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Topics - Monsieur OUXX

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thank you to whoever upgraded the forums. It finally provides all the comfort that can be expected in 2018. Love it! Especially the "insert hyperlink" button that finally works when some text is already highlighted.
 :-* :-* :-* :-* :-*

Is it still possible to run an AGS game from the current game? The 2nd game is compiled already.

More generally:
  • are there any restrictions (run as admin, etc.) ?
  • in which folder should the 2nd game be placed for best results?
  • I have the sources of the 2nd game but it would be much MUCH simpler to just run it as is. If needed I can upgrade it to the current engine version.

Hints & Tips / Return of the Obra Dinn
« on: 07 Dec 2018, 12:42 »
I have two simple questions :

1) What do you enter for a public execution?
Spoiler: ShowHide
there's this guy who gets shot on order by 5 or 6 men, and I don't know what to enter. When I select "shot (by gun") then the game wants me to enter the name of the killer... It makes no sense?

2) Can ytou re-visit a memory without actually walking there?
Spoiler: ShowHide
In the notebook it shows you where the memory happened, or which memories involved one specific character, but... then when you cick on the memory nothing actually happens. Is there a way to "teleport" to the memory without having to painfully walk there and use the chronometer?

I've installed the sources of scummvm and I'm running it in step-by-step debug because I had this crazy idea that I'd love to dump all graphics of Cruise for a Corpse into some sprite sheets.

There are several reasons :
1) I think the graphics are gorgeous (in an Amiga 64-colors way) and I think it's a pity that they're not used as golden-age pixel art tribute as often and as easily as Lucasarts graphics.
2) I realized that this game could be much much more fun :
     - if there were some proper music and sound effects (the current music is painful because chiptune doesn't fit 1930's French opera/jazzy music well)
     - if the interface was slightly pimped up (less pixel hunt and more hinting)

The fact that the story isn't really branched (no big choices to make) makes it easy to revert-engineer.

I'd love to make it available as a template for AGS and then see what happens.

EDIT: I was daydreaming and I'm wondering who currently owns the rights to this? It was Delphine software --> Virgin --> ??

This is meant to be an extensive list of every possible type of adventure games puzzles ever used in any type of videogames.
You're invited to complete it.

If you read carefully, you'll see that some puzzles are very generic and don't need to be repeated in the list. They can be summarized in an asbtract description, as it's meant here. don't focus on the situations, focus on the mechanism.

Put thing in hole, aka key
There's a hole with a specific shape, and you must find an object tat fits in it.
Seen in : the dig, where you don't really know what you're doing but every hole seems to have a crystal with the same shape meant to fit in it.

There's a contraption that can work only with a specific tool, that you're expected to identify. You're supposed to understand that it's irreplaceable because of its shape and size.
Seen in: any game with a screwdriver. the tool can have an approximate subsitute, like the spear head in Fate of atlantis or the Monkey wrench in MI2.

Alternate reality
You can visit the same room either in another dimension or in a different time period, and whatever you do here will affect the state of the room in the other "reality".
Seen in : Day of the tentacle (future/past rooms), Unavowed (when you're a ghost nobody sees you while you visit the room)

Remote trigger, aka magnet
The lever in the room is blocked by something that you are never meant to overcome, but you can remotely trigger the object with some other device.
Seen in : Monkey Island, when you steal the key using the magnet. Nelly cootalot, when you work out the lift controls to drop a crate onto the villain.

I can't walk there
There's a part of the room where you can't go but there's counterintuitive way to go there.
Seen in : Fate of Atlantis, when you crawl down the ventialtion shaft to spawn in a different room behind the robot statue. Flight of the amazon queen, when you're in the amazon city and must take the proper corridors to wlak on the other side of a channel.

There's a critter in a room that walks around seemingly randomly and you must wait for the right time or push it to catch it.
seen in Fate of Atlantis, when you put the ribcage in a pond and wait for a crab to get caught. Also seen in Fate of Atlantis when you wait for the jungle rodent to move in front of the right jungle path.

Hidden dialog
There's a dialog option that will appear only if you follow a specific dialog options sequence and/or exhaust all dialog options. If you choose the wrong option then the dialog "reboots" and the hidden option goes unnoticed.
Seen in : Fate of Atlantis, when you try to convince the bouncer to let you in. Any dialog line where you criticize Madame Sophia brings you back to dialog start. The final winning option is a compliment.

Insults fight
Any sentence said by the other characer must be answered by you with the corresponding line of dialog until you win.
Seen in : Monkey island (swordfight)

Have someone else do it
You cannot perform the action yourself but you can ask your sidekick to do it.
Seen in : fate of Atlantis (ask Sophia to do it)

Wait for the right time
The action that you perform will succeed only if you click at the right time / if it matches some not-too-obvious ingame timer.
Seen in : Monkey Island 2 when you must spit precisely when the wind is blowing.

The parrot knows
A dialog option in suggested to you by a character that seems to talk unrelated nonsense.
Seen in : Fate of Atlantis, when the parrot says "hermocrates", which is actually the answer to Sternhardt's riddle. Until then the player character is offered a seemingly infinite number of wrong answers.

Follow the navigator's head
In every room the player must consult a tracking device that tells him to go North, South, East or West.
Seen in : Fate f Atlantis, when you check the orichalcum fish on a string. Monkey Island, when you ceck the navigator's head.
See also : Listen to the noises

Listen to the noises

In every room the player must listen to a sound that tells him/her to go North, South, East or West.
Seen in : Telltale Monkey Island.
See also : Follow the navigator's head

Trigger something in a different room
You activate something in the current room, expecting it to have a consequence in another room, off-screen.
Seen in : last Crusade, in the catacombs, when you unplug the plug on the ceiling and it emptues the pond the room above.
See also : Pull something from a different room

Pull something from a different room
In the passageway leading to the previous room where you left an object, you can still (barely) see that object. You find a way to pull it into the current room.
Seen in : Fate of Atlantis, when you whip in a statue head into the current room, in the Crete labyrinth.
see also : Trigger something in a different room
Empty pond/fill pond

Approximate recipe
You must follow a recipe but you use substitue ingredients, based on puns or resemblance.
Seen in : Monkey Island (use black powder instead of pepper). Kyrandia 2 : all the magic spells.

You are forbidden to walk past a certain area unless your character is wearing some outfit
Seen in : Last crusade, where you have to dress as a nazi or as a waiter.

Your guide asks you "where do you want to go?" and you must answer with a set of coordinates that were provided to you separately. Only the proper combination of coordinates works (e.g. "12 degrees South, 6 degrees North")
Seen in : Monkey Island 2 (to find the wreckage of the ship) , Fate of Atlantis (when you go down the entrance of Atlantis in a scaphander)

Repeat until it works
Trigger a room element until it does something. The first attempt doesn't work. You're being given a hint that, even though unsuccessful, every attempt is not the same as the previous one.
Seen in : (I can't remember, but basically the character says something different every time he fails, and eventually succeeds)
See also : Exhaust neverending dialog

Exhaust neverending dialog
Say the same line of dialog repeatedly to a character. He will refuse to do what you ask every time, but finally accepts afyer many attemps.
You're usually given a different answer at every attemp, to give you a hint that each attempt is different.
Seen in : Monkey Island, when you ask the navigator head to give you his magic necklace, and he'll refuse numerous times. All you have to do is to insist.
See also : Repeat until it works

did you listen to what I said?
A character asks you a question about something he said earlier in the game. You need to give the right answer.
Seen in : Fate of Atlantis, when Trottier asks you what his favorite passtime is.
See also : Did you read the book?

Did you read the book?
A character asks you a question about something you're supposed to have read. It's a game designer trick to make sure you're ready to go on with the adventure.
Seen in : Fate of Atlantis, when Trottier asks you questions about the contents of the Lost Dialog to prove to him that you have read it.
See also : Did you listen to what I said?

What would you add to this list?

Adventure Related Talk & Chat / AGS like a pro!
« on: 17 Aug 2018, 18:05 »

In the same spirit as "AGS commercial boot camp" or other threads, here is the "AGS like a pro" video series.

You can find it here on Youtube : Playlist

First episode:

Full playlist :
01 intro
02 online storage
03 conflicts
04 git
05 git 2
06 git 3

EDIT: (that's frustrating, lately I find the solution to my problems the exact second after I post and it's too late to take it back)
Solved: array inventory does not exist until you create at least one inventory item in the editor.

Spoiler: ShowHide

Um, that's embarrassing for me: how do you do inventory[id] in the latest AGS? I can't find array inventory anywhere. I tried the help, I tried player.inventory, game.inventory...

EDIT: my bad. It's caused by right-to-left resolution of parameters. There's absolutely no bug here.

Spoiler: ShowHide

You can reproduce this bug like this :

(in AGS aka 3.4.1 Patch 2)
1) Create a module
2) Create code as follows :
Code: Adventure Game Studio
  1. int val = 0;
  2. int GetValue(String name)
  3. {
  4.     val++;
  5.     Display("value returned for %s is : %d", name, val-1);
  6.     return val-1;
  7. }
  8. void PassParams(int a, int b)
  9. {
  10.     Display("a=%d, b=%d", a, b);
  11. }
  13. void repeatedly_execute()
  14. {
  15.    PassParams(GetValue("a"), GetValue("b"));
  16. }

This produces following result on-screen :
Code: Adventure Game Studio
  1. Value returned for a is : 1 //EDIT : In my own code I didn't add the "for a" and "for b" bits. that made me realize that everything works as expected.
  2. Value returned for b is : 0
  3. a=1, b=0

a and b are reverted!

I suspect (total shot in the dark) it's caused by the way symbols are managed in the list of function parameters. There are two parameters called "GetValue" (same name) so, regardless of their individual value computation, maybe they're stored in an unordered fashion that causes AGS to fail restituting the computed values in the correct parameter slots?

EDIT: forgot the option "export all sprites in folder"

AGS (that is 3.4.1 patch 2)

I have that GUI that I've made clickable. Inside a module, I have on_mouse_click and on_event.

Turns out on_mouse_click does detect the mouse wheel being "clicked" but not the regular left click.
For that, I have to resort to on_event (but then I don't know which button was clicked).

Is it still the aftermath of interface_click having been made obsolete? What's the proper of doing it?


- Download the following game project :
- Open it with the (slightly outdated) 3.4.1 - patch 2 (that's
- compile the game. The compiler raises no error
- put a breakpoint on lines 1685 and 1715 in VerbGui.asc.
- Run the game.
- single-click anywhere in the room (once). the character starts walking there. Then double-click on the door to the holodeck (south of the screen). This triggers a breakpoint on line 1685.
- Press F5. You never reach line 1715.

This proves that the game crashes on line 1685.

Now, for the strange part : location_id is declared nowhere.
There used to be a line "int location_id;" in this file, but the variable has been moved to a struct and you'd need to do verbsData.location_id to access that value. Proof : just above the line that causes the crash, add "location_id = 0;". The compiler will reject it.
This seems to prove that the compiler lets through this non-existing variable in some specific conditions.

Here is the scenario that I suspect :
1. the compiler lets through a non-existing variable for some absurd synctactical reason (maybe because it's in brackets : hotspot[location_id] )
2. then at runtime, the mistake is still not caught when resolving hotspot[location_id] --> that returns a bullshit pointer
3. this faulty resolution is passed as some sort of faulty this* parameter to RunInteraction(this*, ...).
4. the faulty this* makes the game crash when RunInteraction tries to propagate it as a on_mouse_click.
(but that's just my two cents. I'm just trying to understand how a non-existing variable is caught only at runtime and in some events-related built-in function)
Could it also be some sort of compiler cache issue? (I mean : does the fact that there was an int location_id previously in the code potentially play a role?)

Let's not try to make this a secret : I'm designing the "main" puzzle for a Fate-of-Atlantis-like full-length Indiana Jones game.
By "main puzzle", I mean the stones puzzle: earth stone, moon stone, sun stone.

In Fate of Atlantis, the puzzle is roughly as follows :
Spoiler: ShowHide

1) At 25% into the game, the player acquires the manual to this puzzle before the puzzle. The instructions are (moderately) hidden in plain sight in the Lost dialog of Plato.
2) At 47% into the game, te player acquires the first stone, which also makes it for a dumbed down version of the puzzle
3) At 64% into the game, the player needs to use two stones
4) At 75% into the game, the player needs to use 3 stones.
5) In the last 25%, the player will need to re-enact the puzzle once more, this time reverted
6) In the last 3% of the game, the player wil need to do the puzzle one last time, except this time the instructions are not inside the manual, but instead een in the background of one room (if the layter pays enough attention)

The objects count is : 3
the objects shape is : discs
The objects name is : "stones"
The objects theme is : earth, sun, moon

Now for my own game I've come here so far :
- In this game, at 3 key moments, Indy will encounter a large contraption (stone of metal machinery)
- the first one will be very primitive (might be a simple large fresco on a wall) while the last one will be huge (the size of a building) and controlled from a central, human-sized panel (but still preferably big)
- just like in FoA, the first one will be a dumbed down version, the last one will be the witty version
- the machinery relies on CONSTELLATIONS. the idea is that the player must "connect" or "dial" one or several constellations. (preferably one). If he manages to do so, the puzzle is won.
- the machine has to be powered up beforehand, but I've got that part covered.

My requirements are :
- There must be some mystical mystery (the objects are not everyday objects. There's loaded with an aura of magic or legend). Think : "cross of coronado", "headpiece of the staff of Ra", "earth/sun/moon stone". Of course there's also a non-mystical object always coming along (the journal of the Grail) but that one I've already taken care of separately. That object will also play the role of the Lost Dialog.
- It must not be a copy of the sun/earth/moon stone. That's a very tricky part :
    - because of the shape - It's always either a disc or a sphere that comes to mind,
    - because of the number : and it's very easy to end up having 3 of them. Yuck.
    => I was thinking of either a rope/thread/gold string, OR an arrow/lightning bolt/pointy stick OR a staff/set of tall cylinders OR a plain spherical stone with carvings on it.
- There's a twist coming from the fact that the player will not always be on the same hemisphere, therefore the sky will not always have the same constellations. The twist within that twist is that the constellations don't use the same stars depending on the cultures. Therefore the player must recognize a handful of "key" stars rather that the so-called constellations. For the first occurrence of the puzzle, though, happening in North hemisphere, we'll start with our well-known Zodiac constellations, drawn as-is.

So, with all that, the question I'm trying to sort out is : how does the player perform that "connection" to the constellation(s) in a fun and tricky way?

I've had a few ideas :
- the simplest version that immediately comes to mind is : paint all the constellations on the fresco, and have the player point some sort of cursor towards the right one. But that's not good for two reasons: 1) It cannot be "complexified" later on in the two subsequent occurrences of the puzzle, and 2) the player can simply win by trying all the constellations one by one.
- for the intermediate versions : Since the player won't always be in the same hemisphere, i thought that at some point I might have a map of the entire sky (South+North hemisphere projected onto a flat map) and he must "draw a line" or half circle that represents the horizon line. That would tell us exactly how the player would see the sky if he was physically present at that location on Earth. Somehow, choosing the two (or more) constellations located low on the horizon (and defining the horizon curved line) could be the puzzle? And the constellaiton he must dial is the one at the center of the circle? But now that makes me stuck with a half circle or full circle, which is not an easily transportable object like the earth/sun/moon stones. Hence my idea of a thread, but... Meh.
- In the last occurrence of the puzzle, he will have to pinpoint the stars he wants to include in the targetted constellation, and "draw" te constellation. That's not hard, but the difficulty will come from somehwere else -- I've got that convered.

So anyways as you can see I've got this puzzle stuck half way.
Anything that would create a sense of "opening gates through time and space" is welcome. At some point I was considering also including osme sort of dial to choose a year (since there's a connection between the PLACE where you are when you look at the sky, the TIME at which you do that, and the POSITION of the stars in the sky when you do that). Choosing the yea and the position of the stars could reveal a place on earth, or something like that. But these three variables could create some cool puzzle but it makes the puzzle overly complicated.

I'm not happy with the fact that I can't decide if the puzzle should be solved based solely on KNOWLEDGE (which constellation to dial) or if some OBJECT(S) are required too (like the 3 stones in FoA). I'm terrified to create yet another one of those puzzles where you need "the three legendary pieces of whatnot" or "the seven pieces of the broken whetever".

What do you think?

I'm currently analyzing in-depth what makes Fate of Atlantis so thrilling to play.
It relies on a few things that most wouldn't notice unless they pinned them down meticulously, but are essential.
Spoiler: ShowHide

Non-exhaustive list of technical tricks :
- Immediately starts with exciting credits ("Indiana Jones" written in large letters, fanfare music, Indy enters screen swinging from his whip)
- Immediately starts with a small, dumbed-down adventure (simply left-click on random stuff during intro). It's action-packed because Indy keeps falling (physical, non-point'n'click action) --> after that you can make the game as much of a walking simulator as you want, the player stays under the impression that the character can do offroad physical stuff.
- Immediate mystery (mysterious small statue)
- Physical threat (Kerner points gun + fistfight)
- CHARACTERS GET INTRODUCED : you see a close-up of Indy, Sophia, and Kerner's faces in the first 5 minutes ,and later on you see Ubermann's face)

And that's only the extended intro.
Later on, more stuff is packed in the first 20 minutes :
- Supernatural threat : Sophia's neckclace shines and shows ghost
- Feeling of exploring: Sophia sets the McGuffin for you and sets several places in the world to be explored (even though they're just one-room or two-rooms locations)

Additionally to that, the "parallel" puzzles are not as parralel as they seem, and yet the player feels like he/she can travel around. The backgrounds or the 3 paths (wits path, fists path and team path) are mostly recycling the same backgrounds very cleverly.
All of that to say : I'm struggling to pack that amount of information and thrill in the first 5 minutes of our game, while keeping it to only a handful of backgrounds, and I'm having trouble "breaking" our current script to make it possible for the player to come and go between places, instead of being stuck in 100% linear "corridors" (they go in, but they can only go out when you're finished with that set of rooms).

I need advice on all that. I'm worried that this community (AGS community) might not have the expertise on these story-development questions in full-length games; there are a few geniuses or pros in the forums who are able to produce such elements by following their intuition/guts/experience, but they're busy with their own games.
Alternatively, I'm sure that some writers or screenwriters forum would be packed with people who understand the issue, but then they would not understand the point-n-click side of it.

Would you have a community to recommend where there would be people focusing primarily on the story writing, but who can understand the point-n-click aspects (parallel puzzles and such)?
I've considered joining communities of text-based adventures (e.g. the community of "Quest" -- the editor for text-based adventure).
Any advice?

EDIT: as expected it was a ridiculous copy and paste mistake

The Rumpus Room / CJ is not Jesus
« on: 11 May 2018, 11:13 »
I was searching for an old thread in Google and I found this gem.

So I'm reposting so that all of you can enjoy this old thread on all its glorious insanity.

The best part imho :
I'm going to be perfectly honest.
Your views on everything annoy me. (...)
So in conclusion, I don't like you at all, and even though I never actually used the CJ JC thing.... from now on, I'm going to start. Just for you. Just because it shows disrespect for you in a special way that I never knew existed before.

Oh, the AGS community knew how to have fun, back in the day.


So I thought we could make use of modern technology to cast light on that diffiult question, just like Gilbert did in the thread back then.
It turns out that the answer is more cryptic than I expected. what do the Norwegians theologians know that we don't know?

How about we start allowing games with MonoAGS (AGS 5) in every forum tat would normally only allow pure AGS games?

I'm lookin at you, MAGS.

If people started making small games using the new engine, it would:
- be an incentive to use it
- it would slowly make some people acquire some knowledge about it. They would start being able to answer questions in the Technical forum and such. Buildibng the knowledge base, y'know.
- the best way for the community to acknowledge its existence and slowly adopt it is to talk about it, and actually see it here and there. The good ol' visbility concept.

I intend on trying to develop a tiny game with monoAGS.
This will be a test run to assert by myself how mature and/or easy-to-use it is. I will post my progress here.
If I succeed, I will try to convert a medium-size AGS game into MonoAGS. again, I will post my progress here.

This sort-of blog is meant to deliver tips to anyone trying to do the same, and maybe be an incentive to start something.

If you wonder why I'm posting this on the AGS forums, then please read this thread and all the other threads about the same topic.

Edit by cat:
MonoAGS Repository
MonoAGS Documentation

EDIT 2 :
Things to add in the "get started" wiki:
- if you can't build an Android project, it means you might need to install Xamarin (read more in the posts below)
- if you can't build any of the other projects, try these :
    1) make sure you have .Net Core installed (see posts below for links and version). To do so :
       - Open the Windows Command Prompt
       - type this and press return :
         dotnet --info
       - if you get an error message: then it means dotnet core is not installed. Otherwise you get the exact version currently installed.
    OR, if it still doesn't work:
    2) try to delete global.json and then rebuild the solution. This should specifically solve the error "The current .NET SDK does not support targeting .NET Standard 2.0. ..."
- If the solution builds fine but the project won't start, check if you have a message similar to "you cna't trun that type of project". If so, right-click on the actual game project in the solution (asopposed to the other projects : shared libraries and whatnot) and select "Set as Startup Project".
EDIT 3 : those comments are now included in the FAQ :

Critics' Lounge / Character in mountain clothes
« on: 10 Apr 2018, 23:26 »
Release candidate.

- the backpack makes zero sense in terms of size and straps. But at least it makes the sprite more acceptable to the player's eye.
- The character's face in the front cycle is too narrow.

Links to Photoshop source files :

Meet this guy (on the right). He's a Tibetan mountain guide from 1940.
You can consider that he's the same kind of guy who assist the nazi interrogator in Marion's bar fight scene in Raiders of the Lost Ark.

This is a concept art. It's not even finished, there are holes in the body and the backpack is a rough draft. But you get the idea.


Concept :
- his backpack is huge. Like sherpas.
- he's a cowardish villain.
- Some reference for the clothing :

Critics :
 - I'm not sure about the scale. I don't like that he seems slightly bigger (both by face and by body) than Indy.
 - I didn't design the color scheme. For now I've just copied the scheme of the other character on the left. But I don't really know in which direction I should go.

If you feel like painting over the face then suit yourself.
For the body, don't make the backpack overly complicated please, as his walkcycle will be animated.


Critics' Lounge / Indiana Jones side walk
« on: 29 Jan 2018, 22:10 »
This post is about the side walk, not the two other views (any paintover of those views will be ignored)

Known defects:
- shading is a bit dirty
- bad contrast in hat
- walking character one pixel too short in frame where he is standing up
- there is a weird gray pixel under his chin.


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