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Messages - Crimson Wizard

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First of all, AGS is a strictly ANSI program (non Unicode) and requires ANSI-compliant fonts. You need to use font which corresponds to Polish ANSI codepage.
I am not an expert there, but from the quick searching it may be ANSI-1250.
You would need to find or create a font (i.e. use some font editor to copy letters to proper indexes) that corresponds to it.

You may also find some information about AGS font support in this article:

Funny, I can't choose the character from list either (using the dark theme, if that makes a difference).
But can confirm that opening a new room and then returning will fix the character showing. (nod)

Do you mean the list in the upper bar? Does it get shown there after changing rooms?

Edit: Okay, I closed the editor and opened it again. Now the characters are shown in the editor. Using the "rebuild all files" doesn't solve it either. Seems like only restarting the editor does. :~(

"Rebuild all files" compiles the game and does not affect what you see in the editor, so it's natural that it does not fix anything.

To clarify: in the editor you do not see the characters that you have added to the room until you restart the editor? What about closing and reopening room tab?

Edit: It's possible I am missing something, but I can't seem to find any way to open the EXE with the AGS Translation Editor without the TRS file.

I never used it before. It looks like the program requires either TRS or TRA file from the game. Does your game have any translation available, or only original language?
NOTE: it does not open the EXE, it reads TRS or TRA files.
I thought it will load strings from EXE, but idk if it does. Maybe not, in which case it's a real shame.

Hello. There are two questions here:

1) Is it possible to regenerate a game project from compiled game (exe).

The short answer is - only partially.
The long answer: it is possible to extract all resources: sprites, audio, rooms, but the scripts will be in compiled form (aka byte-code), and we do not have real decompiler that would recreate them in actual AGS script.
If the game was made with AGS 2.72 or earlier, then the package also contains original room script texts (for unknown reasons, because they are not actually used in-game); AGS 3.0 and higher don't have them, so room scripts are also unrecoverable if game is compiled with these versions.

To sum up, depending on the AGS version game was compiled with you may restore room scripts, but not global script, or no scripts at all. If you are willing to rework your game from those recovered resources, then this may be a way to go. There are extracting tools that may help you in this.

2) Is it possible to add translation to compiled game without having a project source.

The short answer is - yes.
Longer answer: this has been done by "unofficial" translators for years now (sometimes illegally, but oh well), using home-baked tools that extract strings from the game into TRS file, and compile TRA file which you may then distribute along with original exe.

Now, the issue here is "only" to find the proper tools. There was a time I had a link to one used by Russian hackers translators, but I lost it and their site is down. Maybe I will be able to find it later.

There is also another one posted recently in this thread:
The tool is open source and its source code, as well as downloadable archive may be found here:
There is however another problem with it... it seems it has mistakes, which make it impossible to use extended latin characters (as noted in the forum thread), and maybe something else. I was planning to look into that, but could not find time yet.

So, this is a bit awkward situation, the solution is 100% existing, but I cannot direct you to a 100% working tools at this very moment :/.

I have got some thoughts, but I want to hear your opinions. As far as I see, when we make a game for universal audience, it is actually the West culture we are talking about. USA, to be exact. Because we assume that a non-American person would expect American culture when s/he buys a game made in another country.

Mmmmmm... Western culture maybe, but I cannot agree that USA culture is the same as Western culture.

What is American culture actually? Are we talking about significant elements of the mass culture? Wild West, air carriers, super-heroes from the comic books, transformers, racial conflicts in society, wars on the Middle East and Vietnam. All of these are easily recognized in the world, but are they only parts of the western and "universal culture"? What about Medieval elements (knights, princesses, castles), which did not exist in American history and were inherited from Europe?
Japanese made a big deal in promoting their culture also, samurai and anime are elements of universal culture today, although they went through simplification, but that's inevitable when you are trying to get to mass culture.

I would not say that I expect an American culture when buy a game, rather I expect something that I will be able to recognize, or at least to learn along the play. The number of recognizable things is changing over time, and publishing games and other media containing elements from your culture is a way to make it recognizable abroad. But if you aim at wider audience, you probably need to smooth the transition, simplify the unknown images to make them easier to comprehend without taking a course of local history and tradition.

I've been wanting to make a 3D game for some time now, but I didn't know AGS was capable of it; except for some plugin from like 10 years ago for v1 of the engine :/
I would not really recommend doing actual 3D game in AGS. Although it is possible to achieve real 3D imagery with plugins (and even with scripting, although such game would rely on your CPU speed, rather than video card), it is not only the 3D graphics that is a problem, but other aspects, like interacting with objects in 3D space. You no longer will be able to rely on built-in functions to get an object under cursor, nor on built-in walkable areas. Everything that is related to coordinate system: object placement, pathfinding, and so on, will have to be rewritten anew to accomodate with 3D space.
Of course all of that could be accomplished, in theory, but you won't be able to use AGS own room editor to design your scenes, nor character Views and animations (because they won't support 3d models), which leaves only scripting language (and perhaps dialog system) that may still be of any use. Which leads to question - why would you need AGS at all.

Engine Development / Re: AGS engine Android port
« on: 23 Feb 2018, 16:07 »
How can you run an APK on emulator in Android Studio on Linux? I know literally nothing about this, don't even know where to start, and fear that it will cost too much time for me than necessary.

Tried to launch Android Studio and choose "Debug APK". Selected the APK I previously built with ant scripts. I do Run -> Debug, it shows a dialog where I need to configure some settings. There I set "Deployment target" to Emulator. The "preferred device" list is empty for some reason.
Also it displays an error : "Please select Android SDK". Where do I select it?

E: frankly I just want to stop at this point. I made the native code compile again, the rest is for Android developers, which I am not.

Critics' Lounge / Re: Proper Character Scaling???
« on: 22 Feb 2018, 14:58 »
I had the same problem. I think its usually about 1/4 of height of the screen. What's cool with AGS is that you have this cool option with Walkable Areas called Scaling - there you can manualy change size of your character by changing values (%s of original size without losing quality).

I would not say it happens without loosing quality, because it often does, the lower resolution your game has - the higher the visual impact may be.
The size of a character is really a game design preference. If you have a real life objects in the room (like the actual room in a house), then you probably should try to keep characters at realistic proportions compared to the background.

E: Then again, if the character covers too much of the screen, there are numerous solutions here, like making character translucent when you hover mouse over (to see what's behind). Or maybe you could hide the character in particular rooms and make it look like you see through character's eyes.

So... does it at least run? Still waiting for confirmation (lol).
I have a suspicion that we will need to make some adjustments to make it run on Windows XP, or even maybe make a separate build for Windows XP. Did not try myself yet.

Engine Development / Re: TRA compile problem in 3.4.1
« on: 21 Feb 2018, 16:03 »
Was fixed in 3.4.1.

Was fixed in 3.4.1.

Editor Development / Re: Suggestion
« on: 21 Feb 2018, 16:00 »
New show/hide controls are added in the 3.4.2 alpha:

Added in the WIP release:

I would like to close this thread, because it was started years ago. Maybe create a new one for further discussion (if necessary).

Added in the WIP release:

I would like to close this thread, because it was started years ago. Maybe create a new one for further discussion (if necessary).

AGS 3.4.2 - Alpha 1

Download 3.4.2 (Alpha 1) as a .zip archive
Download Dark UI Theme for the editor

This is a development version of AGS 3.4.2.
Use at your own risk. Please back up any games before opening them in this version of AGS.
New settings in this version may make your project files unusable in previous versions after saving with this version.

Last updated: 21th of Feburary, 2018

This release is brought to you by:

- Alan v. Drake
- ChamberOfFear
- Crimson Wizard
- morganw
- tzachs

What is new in 3.4.2

So far this update is mainly focused on improving the Editor's UI and tidying some things in the engine.

Common features:
 - Windows version of AGS is now built with MSVS 2015 and higher.

 - Editor uses (and requires) .NET 4.0 and C# 6.0.
 - Added support for custom UI color themes.
 - Added navigation bar to the room editor, which allows to select any room object or region for editing.
 - Added ability to show/hide and lock room objects and regions in any combination, using the new navigation bar.
 - Added shortcut key combination (Shift + F5) for stopping a game's debug run.
 - Don't modify filesystem permissions in Compiled directory when compiling the game. Editor no longer requires non-standard "takeown.exe" utility.
 - Corrected .NET version query for the anonymous statistics report.

 - Implemented new savegame format. Much cleaner than the old one, and easier to extend, it should also reduce the size of the save files. The engine is still capable of loading older saves, temporarily.
 - On Linux improved CPU yield function, this supposedly may reduce CPU usage.

On color themes

After launching the Editor, go to File - Preferences. In the "Editor Appearance" group box you will find "Color Theme" setting. If you haven't installed any themes yet the selection list will be empty. Press "Import Color Theme" and select appropriate JSON file, containing theme configuration.
Sample color theme: Dark UI Theme.

There is no specification on theme creation yet, but I hope there will be one at some point. For now you may copy and modify existing one. Themes are in JSON format, which you may edit in most simple text editors. If the theme is broken, the editor will report an error and reset to Default theme on startup.
ChamberOfFear also suggested creating a repository for the themes to let people upload their own and improve existing ones, which we may do in a future.

On new navigation bar in the room editor

This was made by tzachs back in 2014, but got into the editor only now. The feature is working, but may need polishing.

Screenshots (warning - big size):
Add spoiler tag for Hidden:

Quoting tzachs (from his old thread) -

- Room Layers

This feature allows you to view (and edit) walkable areas/walk-behinds/hotspots/regions/characters/objects/edges in the same time (as opposed to only seeing one of them at a time, like we've seen before).
Well, not entirely though: walkable areas/walk-behinds/hotspots/regions still can't be seen together (as they use masks and is part of the natives dll so I skipped it for now) but they can be seen along objects, characters, and edges.

- Visibility

Each layer can be made visible/hidden by the push of a button. In addition, for the objects/characters/edges layers each item in the layer can also be made visible/hidden by the push of a button. This will only affect the editor, not the actual game.

- Locking

Each layer can be locked/unlocked by the push of a button. In addition, for each layer, each item in the layer can also be locked/unlocked by the push of a button.
A locked item cannot be moved until it is unlocked, useful to prevent mistakes when designing the room. This will only affect the editor, not the actual game.

On savegame format

AGS 3.4.2 introduces new savegame format. This had to be done for several reasons, mostly internal ones, because existing format was too difficult to maintain and expand.
From the user's perspective, the notable change is that save file will be somewhat smaller, because redundant data is no longer written there (I did some tests in the past, and iirc depending on circumstances the size reduction was about 20-40%, but this awaits confirmation).

The new format is completely non-compatible with the old one. This means that if you run some existing game with the new engine, and save a game, that save can't be loaded by previous engine.
On the other hand, new engine can still load old saves. Old saves support is temporarily and may be removed in future.
Keep these two points in mind if you plan on upgrading existing game to AGS 3.4.2.

Thanks, that's a good workaround that I could use, as long as it also allows putting these characters in an inventory.

Characters cannot be put in inventory, but Objects cannot be put in the inventory either. In AGS inventory item is a separate entity that only exists in inventory, while room object, or character (or anything else) serve as item's representation in the room.
Common practice is to have an object in the room, which, when picked up, becomes invisible, while inventory item is added to inventory.
With character, you should probably move them to room -1, that's imaginary room which simply means that character is nowhere.

Some threads mentioned you can drop objects if you do limit / room, which is fine, anything close to Kyr style.

I've never seen such template around, but one thing I can say is that in AGS it would be much easier to use Characters for droppable/randomized items on ground, because -
1. Characters are unlimited, while objects are limited 40 per room (and you may have to use these not only for items)
2. Same characters can be moved into any room, and objects are restricted to room they are created in (so you'd have to create objects for dropped items in every room).

Other than that, I believe such system would not be too hard to script.

Vverano7, you have already asked this question on this very forum just a couple months ago.

The answers will probably be the same this time.

I posted a big reply there, suggesting small steps to learn coding a combat system, so I will just citate myself.
(Although frankly I think the threads should be merged as duplicates)

EDIT: cut out citation because threads were merged by moderator.

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