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Messages - dbuske

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1
Beginners' Technical Questions / Play quit GUI corrupted
« on: Yesterday at 15:09 »
The play-quit game GUI is corrupted (meaning the box and words are mishaped and out of place).
It does not show up in the gui list.
How do I fix the gui box and buttons and label?
How do I find it?
Thanks for any help.

2
Beginners' Technical Questions / Re: room load error
« on: 11 May 2013, 18:43 »
Looks like you mixed up the order of the parameters in your player.ChangeRoom() call at the end of room 1.

You probably have
Code: Adventure Game Studio
  1.   player.ChangeRoom(350, some y, 2);

It's supposed to be
Code: Adventure Game Studio
  1.   player.ChangeRoom(2, 350, some y);

Thanks Khris, you were right. It works now

3
Beginners' Technical Questions / room load error
« on: 11 May 2013, 17:32 »
I am working on a 1st person escape horror game.
The only character is set to not be shown.
The game crashes when trying to move to room 2
The error message is:
"Error load room: Unable to load file room 350.cm (does not exist)
Check the player character's start room is correct."
It is.
Thanks for any help.

4
Modules & Plugins / Re: [PLUGIN] - D3DVSync
« on: 29 Apr 2013, 15:44 »
I have the d3dvsync plugin on my hard drive.
Anyone who wants it I will be glad to send it.

5
The Rumpus Room / Re: What's your "Day Job"
« on: 16 Apr 2013, 16:22 »
Disabled, Used to work at St. Coletta school and later Universal electronics as a hand solderer of electronic boards.
1980-85 college student and member of Sacred Heart Fathers and brothers.

6
Editor Development / Re: AGS 3.3.0 Beta Release
« on: 10 Apr 2013, 17:05 »
Tried it and found it wouldn't even start up.
Windows Vista

7
Reality-on-the-Norm / site restored
« on: 09 Apr 2013, 16:37 »
The website is down.
It will not startup

8
Adventure Related Talk & Chat / Re: Goodbye, LucasArts...
« on: 05 Apr 2013, 13:57 »
They started going downhill when they dropped the point and click interface.
Point and click was so easy to play. Having to use the letter and arrow keys was a pain in
the butt.
I guess Lucas was just collecting on his investments later in life.
The last Monkey island game was ruined by having to use arrow keys.

9
Engine Development / Re: Other Resolutions.
« on: 18 Mar 2013, 18:01 »
Skygoblins version has bugs. I don't know how many and serious they are, and if they may have a strong impact on development, but in any case this means that we cannot use that code as-as, someone must check it out and make fixes (or maybe just rewrite in a better way).

Examples of bugs I found in 15 minutes of working with Skygoblin's Editor:
1. Created a new 320x200 game using 9-verb template. Changed resolution to "Custom Resolution" 320x200. The Editor told me, that resolution did change, and suggested to automatically fix backgrounds. I accepted.
All GUIs become screwed, their sizes and control positions changed in weird ways.
A room editor started to display an image of disproportional size (something around 500x220 I think), although I could not move anything in room beyond 320x200 pixels.
When I compiled and run game, it crashed.

2. Created a new empty game. Set "Custom Resolution" in Global Settings. Typed in Width: 1280, Height: 720. Editor displayed an error message. Typed in Width: 320, Height: 240. Editor displayed an error message. And so on.

3. Created a new empty game. Set "Custom Resolution" in Global Settings. Typed in Width: 1280, Height: 720. Ignored error message.
Created a room 1 with blank background. Compiled and run a game. Game crashed.
I checked room editor more carefully, and found out that room coordinates are limited to 640x400 :-/.
I created a 1280x720 bitmap and imported as room background. Okay, it is a 1280x720 room now. Compiled and run game. It crashed.

I built an EXE for release (Build -> Build EXE) and run game setup. Setup shows that game resolution is 1024x768.

EDIT: BTW, I was very curious, and checked how the setup worked in Barely Floating (1280x720 game). First of all, they made custom setup!, secondly, there's no more any common config file in the game folder, and if I force run "Barely Floating.exe --setup", the AGS setup shows, telling me that the game is 320x200!!

Okay, I may believe that there's some special magic way to make things working, but how a regular average game developer is supposed to work with the program that crashes like that and has so much unexpected and weird behavior?

Try putting Skygoblinags on top of AGS 3.2.1  I had no problem.

10
Recruitment / Need writer for science fiction game
« on: 09 Mar 2013, 23:24 »
I need someone to finish writing my "Science Fiction" game.
I will supply the finished first half to the one who wants to write it.
dbuske@gmail.com
Because of bandwidth problems, I cannot send copies of the game to the writer.
The game will come in at just under 1 gig.

11
Engine Development / Re: Other Resolutions.
« on: 05 Mar 2013, 17:10 »
Yes but it's hacky and doesnt work right.

We need a proper solution.

Have to disagree.  Skygoblin works fine for me.  I added it on top of 3.2

12
Editor Development / Re: New editor version for testing
« on: 05 Mar 2013, 17:04 »
Why was custom resolutions not included? 

13
Engine Development / Re: Other Resolutions.
« on: 14 Feb 2013, 17:40 »
Calin, Have all your plug-ins been included in the current version of AGS?

14
Adventure Related Talk & Chat / eAdventure
« on: 12 Feb 2013, 15:03 »
http://e-adventure.e-ucm.es/index.php
Above is the link for a good adventure engine in Release Candidate status.
I know some people like to check out new engines.

15
I am using the SkygoblinAGS version and it works in all resolutions.
I am using 1280x720
I think it should be added to AGS for a new version.
The code would have to be checked and rewritten if necessary.

17
General Discussion / Online Image Editor
« on: 09 Feb 2013, 16:42 »
http://www.online-image-editor.com/

Perfect for taking a character image and making the background transparent.
It has a wizard for transparency.
I am not associated with the above website.
It would be a cool addition to AGS. If one was able to get approval to use it.

18
https://gitorious.org/skygoblinags/skygoblinags/trees/master
This is a link to a tarball of SkyGoblinAgs.
Install the regular Ags then open the tarball with 7Z.
Copy the bin directory to the Ags directory. The contents of the bin directory.
1280x720 resolution can be used.

19
https://gitorious.org/skygoblinags/
You can get 1280x720 with skygoblinags. See the above link.
Get the master version tarball and it can be opened with 7Z

Here is a direct link. https://gitorious.org/skygoblinags/skygoblinags/trees/master  The download is on the right side of the page.
Install the regular ags first and then copy the bin contents to the ags directory.
you have to start a new game to use the new custom resolution.

20
Recruitment / Re: Walkcycles needed
« on: 27 Dec 2012, 17:38 »
Desparate appeal...
I cannot release the game without the walkcycles.
Please help...I need the main character and the chihuahua.
contact dbuske@gmail.com

Update: Dec 28th
The original artist who made the main character Nano (real name Robot Joe), agreed to make a walk cycle of him.
That is great.
All I need now is a walk cycle of the Chihuahua.
Contact dbuske@gmail.com
Robot Joe is found at http://www.flickr.com/photos/flysi/183272970/

Moderator note: Please don't double post.

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