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So, I decided to let the player change the game language by selecting it in my settings, works almost perfectly (have a problem with the credits module, and this one).

What I want it to do:
I populate the list with the Language I want (using AddItem).
The check which translation is loaded (if any) and highlight the correct Language.

Result: When opening the GUI I see the current Language that is selected.

I was trying to use ListBox.SelectedIndex but this was resulting in some wierd behaviour... have a feeling I was changing the selecting but not the highlight or something.

Anyway, any help?
I currently have done a work around, since there's really only 2 languages to selected from, by just using an if/else and loading the list with the current language on top... but seems like a "stupid" way to do this, considering it would be much simpler to just set the highlight on the correct index. (roll)

Site & Forum Reports / [Sugestion] 10 latest games added
« on: 25 May 2017, 17:09 »
Was thinking it would be nice to have the latest games added, right on the front page of the games page.
Either a box like the Showcase or one like the "Recent Comments".

And yes, I do know I can just click the "All Games List" to get it but it requires a click on a link that can be overwhelming... "ALL GAMES... puff puff... that's a lot of games..."  ;)

Just a suggestion, so feel free to ignore it.  (laugh)

Hi all

Looking for some feedback on these little movies. I need to redo them anyway, so might as well get some suggestions on improving them.  :)

Keep in mind that I may not implement every suggestion or even any, as I'm not planning to put the game on wait until I'm 100% satisfied with them. So I'll probably implement the improvements and let it render during night and work hours, and if the new movie is ready it'll be in the release, otherwise, these will be in the release.  (roll)
I know, I'm complicated.  (laugh)

So here's the setup, all is made in Blender:
I have the Galactica and the fleet ships parented, and moving from A to B, I got 2 set of star fields far way. The Galactica and ship fleets, are in a render layer, their afterburners are on another. Then The shuttle and Vipers have a layer each, plus a layer for each afterburner... And a last layer with the nebulas...
The composite is a mess, while the Intro was rendered everything at the same time, the Start movie was rendered in phases. First the stars, then the shuttle and last the ships (this is the method I'll be using now).

The Intro movie cutscene:
this one is just the plain movie, as it come out of Blender, so it's missing the speech, music and other texts. So just  a quick explanation, as it starts the traditional narration from the show starts too, at the same time some text like game by... using... based on... etc will be rendered in big fonts, and of course music will be playing, once you near the end of the nebula, the narration will end, the music will chance from a "quiet mysterious" track to the Main Theme music. Might add more credits to the intro at this point, or just leave it as is.
Reason I need to re-render this one is because I managed to render a diffuse texture material from the Galactica with reflexion!  :( So it's reflecting the starts on the texture and that makes it look very weird.  (wtf)

The Start movie cutscene:
Don't mind the wobbly weird music, don't know why but VDub messes up the cap, and this time I was too lazy to fix it... This is capped in game, and the portraits, speech, text and music are rendered/handled by AGS, movie is just silently playing in the BG using the D3D Pluging by AGA.  :-D

Thoughts? Too dark? Should I add a background to the portraits on the cut-scene? As a friend said, Athena's hair gets lost in the dark space... change of camera angle? I'm thinking that's okay, but might be better if I just keep the camera still and rotate it from left to right to follow the shuttle and just make the shuttle approach the camera instead? Though, if you don't suffer from motion sickness it might be okay as is.  (laugh)

You got some suggestions to improve the afterburners? Some filter I should be using and am not?

Oh, I'm rendering every frame as PNG, so if you wish I can also post some stills if it helps.
Oh, I'm using 25 FPS for the movies.

<< Coloring Ball: MUSIC >>

Pick your favourite artist, band or music instrument and fill in the shape!

- Gaps are accepted in the shape so long as the outline is intact.
- You may colour the outline
- You may rotate and flip the shape.
- You may NOT scale the shape or distort it.
- You may NOT paint outside the shape.

***Deadline is February 26th.***

Voting is now open:

#1 DBoyWheeler
#2 AnasAbdin
#3 arj0n
#4 Tabata
#5 Kumpel
#6 arj0n
#7 Hobo
#8 Blondbraid

Vote for your 3 favorites:
1st = 3 points
2nd = 2 points
3rd = 1 point

Trophies :

Voting has ended and now the exiting results of this ping-p music affair (laugh):

3rd place gets this shinning cobber trophy:
Goes to... drums roll!
Add spoiler tag for Hidden:
Hobo and Blondbraid

2nd place is awarded this shinny silver trophy:
Goes to... drums roll!
Add spoiler tag for Hidden:

And last but not least, 1st place is rewarded with this precious golden trophy:
Goes to... drums roll!
Add spoiler tag for Hidden:

Congratulations you now have the honor of hosting the next coloring Ball! :-D

Thanks all for participating! And if you wish a participation trophy just shout... I forgot to make one. :-[

Okay, sorry if there's a a simple solution for this somewhere, but I just coded an entire achievements GUI for my game, it's working pretty decent too. :-D

Except that if there's an error on the file (like I edited using notepad and saved it), then game will crash. :-\
I'm not sure how to fix this either.

I'm not sure if there's a problem with output.WriteString also, but I couldn't get the "input.error" to work with the "buffer=input.ReadStringBack();"

if I put the if before the read, it does nothing, and then the game crashes once it reaches the read line (File.ReadStringBack: file was not written by WriteString). If I  put the if (input.error) after the read, the game crashes and never reaches the next line to execute the if. :-X

However in the manual it says "This function only checks for errors while actually reading/writing data." which seems to indicate that should work to also detect reading errors on the file... (roll)

So, am I doing this all wrong? Is the manual wrong? And can't AGS issue an error for devs to work with (like allowing me to delete the faulty file, create a new empty one and tell the player about the error?) instead of just crashing?

If there's no solution, I'll put a warning about not editing these .dat files on the readme/manual.txt (knowing nobody really reads these anymore) and if the player ignores the warning the solutions... as in "delete the file and start a new game". :P

Now that nominations are over, I would like to suggest adjusting the nomination forms for next year, if at all possible.

1) Separate the categories into a page for it self, allowing members to vote in each category on their own time, instead of doing it in "one go". (I left my browser open to be able to take breaks... but would be nice to able to nominate in small steeps, as looking at that huge list can be a bit overwhelming).

2) Once you select a name from the list, a "picture preview" could be shown on the right. Can be just 1 of the pictures that is already in the db. And a link to the game page. Sometimes a name doesn't quite ring a bell, so a visual queue and a link to the game page would very usefull.

3) That's about it... Though am sure others might have some other ideas. ;)

(Sorry if I hijacked the thread... :-[ And I'll try to be there tomorrow. (nod) )

Okay, not sure if this is a yes/no question, or an advance script question, but is it possible to load and unload a script via game script?

I'm asking cause I wanted to use the AGS Theora plugin to play video as BG, only I found out that it it makes all flipped sprite frames invisible. :-\
I guess I could go and import the sprites flipped, but that would defeat part of the point to save game size. Not to mention the pain of me identifying all flipped sprites.

Since I only need the video to run on one room, where use no sprites, or flipped anyway, if it's possible to unload it,  could just unload it when done using it, and load it back once I return to that room to play a movie.

Or maybe AJA's plugin will solve this problem, if I can get it to load.

Uhm... Sorry if this is basic, but I didn't found an answer to this in either the manual or by searching the forum.

So at this point I'm guessing the answer is: You can't do that. In which case I'll just add a note that music volume control does not work for using external audio files or music CD.

Question is simple:
I have a slider to set the volume of the music, which I wrongly assumed worked for external files (PlayMP3File) and CDAudio... realizing today that these don't get affected when changing the slider back and forth. :(
So... is there a way to achieve this? Or should I just add the "doesn't work for this type of sound" warning?

<< The Empty Lot >>

Entries + final scores + winners:

I was walking to work today when I stumble into a very weird event happening in this empty lot!
A "building" was appearing and changing at every micro second! 8-0 It was so amazing the shapes and images inside, that I took my camera out and started shooting as many pictures as I could. I'm really looking forward to see those pictures as they come from the laboratory! I honestly have no idea of what I captured on film! (wrong)

Here's a clean shape:

They can NOT be rotated 90, 180, 270 degrees.
Shape can NOT be flipped horizontally or/and vertically.
Shape can NOT be scaled.
Shape outline CAN be coloured.
Shape CAN be animated. (you get 1 extra point! (nod) ).


Deadline is September 12 14th 2016. (2 days extension!) :)

Entries + final scores + winners:

If this turns out to be an advanced question, please move it to the appropriate forum.

Is there anyway to play a video inside AGS as non-blocking?

Reason I ask, is because I need to have a video playing with muted audio, so I can use the game's music (can be changed by the player at anytime!).

I want the video running in the background non-blocking, so that I can add characters/narrator speech+text talking on the foreground. You could say "add it to the video", but again, the player can change the music at will in game, and I want the music to change, so sound in video needs to play muted.

I could import the frames into the project... but the intro video has currently 900 frames, and I have at least 2 more in mind. I'm afraid that it might become too heavy?
Another way would be to render the sprites and create the animations with views and the Tween module, which is probably what I'll end up doing if the non-blocking video doesn't work.

@CW or other code wizards: Assuming the video can't be played non-blocking atm, would it be possible/easy to make it possible to add "eNoBlock" to the video play options? Just wondering. (roll)

EDIT: I just found out this can be done using the AGS Theora Plugin. :-D

A short little game I've made for MAGS May2016, theme: Jumpin' Jack Flash. :-D

Out of Gas

Very basic story: Jack is driving home, when he runs out of gas just a couple blocks from the gas station.
He now needs to walk there and return with some gas.

Known issues: Restart doesn't work, viewing credits from the main menu will terminate the game, suspect description has a bug.
I'll soon upload a new version that will fix most bugs and last spellchecking. (But if you plan to vote for MAGS, then please use version 1.0)

Resolution: 640x360
Style: Adventure (Point&Click)
Music: Yes, MP3


EDIT: Okay, all mentioned bugs above and some not mentioned, have now been fixed in version 1.1 (not yet available for download, as I'm waiting for feedback on proof reading and beta testing. Just to make sure everything is working the way it should. So maybe a day or two more, if you are waiting for a bug free version to play the game.

UPDATE: So, I decided to skip 1.1 over, and 1.2 is now available. Hopefully, bug free, this time! (nod)

Sorry for asking but I've been reading the manual and previous forum posts to this question, and I either concluded that this can't be done the way I thought it could, or I just haven't found the answer yet. :-[

Am using Beta and I want to be able to save some data into a file, so that the player, if they start a new game (by closing the game and opening it again) can have those choices set the same way they left it.
To be more specific, I have coded so the player can choose between default music, mp3 music or Audio CD (with track selection).

Like the ags config file, you have a "variable" name with a content that can be altered by setup, or by hand with notepad (if one knows what write in there). So that's basically what I want.
It can either be a line that just says "CD Intro = 1" or even just 1st line is "1", 2nd line is "4" etc.

I was going to use the File.Open, but can't figure out how to read the info I need from it.
From a previous post I got "write five eFileWrite, and then read five eFileRead to get the info from the 5th..." but that's rather inefficient, as it seems I would need to put a bunch of ifs, just to find the data am looking for. And since selection of tracks is not linear I have no way to know which data will be written first in file... (wtf)

Is it just me that is over complicating something simple????
I had thought that I could just check for the variable and then read the "int" or at least say something like "Write.To.File(3)" and then "Read.From.File(3)" where file could be the line number (or how ever AGS saves the data).

Is there a simple way to do this? Is there a command I have yet to find that can do this?

Recruitment / [HELP FOUND] BSG78 - Unexpected at the Rising Star
« on: 26 Feb 2016, 22:44 »
I've finally reached a point where I'm happy with my models, and am now coding and doing small animations for a short game, where you''ll get to control Starbuck as he finds himself inadvertently on a double date with both Cassiopeia and Athena. Or in other words, I'm recreating the scene from The Long Patrol episode.  You'll get to do what he did and get the same end  result... but you'll also have the possibility to get away with it (meaning that Athena and Cass won't meet at the end).

Anyway, this small game will serve as both a self standing game and as a tech demo for the full length game.

WIP thread is here for more info.

Game is freeware, and as thus the only thing I'm offering is your name in the credits! (nod)

If you wish to help out here's what I'm looking for:

- Music (if you happen to love making music and always wished to do a BSG inspired song, this is your chance! ;) Alternative you can just search for appropriate music on free sites. This will be the default music for the game.    Taken!

- SFX (I don't want to rip sounds, and hate having to search for them on the internet. If you enjoy recording your sounds or searching free sites for SFX sounds... please do!)   Taken!

- Voice Acting (youtube links):
 - Adama, Taken!
 - AthenaTaken!
 - Starbuck,   Taken!
 - Cassiopeia,  Taken!
 - Concierge/Waiter from the Rising Star,   Taken!
 - Cook 1 (older male),   Taken!
 - Cook 2 (younger male)  Taken!
 - "intercom" (female) Taken!
 - Easter egg! Taken!
If you think you could do a good Patrick Macnee , then I might add the intro speech as well. ;) Taken!

Note: You don't need to be an impersonator or even a close match, though for the main characters I'm looking for at least "tone" right...

- 3D art - Anything you might wish to help  with is just fine! Even if it's just a Languatron (done!)! (nod)

- Translation - If you wish to see this game in your native language and wish to translate it yourself, I'll send you the txt file and a copy of the beta game.

- Alpha/Beta testers! - Think I have enough for now. However, if you really really wish, send PM, I won't deny anyone. ;)
Add spoiler tag for Hidden:
The so very important position to spot and find bugs, also a chance to give input and improve the game as it's being developed! :) Note, you don't need to be an expert Point & Click gamer. And I can provide a walk through if you don't wish to figure out the game on your own. ;)
Expect to get a build in a month or two for first testing... depending on how my free time plays.

Thanks, feel free to apply here or via PM.

EDIT: All help has now been found. Thread can be locked. (nod)

Okay, it's time to commemorate my finding AGS 2 years ago and thinking "YES! This is just what I wanted to finally do that game I started back in 98!" (laugh)(roll)

No, this is not that game, yet. But this is a short game and will double as tech demo for the bigger full size game. ;) anyway, no more blah blah, you guys want more than me babbling (laugh) .

BSG78 - Unexpected at the Rising Star

    Based in the original TV series Battlestar Galactica from 78/79, comes this short story where you control Starbuck who will soon fly a solo mission to test a new viper and has a reward, he got "dinner" for 2 in the luxurious liner Rising Star. After Athena declines the invite due to her being on duty, Starbuck not one to eat alone and miss opportunities, invites Cassiopeia who accepts. You take control of Starbuck as he just got a private room for him and Cassiopeia unsuspecting that Athena is on her way to surprise him, after being relieved of duty... can you be cunning enough to not be caught dating 2 girls at once? (roll)
    This scene was taken from the episode The Long Patrol as I always thought it was a funny scene (even if some stuff make little sense)...


    Progress (beats me how one measures this... (wtf) ).

    Story: 100%
    Scripting: 95%
    Graphics: 99%
    Sound: 95%
    Music: 90%

    - Resolution: 1024x576 32bit
    - Alternate endings (after unlocking game)
    - 2 playable characters
    - 4 Playable rooms
    - Scumm VerbCoin GUI v1.7.1 Verbcoin v1.1 (by monkey0506) Custom right click VerbCoin based on part of monkey0506's code.
    - Easter egg
    - 2 lovely ladies
    - Selection of sound track to use: Default (by Eric Galluzzo ), MP3 or Audio CD.
    - Almost full Keyboard control.
    - Save of game settings.
    - Hopefully some fun play even if you know nothing about Galactica. ;)

     Help wanted:
        I'll be opening a thread in the appropriate forum and then link it here. Say tuned!

        Currently looking for: Translators (any language), Beta testers

    Expected completion:
        Soon... ??? Probably, hopefully, Mid ? 2017...
    Voice acting cast list:
    Narrator: Mandle (80% ?)
    Adama: Mandle (90% ?)
    Starbuck: Captain D
    Cassiopeia: Xanthippe
    Athena: DuckLady (95%)
    Waiter: Haggis (Done)
    Deimos: CaptainD (Done) - Thanks to Michael for great effort, pity we couldn't get the sound quality up. :~(
    Master Jarl: Danvzare (Done)
    Annoncer: DuckyLady (Done)
    Anya: Ana Neves (Done)
    Easter Egg: CaptainD (Done?)

    Music: Eric Galluzzo
    SFX: CaptainD

    12 May 2017: Intro movie added:

    8 Jan 2017 : New voice for Anya. :-D

    1st & 2nd December - still not that good with these thing called "updates". :-[
Anyway made a small teaser showing the first couple minutes of game play.  Enjoy! (nod)


    18 September: Uhm... I seem to have hibernated during August, sorry about that. :-[ I'm back at doing missing animations and have now started to add them to the game... So work is again going forward! (nod) And welcome aboard to Eric Galluzzo, who has agreed to work on the sound track! :-D

    5th June: Oops... still no Beta, but after a break doing MAGS I'm now back in the saddle, hopefully with renewed blood. ;)
    Here are the highlights from thread updates:

    25th March: Added support for walking with keyboard (Keyboard Movement 102 module), Read/Write in game settings to file (IniFile module by Wyz), Tween module is also installed, but haven't really done anything with it yet (besides making the top GUI drop down). There's still a few technical issues that need to be fixed/added/patched, but most of the "behind the scenes" seems to now be in place. Game play wise... don't think it's even reach 50%... but probably close to that. :-D Now that most of the "bottle necks" are solved, then I expect game play coding to move faster. ;) So lets hope Blender is in cooperative mode, so I can add some animations to go along. (nod)

    21 March: New screen shoot for the hallway with VerbCoin in action.
    27/February & 10 March:

The Rumpus Room / Off day
« on: 07 Nov 2015, 17:35 »
Ever had one of those days where you feel like doing absolutely nothing? :(

Minifeg: The Search
(Note: This game was made for MAGS (September 2014, theme "Cross-country")

In the search for his father, our hero, Minifeg, gets stuck in time when his newly built machine does not work as expected.
Now he must also find out how to return home.

- Time travel through 7 different time lines!
- Lots of LEGO Bricks!
- 640x400 resolution and 32bit color depth.
- Special Guest star by Stupot+
- A crazy Wizard (sorta off)
- Classic puzzle solving and free exploration
- Useless dialogs, descriptions and interactions.
- 1 Sound track for each time line.
- Probably some bugs and spelling mistakes.
- Missing NPCs.

What does not feature:

- Nice GUIs
- Voice acting
- Sound effects
- Plot hole free
Add spoiler tag for Hidden:
- Pirates
- Meet Rusty
- Interact with Bartender/Customer
- Will add more, if I remember.

Screen shoots:


Version 1.4 (25th Jun.2015)
- Fixes Prince disappearing when the player exits the dialogue before
  getting the "how to pass the guard" solution.

Version 1.3 (27th OCt.2014):
- Fixes Music from Future time line not playing.
- Fixes bug that allows to get stuck in "the fence" by the Blue Palace.

Version 1.2 (5th Oct. 2014):
- Fixes crash bug by the discotheque.
- Fixes impossibility to pickup photo 2.
- Improved written English by Word 2003 spell-checker.

Version 1.1 (1st Oct 2014):
- Fixes the sword delivery problem.
- Fixes picture display at the ending cut scene.


PS - Sorry, that I'm a bit late. I had everything packed and ready to upload, when remembered I needed to change the graphics for a picture (wasn't mine, and permission to use it did not come) so I had to create a photo of my own, change the graphics (took about an hour!), re-pack and upload (another 20min!).

Anyway, hope you guys enjoy it! :) Now to post on the site...

It's me again.

I've been trying to fix GUIs for my MAGS game, but I can't even find how to setup/customize/change the default GUIs. :(
Been reading the forum, and all I come to was "It's not directly possible" but it's possible in some other complicated (or so complicated) scripting thing (the link that was suppose to have this tutorial, just links redirects to the Wiki)...

I'm a bit lost on this, as the current GUIs look so ugly with text that doesn't even fit the space and buttons...(am running game at 640x400 32bit).

Editor Development / Using 2 monitors with editor
« on: 21 Sep 2014, 09:00 »
Sorry, if this has been mentioned before, just don't know how to search for this issue.

Anyway, I've recently started using 2 monitor screens to do my work.
On monitor 1: I have the forum and playing cartoons to my son in the right corner.
On monitor 2: I use it to work in peace, and have more than just half a screen...

However, when using the AGS editor in monitor 2, the "tool tips" are displayed in monitor 1! :(
Hope I managed to explain the problem.

Is it just me that am missing something, or is this a bug?

Am using Win7 Home Premium with Nvidia Graphic card, if that has anything to do with anything...

Me again.

Sorry about posting once again, but I can't get the SetRestartPoint to do what I need it to do. Been at this all day, so I cast the towel in the ring now, and try to get the experts to explain...

Explaining: I have created a room 300 as my start menu, from then it loads room 301 which is a "cut scene" currently consisting of a dialog, and then it moves to room 1.
Now, when using the restart option in game, it defaults to room 300, but I want it to restart at room 301! So I added the SetRestartPoint, problem then occurs, cause the dialog does not start and thus it's impossible to continue and play the game. :(
I have tried adding it to the first load, room load, before fadein, after fade in, rep_exec, inside the dialog right at the start, creating a room 400 with just SetRestartPoint and player change room... nothing seems to work. :/
Any ideias? Or do I really need to impose the start menu on the player, if he/she wants to restart the game? Seems kind of annoying...

Is it me, that am missing something here? Can I do a "if restorepoint=true, then run dialog" type of thing? I'm kinda out of ideas atm...

AGS Games in Production / Jake and the Summer Camp
« on: 09 Aug 2014, 22:07 »
Guess it's time for me to post this and see if anyone is interested in helping out. ;)

Title: Jake and the Summer Camp (or maybe: Jake's Summer Camp, have not decided yet)

Jake is 12 years old and his father meant that this year he's old enough to go to summer camp! His over protective mother doesn't quite agree, but has decided to go along with the idea. Jake though, he's a bit split with his emotions and somewhat scared of being "alone" for 14 days with perfect strangers...

Screenshots (temporary art)

Help Jake to:

- Resolution of 640x480, 32bit color.
- Survive 14 days of camp.
- Get as many friends as possible.
- Explore and see new locations.
- Solve "treasure hunt" puzzles.
- Have fun!

Some "random" data:

- At least 25 NPCS (including 19 kids)
- Several nature locations
- A Backpack for "unlimited" inventory items
- All "roads" led to one end (hopefully it won't be possible to get "stuck")
- Almost "death" free... ;)


Done little scripting. Am using this game to learn AGS language.
Progress is and will be slow, as my free time a day varies from 0 to 2 hours...
Currently there are 5 rooms, about half the NPCs have sprites (just one sprite though, so they slide when moving).
Player characters is still missing the front and back walk cycle, rest is animated. :)
7 inventory items (though only a few have interactions available).

Edit: Added game resolution, that I had forgotten.

Edit 23/Aug/2014:

Made a little video of my first speech animation (I know, graphics still suck, lol).
(sorry, don't know how to embed it in the forum, if at all possible).

EDIT 09/Nov/2015:
I've added a few new screen shots, you can see them her:

Want to help with this project?

I'm mostly only interested in scripting this game, so I would appreciate help with:

- Writing (want to write dialogs and such? :) I'm not a writer!)
- Graphics Backgrounds
- Graphics Sprites/Animations
- Sound FX
- Music
- Voices (Would love to get kids voices for the characters, so if you have a couple home that would love to provide voices for this game, feel free to PM! Target age is 12 to 14/15 - though one can be younger/older as long as it doesn't sound like it. ;) )

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