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Beginner's Guide to Adventure Game Studio - Part Two

You can't right click the image and use an option to grab the coordinates. However, if you place a character on screen you can switch to character view and right click on the character to copy/paste the coordinates. Hardly worth the effort, just remember them or write it down.

It would be nice if he actually explained how to flip an image for the UP walking animation :/ This IS a tutorial. The way it's worded now is confusing because he says it's done by "importing the same set of sprites again and flipping them horizontally". You don't import the sprites again, you just add new frames of the already imported sprites and flip them by right clicking it. Probably due to updates in the engine.

There is a possible step missing in making the character invisible on the title screen. Since we were working with Hotspots before you have to use the "Show this room's" dropdown menu in the upper-left section of the screen to select Characters. There are a few spots where this isn't mentioned.

For some reason, when I test my game now I can't see my cursor. I went into the cursor section and set the same image to all possible cursor modes, and it works now. wtf...

The last part doesn't work at all. I created the dialog and followed the instructions exactly but nothing happens. I even tried using different event types on the Wolf character like interact, look, talk, and even ANY CLICK, but nothing happens when I click on the Wolf.

I suggest avoiding these and using the built in tutorial. It is complete and does a WAY better job at teaching you AGS.

Beginner's Guide to Adventure Game Studio - Part One

Don't waste your time with these tutorials, although I'm sure you may have already. Skip the next one, at least.
Use the engine's tutorial.

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I'm following this tutorial as my first experience in this engine(AGS Editor .NET (Build 3.2.1.111)). I'm having some problems, though.

Some parts seem to be missing steps/instructions. Like the area where I program the click in the GlobalScript.asc area. You didn't mention what to do with the left over code. If I just type in what you have in the image I can use some of the existing code at the start but at the end there are some else if's that remain. Do I delete them? Do I leave them there?

When I attempt to add the first music file in you say to put it in the Music subfolder in my games project folder. There is no Music folder there. I tried creating it and placing it in different areas but it doesn't work. I tried putting the music file in the root folder, doesn't work. Also, you say "rename it to MUSIC0". Does this mean I drop the file extension? That doesn't sound right but it's not explicitly clear. And since I can't get the music to work I'm really not sure.

After creating the hotspot for the Load button, when I test it out I get an error message. It says something like "no such function in script" for the RestoreGameDialogue(); command.

Seeing as catmitt's is no longer active on the site, I may not get my answers. But a warning to anyone following this tutorial, it might not work :/ Maybe because of changes in the newer versions of the program.

* Actually, yeah, that must be it. This is too outdated. Things have changed and this is pretty much useless.

** Now that I've gone through the AGS help file tutorial, I can see how this one isn't very good. The built in tutorial explains everything much better. This one doesn't give much useful knowledge about the engines functions and it's limitations. After you complete this you won't have any ability to do things on your own. You'll end up having to resort to the built in tutorial anyways and re-reading this information(and much much more).

*** Even the default tutorial is out of date, but the out of date information won't prevent you from learning the commands. Unlike in this tutorial, where you will fail at what your trying to do :/

Pointers in Rpg Maker 2k(3)

Right on, I'll be patient and play around with this stuff in the mean time.

Thanks for the comments guys!

Pointers in Rpg Maker 2k(3)

I'm having a hard time figuring out real applications for pointers, in relation to what I want to do in my game. Right now, I want a character to have a pool of moves where they pick four of them to use on the field and a menu that knows what moves you picked from the pool. Eventually I want to create a CBS that takes place on the maps, and I'm hoping pointers will make this easier.

I pretty much understand how this puzzle works. I followed Narcodis' tutorial for CMS(today), so that I can then follow your tutorial on creating the item submenu(tomorrow). All in the hopes of understanding the applications of pointers. In doing that, would you say that it's the best way to understand it?

I'm only just starting to try and wrap my head around all this. Perhaps you could write up other general applications for pointers. Since you so familiar with them I'm sure you'll be able to see possibilities that Ptr Newbs won't be able to see for a long time.

Making your Custom Menu System

I'm using the ImagePositioner program and it's not perfect. It keeps snapping to the edge of the screen when it comes within 10px. It has an option to disable this, but it's greyed out :/ So I can't actually use this accurately for my menu as it sits at the bottom of the screen. **Oh wait, by randomly right clicking stuff the option becomes available to click. I closed it and reopened the program but I can't even duplicate being able to activate that greyed out option again. Man this program is buggy. The biggest issue I have with it is that it's very small so it's hard to be accurate. It does at least give an estimate to work with, although after a while you can use your brain to figure out an estimate location of where you need to put it. Also, if you try putting multiple images into this program you might have trouble.

What I'm doing instead is using iDraw. I have an image open that is 320x240(the resolution of 2k3) and I use that to make a mock up of my menu and I just find the center point of an element, for example the cursor, and iDraw will tell me the coords. Plus I can zoom in, which is handy.

Just thought I'd mention that.

*also, what is the importance of having the pictures NOT scroll with the map? The first thing that happens is prevent the hero from moving so I don't see how it would make a difference either way.

**uhhh, also again, you instruct us to create show picture events for each cursor position and then after you tell us it's better to use move picture events u.u I didn't read ahead so I already made them with show picture, now I'd have to delete all those and redo a bunch of stuff. Seems like a waste of time. I'd suggest showing Kazesui's message first or change the instructions/and pic to include move picture.

Good tutorial by the way~

How to create a chest WITHOUT using a switch

You could also just use the event page condition branch that checks to see if you have the item that was in the chest, only when it's a unique item. It saves a bit on switches for large games with many chests.

But yeah, this tutorials isn't going to help anyone.

How to create a chest WITHOUT using a switch

This is a neat little idea but the presentation of this tutorial leaves much to be desired. It's a pretty simple procedure so I don't think it's really necessary to create a new test map just for this. Also, your instruction relies on the chest chipset that you are using. I assume the face right, face up, and face left part is to animate it? What if it only has 2 frames(open and closed)? Try explaining the reason why you are doing that instead of sneaking it in the formula.

edit: LOL

Local Switches in rm2k3

Ok, perfect. I was wondering how each switch could be individually calculated from a single number but as soon as you explained it in binary it made much more sense.

I definitely need to try to work this into my game. Thanks!

Local Switches in rm2k3

This makes absolutely no sense to me....but it's pretty damn useful.

Question, does the text of this tutorial explain everything shown in the images? or is there some math going on that you would need to understand to grasp WHY this works? Should I be able to understand it just by reading the text? hahah

The myth of games as escapism

author=Craze
I wish that this article was longer.


It basically continues on into the comments, in a good way.