Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Hysler

Pages: [1]
Hey guys, it's been so long since I've posted on here (2012?!) and I've come a very long way.

I've been working with my brother on a very large AGI game since 2011 when the idea was first conceived. We've hit rough patches along the way that ended up halting development for sometimes months on end, but have finally been able to work on it consistently since February of this year. I'm hoping to finish it by the end of December although I'm not getting my hopes up, so more likely by spring next year  ::).

Before asking my question I guess I'll give a very brief overview of the game:

It started out as a Leisure Suit Larry fan game, basically  the Larry 3 that never was. Over time, it's morphed into it's own game completely although it still uses the core idea of Larry, meaning that the main goal of the game is to try to sleep with women and you are walking around Lost Wages (all original locations with a couple of throwbacks like Lefty's added in).

The name of the game is 'Ultimate AGI Fan Game' (subject to change) and the main character is named 'Val Tucker'. The game has a strong focus on interaction more so than the adventure games of old. You can look at basically anything you see on screen, there are a nice chunk of NPC's to talk to, there are a lot of cutscenes (that have been hell to code in, but very rewarding) and we've tried to give every screen some form of ambience so that it won't be so lifeless and boring if/when you have to walk through it multiple times or after a big event happens.
I think I should get to my question now.  :D

There are multiple screens in my game that have three or more NPC's at a time and you can look /talk to all of them. The way I've been handling looking and talking to them is by checking the player's position usually with a or sometimes a regular posn() check depending on how close an NPC is to another. I've always felt that this is a bit clunky and wanted to change it, so about 20 minutes ago I finally implemented a list system that I like much more personally, but am still wondering how other people playing the game would feel about it.

The new way makes it so that the player can type anything like "look at man", "look at woman", "look at people" etc... and for rooms that have more than one person in them I'll make a box pop up like this:

This is just for looking, you would still have to be within the vicinity of the person in order to talk which is why I wonder if it would annoy people?

Anyway, that's all I have to say/ask for now.  Let me know if you have any questions about the game, it's been so many years that I'd love to talk about it. If anyone's interested, I may take the time to compile a demo of a part of the game that is secluded from the rest. It's a one room puzzle that takes place in the "Neitherworld Waiting Room" from Beetlejuice (yes, our game has a ton of pop culture references).

I'll leave you guys with a nice clear image of this park scene and an old youtube video from 2012, although it's not anywhere near representative of the current state the game is in, it should at least give you a feel for what we're creating.

Park Party Screen:

Youtube Link:

AGI Syntax Help / Re: Print multiple messages at the same time?
« on: February 09, 2012, 04:04:21 PM »
Thanks for the response, I was thinking of making it a view but decided to ask here first.  I guess I'll start on that ASAP.

AGI Syntax Help / Print multiple messages at the same time?
« on: February 01, 2012, 10:35:08 PM »
I don't recall ever seeing it done in any of the AGI games I've played and I'm not sure if it's possible.  Does anyone know if you can have two or more messages pop up at the same time? 

Alright I just can't thank you guys enough!  I was racking my brain for a while trying to figure out how to do this and now I understand how to.  It's funny because while I was looking over the code for Leisure Suit Larry I saw what you (Lance) put down, but I didn't understand what the variables were for or what they were doing.  I'm so glad that I know how to do this now and it's making things a lot easier for me.  I severely thank you guys, I really appreciate you taking the time to answer me  :).

I'm a ways into making my AGI game and it's turning out to be amazing.  I've been trying to do something for a while now that I sort of skipped over because I couldn't figure out exactly how to do it though.  In many AGI games that I've played, a character will animate before he/she speaks to you.  For example, in Leisure Suit Larry 1 there are many instances such as talking to the drunk in Leftys bar, or talking to the convenience store clerk where they will move their mouths a few times before a message box pops up. 

Whenever I attempt this the message box will pop up first and then the object will animate.  I've done things like:

if (said("talk","man")) {                   if (said("talk","man")) {
  end.of.loop(o1,f50);              and     end.of.loop(o1,f50);
  print("blah,blah,blah");                  }
}                                                   if (f50) {
                                                       reset (f50);
The latter does what I want (sort of) because it goes through the animation first before displaying the message box.  But what I would like to do is have the object cycle multiple times and then display the message.

I understand there are a few ways to go about doing it like making multiple flags that use the end.of.loop command or making my view have more cels for the animation, but I'm sure there is a correct way to do it that I can't think of possibly with the use of variables or something.  Can anyone help? 

Thanks  :)

AGI Development Tools / Re: AGI Studio Help
« on: August 09, 2011, 10:53:21 PM »
Alright I'll so that, thanks for the reply  :)

AGI Development Tools / AGI Studio Help
« on: August 06, 2011, 02:52:01 PM »
  Hi, I've known about this site for some time but just decided to sign up and post on the forum.  I recently came up with the idea to make an AGI game with my brother.  I would have gone the route of making it in SCI considering there are a ton of tutorials for programming etc... but we decided that it would be better to have a game with good visuals than one with mediocre ones (neither of us can draw too well). 

  I've been using the AGI help file, available tutorials, and referencing code from other AGI games to help me program and I've gotten a grasp on it (almost done with the first main room), but I was wondering if anyone here has programmed in LOGIC before?  I'm not expecting nor do I want any hand-holding or for someone to program for me, but I would really appreciate it if someone could help me out if/when I get stumped while trying to enter a piece of code?  Also, does anyone here have any AGI programming tutorials saved to their HDD from years ago?  I assume there were many more than what is available now on AGIDev and whatnot. 


Pages: [1]

SMF 2.0.14 | SMF © 2017, Simple Machines
Simple Audio Video Embedder

Page created in 0.076 seconds with 22 queries.