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Messages - TheMagician

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1
Editor Development / Re: AGS 3.3.0 Beta Release
« on: 27 Apr 2013, 19:15 »
First post in a while - for the first update in a while :)

It's great to see things moving forward. Thanks to everyone involved.


2
Fantastic input guys. Thanks a lot. :)

@Khris: nice way of assigning the objects to the array.

@MurrayL: clever idea to use Game.DoOnceOnly.

Both codes work. I ended up using Khris' because it is a bit more flexible. If you ever need to reset one of the objects you can do that with his code but not with Murray's.

Also, because I only want this special behaviour with items that can actually be picked up I added a custom property to the objects called "pickup" which is either 0 or 1.

Here's the final code:

On top of global script:
Code: Adventure Game Studio
  1. int obj_looked_at[12000];

In section on_mouse_click of global script:
Code: Adventure Game Studio
  1. if (button == eMouseLeft)
  2. {    
  3.   if (GetLocationType(mouse.x, mouse.y) == eLocationObject)
  4.   {
  5.     Object*o = Object.GetAtScreenXY(mouse.x, mouse.y);
  6.     if (o.GetProperty("pickup"))
  7.     {
  8.       int oi = player.Room * 40 + o.ID;
  9.       if (mouse.Mode == eModeLookat) obj_looked_at[oi] = true;
  10.       if ((mouse.Mode == eModeInteract) && (!obj_looked_at[oi]))
  11.       {
  12.         obj_looked_at[oi] = true;
  13.         o.RunInteraction(eModeLookat);
  14.       }
  15.     }
  16.   }
  17.   ProcessClick(mouse.x, mouse.y, mouse.Mode);
  18. }
  19.  

3
Hi guys,

when you look at objects in my game the player character describes them in a nice and delightfully humorous way. However, some players just don't seem to appreciate this hard programming work and click on the objects in "interact mode" right away which (in most cases) lets them pick up the objects without ever having listened to the "look at" line.

My idea is to play the "look at" line in these cases - just before you pick up the object - and only if the object hasn't been looked at before.

The question is: how do I check if an object has been looked at before?

Is there any way to extend the Object type to include a variable like oBanana.has_been_looked_at?

Or do I have to create a custom array object_has_been_looked_at[NUMBER_OF_OBJECTS_IN_ROOM], set these all to 0 and then modify them accordingly and do that for each and every room ... which would be a hassle.

Many thanks in advance,
Stefan

4
Engine Development / Re: Return of the AGS.Native
« on: 16 May 2012, 18:05 »
Thanks for clearing this all up. I feel AGS is looking into a bright future!  :smiley:

5
Engine Development / Re: The future of AGS III - The plan
« on: 10 May 2012, 18:30 »
Just a quick question: are there still plans to couple AGS with ScummVM?

6
Editor Development / Re: AGS.Native source code uploaded
« on: 10 May 2012, 18:19 »
This is indeed great news! I'm sure your code is in good hands.

7
Engine Development / Re: Creating Objects
« on: 19 Apr 2012, 17:34 »
I guess that would work, but wouldn't it be much easier to change the amount of state saving rooms in the source code?

(not that I'm anywhere near the limit...)

8
Hi everybody,

I'm trying to create a voice acting script for my game. However, I get some strange "unknown character name" errors.
In my game there is a character named 'cGuardHut'.  The errors say that there are unknown character names like 'uardHut' or 'ut' - always just the last part of the real name. This happens for other characters as well.

Unfortunately it doesn't give any scripts or lines where to look for errors. Any idea what could cause these?
(btw: using 3.2.1 and creating a translation file works fine).

Thanks in advance,
Stefan

9
Modules & Plugins / Re: EDITOR PLUGIN: Speech Center
« on: 31 Mar 2012, 11:59 »
As far as I can tell AGS doesn't offer built-in support for speech files in different languages.
The manual mentions that all speech files have to be collected in the 'speech' subfolder of the game. The game's author would then have to replace those files with the translated ones and create a new speech.vox file. Then the players can download different speech.vox files and use the one they like.

For your plugin, perhaps you could just have a second subfolder called 'speech_german' in the game's folder and place identically named speech files in there. Then in your plugin you can specify the subfolder that goes with each translated version.

What I like about your plugin right now is that you can see almost the complete line of text at once. If you added a second column for the translated lines then the readability would suffer a bit.
Perhaps there's a way to show the translated lines below each original line in a different color?

10
Advanced Technical Forum / Re: Fading text overlay
« on: 31 Mar 2012, 03:19 »
Please refer to AGS' manual ("GUI functions and properties" -> "Transparency property").

If you want to fade GUIs in and out smoothly I second Khris' suggestion: have a look at Edmundito's Tween module which can do that and much more. It can be found in THIS THREAD.

11
Please look up the manual for the PlayVideo command. There it says:

FLAGS can be one of the following:

0: the video will be played at original size, with AVI audio
1: the video will be stretched to full screen, with appropriate
   black borders to maintain its aspect ratio and AVI audio.
10: original size, with game audio continuing (AVI audio muted)
11: stretched to full screen, with game audio continuing (AVI audio muted)

12
Modules & Plugins / Re: EDITOR PLUGIN: Speech Center
« on: 31 Mar 2012, 00:44 »
Thanks for the quick fix.

Do you plan on including support for translation files? Right now, translations are very difficult to manage because the exported file can be mixed up and it's not clear where the different lines belong to.
I could imagine speech center to have an option to show the according translated lines to the lines from the script so that you can check whether everything is where it needs to be.

13
Modules & Plugins / Re: EDITOR PLUGIN: Speech Center
« on: 30 Mar 2012, 22:49 »
That's the information I was looking for. This looks great. I will test it as soon as possible. However, right now the new game I'm working on isn't that big and the old finished game that I have will certainly throw up errors when trying to import to AGS 3.2.1

EDIT: I've just installed the plugin and it seems very helpful! Definitely something that I'm going to keep using :)
However, when updating the speech center I get an error which refers to the file timer.asc, which is part of a module by monkey_05_06 which can be downloaded HERE.
I can choose to ignore the error and the rest of the scripts is processed correctly.

By the way, what's the icon of speech center depicting? A tree?

14
Modules & Plugins / Re: EDITOR PLUGIN: Speech Center
« on: 30 Mar 2012, 22:12 »
@Calin & Alan: thanks for the clarification  :)

@SpeechCenter: right now I have no idea what the plugin is supposed to be doing (I haven't downloaded it and it doesn't become clear from reading this thread).

15
Modules & Plugins / Re: EDITOR PLUGIN: Speech Center
« on: 30 Mar 2012, 17:57 »
usually the standard Say function doesn't work as intented

Could you elaborate on that please? I've used character.Say("...") for a complete game and didn't come across any obvious problems.

16
Modules & Plugins / Re: EDITOR PLUGIN: Speech Center
« on: 30 Mar 2012, 01:08 »
May I foolishly ask why so many people use self-written 'say' functions like

[code]void iSay(this Character*, String what);[/code]

17
Thanks a lot for your reply and for the information. Nice to see that you're still around  :)

Right now, I'm perfectly happy with how the dialog editor works. So far there have been no errors in the imported dialogs so perhaps you can get around and just release a version which doesn't give the warning on export for AGS 3.2.1 but then again that's not really worth the trouble.

18
A year has passed since the last post in this topic so I'm not sure if AJA is still around and able to update this.

First of all I have to say that I really like the program. It has lots of useful functions and will definitely make dialog scripting much easier.
However, whenever I export a dialog to AGS the program tells me that it has not been tested with this version of AGS (3.2.1).
The imported dialogs work as I would expect. Still, is there any risk of breaking my game using the dialog editor?

Secondly, is there a way to import a dialog while AGS is running? As far as I can tell you always have to close AGS, then import the dialog, then open AGS again to see the dialog. Are there any other dialog editors that have been fully integrated into AGS' user interface?

Thanks a lot for your work AJA.  :)

19
Thanks everybody for the information. I'll stick with 3.2.1 for the time being.

By the way, the download link above doesn't work.

What is the current development status of AGS? Will CJ ever return and is AGS being worked on right now in any form?

20
Sounds good. However, I have a hard time finding any download link for 3.2.2 ...

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