a simple battle system.

It was a first and a quite epic ride but well worth it.
So I'm happy to have been able to make those, at my level, and show you some screenshots:






In other news, because of this, I kind of leveled up like 2/100 and started to simplify or rewrite some coding all over the rooms.

I also made some changes to the game based on the latest feedback that I got; thanks a lot(!) for those! (nod)

Cheers!

#4
Quote from: Matti on Fri 27/01/2023 16:19:30Ah, yes  :)

I also asked the chatbot about some AGS stuff a few weeks ago, and was impressed that it could help me (though things need to be adjusted)!

Yep exactly :)... adjustments will be needed for obvious reasons.
Also, even if I see how it's working I don't have the experience to understand it fully ( my AGS Coding level).

And here's my thought :

I'm thinking about the AGS Team and the high level experts that are already taking so much time for AGS in a global way, and then taking even more time to help us out by replying on the technical forums. Even the more stupid basic things.
Always there.

Couldn't this be a tool, like the Manual and the GitHub thing, where people could be referred to?
#5
Oh wow, well that's an unexpected bonus. :)

So yes, I will read this like a dozen times at least and find out about the "late_repeatedly_execute_always" and other "GetViewFrame" and... al the rest.

But yes, I just needed two similar GUI's to stay at the same place so CW's script does inspire me.
(It is indeed a simple one VS one fight).

And so does Snarky's script because now I know I can imagine a battle with more characters in it.
Like: it can exist.

Thank you so much Crimson Wizard and Snarky! (nod)



#6
Quote from: Khris on Tue 17/01/2023 20:53:53Afaik you should also be able to use Overlay.CreateRoomTextual() instead of GUIs. They use room coordinates so should stay in place relative to the room when the camera moves.
To make them appear on top of everything else (except GUIs), set their ZOrder to the bottom Y coordinate after creating them.

I was replying when you where replying so yeah, I found a solution (above post).
And like I said to Snarky, I'm sorry but I don't understand what you're saying here. :P
(I'm still that noob, even if I moved from LVL 1 to LVL 2/1000)  :-D
But really, thank you so much for your reply... I might one day understand this  :-[
#7
Hey Snarky thank you so much for your reply. :)

Thing is, I don't understand a thing about the code you shared and I'm sorry because I know you took that time to reply.

BUT (!) that one sentence of yours "move the GUIs in the opposite direction" is what I understood.

So I came up with this:
Code: ags
while (Game.Camera.X < 900)
    {
      Game.Camera.X += 100;
      gLIFE_ENM.X -= 100;
      gLIFE.X -=100;
      Wait(1);
    }

And it's working, so thank you for that. :p
#8
Hello,

I'm working on a simple fight script.
At some moments the camera moves to the right and back to the left.

For what I understand:
Unlike the objects whose positons are based on the background, the GUI's positions are based on the camera.
So when I move the camera to the right, the objects stay in place but the GUI's move along with the camera movements.

I need those GUI's to stay at the same place, like the objects.

The reason is that I need to show the player's and enemy's health (in numbers) and for what I know I can only do this with a GUI using a global variable.

I tried to use an invisible character to "Say" the health points in room_RepExec() but there's that flicker at every "update".

Any ideas (if it's possible) to kind of "lock" the GUI's so that they don't follow the camera movements?

Thanks! :)




#9
Wow that's very interesting! Well the four lines take less time in this case, but this opens possibilities!

Thank you both very much for the explanation.

Very much appreciated!

 (nod)
#10
Hello, so I've seen this thing around here but I'm not sure about the exact term to search for.

I have four objects that I want to make invisible:

image1
image2
image3
image4


I don't want to write four times image(x).Visible = false;

So I tried this one but it doesn't work, I get an error : undefined token 'image'

Code: ags
int i;
    while (i < 4)
    {
      image[i].Visible = false;
      i+;
    }

Any ideas?
#11
Hello heltenjon and Shadow1000,

Thank you both for sharing your point of view about puzzles. :)

It's a tricky one, isn't it? There are so many parameters.

I've watched a lot of videos and read a lot about creating puzzles in adventure games.
( I didn't get any better at it, it still takes me forever to create one. (laugh)  )
And I think that the most important thing that I learned is that it has to make some sense based on the world of your game.
And there will always be people who like and who don't.
And also have fun (nod)

Cheers!
#12
AGS Games in Production / Re: TUNNEL VISION
Mon 12/12/2022 20:22:42
Quote from: RootBound on Mon 12/12/2022 19:24:09Coding: 0.5% (I'll get there).

Haha! That made me laugh  :-D

I really like the concept and the graphics!

Good luck with you're game!  (nod)
#13

Quote from: heltenjon on Fri 09/12/2022 03:39:58No, I was thinking about the apartment ....
Ah yes. I thought about that a while ago and then I forgot; like you said here, that would be part of the final tuning.
Thank you for the reminder! :)

Quote from: eliasdiaz on Fri 09/12/2022 07:53:15When will this game be released? :Grin:

Not anytime soon I'm afraid... still a lot of work to be done :P



Hello Creamy,

Thank you very much for taking the time for this feedback! (nod)

I put my replies as spoiler because it does contain real spoilers!  (laugh)
Spoiler
Quote from: Creamy on Sun 11/12/2022 17:00:23Some unnecessary manipulations with the ID card. As long as I have it,  I would like to open a door or take a taxi with just 1 click. I prefer the simpler BASS template (left click=action, right click= look) over the clumsy Sierra interface.

The keycard : Good point.! Just having it should be enough.
The interface : That's how I learned based on the tutorials. So yeah, that's how it is in my game.
                I've seen games with the BASS template after that but wasn't sure it would give the same liberty.

Quote from: Creamy on Sun 11/12/2022 17:00:23at the beginning, you can take a taxi to Section 2.
Yeah, since this was just to find out what people thought about it so far, I wanted them to discover what I did.
In the game, the player won't be able to go to Sector 2 until after the first mission is complete.
Like "No time I need to go to the police station"... or something like that.

Quote from: Creamy on Sun 11/12/2022 17:00:23- in the house, the access to the bedroom is located opposite to the entrance (makes no sense).
I thought about this and I think that what you say makes sense from a "map" point of view where I see it from the "character" point of view where, when he climbs the stairs, the door is on his right. That's me and my head tho  (but even there I will have to redo the graphics).
So good point.

Quote from: Creamy on Sun 11/12/2022 17:00:23- The game tells me that I need a code for the safe when it's actually a sentence / password
The player does say "Is it a number? A word? Or a phrase?" and to me everything leads to the fact that it is a phrase, even talking to the inspector.
Or maybe I'm doing it wrong? Might be my and English... but at the end you did find it, right?

Quote from: Creamy on Sun 11/12/2022 17:00:23- I thought I had to use every painting title to form a sentence but some words are left out. I can think of other sentences with these words : « they will not take peace. » « they will not be strong » and so on.
Yeah, that was part of the puzzle... testing combinations :P

Quote from: Creamy on Sun 11/12/2022 17:00:23- I cannot open Alex's car with his ID.
Ah, you're not supposed to, but you're right, having the player say something about that is a good idea.

Quote from: Creamy on Sun 11/12/2022 17:00:23Guy in the street (in a nutshell) : « Hello, I came here to tell you that I'll have a message for you later. »
Me : « Why didn't you wait until you have it before coming? »

Yeah very good point. Still thinking about this one because it has implications.
I will have to find a reason for that.

Quote from: Creamy on Sun 11/12/2022 17:00:23I had to reload because of a bug: the hotspot of the safe stopped working before I opened it.

That one I don't understand. When you enter the right password, you should automatically walk to the safe and take the items.
After that there's no more interaction possible with the safe.

I also fixed HotSpot 7 in the kitchen which I completely forgot, thanks!


And again, thank you so much for taking the time to do all this.
It's amazing and I am truly honored.

Cheers!!  (nod)
[close]






#14
Hey heltenjon, thank you so much for taking the time to test and give me this precious feedback, it means a lot! (nod)

I guess the "too little hotspots" comment is there because of "Sector2"? I just wanted people who tested this at this point to have access to it just for the ambience because "sector 2" is a WIP where nothing really happens right now...? 
In reality, players will only gain access after finishing the first mission. :P

And I'm really glad you liked the overall ambient, visuals and story (so far). :)

Cheers!
#15
The graphics look really beautiful! Have fun with the production! :)
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