MODULE: AGS Console v4.0(Custom Cheat Commands)

Started by Dualnames, Thu 25/10/2007 18:46:11

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Dualnames

AGS Console v4.00

Created by Nik 'Ashen' Mallon and Jim "Dualnames" Span

Remember Quake Engine with that useful cheating console well you can add one to your game. Mainly used for debug ...

UPDATE 2/11/2007
------------------------
Ashen has PMed me, sending me an improved version of my console
You can type in now like you did on HL2 so if you want you can add cheat codes.... Hehehe. And many more things to debug.
Really's worth it. v2.72. I don't know if it works with AGS 3.00.

UPDATE 13/11/2007
---------------------------
Well Ashen had some troubles on his internet connection. Anyway the version is up...

New zip contains:
AGSCon2.scm (module)
AGSCon2.gue (2.72 GUI)
AGSCon2.guf (3.0 GUI - not tested the module in in 3.0, but there's no reason most/all of it wouldn't work just fine)
ReadMe.html (a readme)


UPDATE 18/11/2008
---------------------------

A year after, and we're back
-What is off for now?
-SSH DeNGVat Module(We'll work on implementing it)
-Custom cheat commands(We'll add them)


UPDATE 8/5/2008
---------------------------

A year after, and we're back
-What is off for now?
-SSH Ultra VariablesModule(We'll work on implementing it)
-Found the original module yay
-Custom commands are done the Ashen way.

Download
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

subspark

Is this for AGS 3.0? I hope so because your .gue format is now obsolete.

Please provide the correct .guf if you would be so kind.

Cheers,
Paul.

Pumaman

Since 2.72 is the current official version, I don't understand the tone of your reply?

subspark

#3
There wasn't any tone. I wasn't being futile or rude. In fact the complete lack of tone on text messages often causes such misinterpretations.
I was not sure if Jim's console module was for AGS 3.0 or not. I was hoping it would be.

Your right, AGS 2.72 IS the official version however I have adopted the new beta and would love Jim's console module to work with that version.
That said, I completely overlooked the fact that this was intentionally written for 2.72 so that's my fault and I apologise for the misunderstanding on that front.
I am however surrounded by AGS 3.0 development and made the false assumption that everyone has moved onto the new version.

I hope I haven't caused any upset feelings to you Jim, or you Chris. I'll be double sure to post with more clarity and word my responses more carefully next time.

EDIT: I look forward to testing Console Module in AGS 2.72. I did eventually manage to load it up in 3.0 with my own GUI and to all extent it seemed to compile and run. It did crash as soon as I hit the tilde key but I'm sure with a little work this cool module could in fact be made to run with 3.0. I encourage development for the latest version too. It's good to see so many hards dirty with the new editor. It's really becoming a great platform to work in.

Again my sincere apologies for any misgiving I may have caused you fine gentlemen.

Cheers,
Paul.

monkey0506

#4
Instructions for porting a 2.72 GUE file to a 3.0 GUF file:

1) Open a project file in AGS 2.72. It doesn't matter which project since you can delete the GUI anyway.
2) Import the GUE file.
3) Save and exit.
4) Open the same AGS 2.72 project using AGS 3.0. (If you want to continue development of this project in AGS 2.72 make sure to back up your files!)
5) Export the GUI as a GUF file.
6) Import the GUF into your AGS 3.0 projects as desired.
7) (optional) If you want to continue development of your AGS 2.72 project exclusively in AGS 2.72 you can safely delete all files from the project folder and replace them with the files in the "Backup" folder.
8 ) (optional) Delete the GUI from your AGS 2.72 game project.

:=

AGS Console for AGS 3.0*
Download

;D

@subspark: It's okay man. No worries. Just download the AGS 3.0 version of the GUI. :D

*This is the original module by Dualnames. The script and GUI have not been modified in any way other than porting the AGS 2.72 GUE file to an AGS 3.0 GUF file.

subspark

Yep thanks for that. Even though that option was available to me I thought perhaps he had exported the wrong GUI for the wrong version. I can't stress enough how wrapped up in AGS 3.0 Development I've been in order for me to overlook such an obvious reason for the *.GUE file instead of the *.GUF. I'm truly embarrassed.  :-[

Paul.

Ghost

A useful tool indeed, thank you for sharing. I am sure it'll prove useful.

Khris

It's handy for debugging, thanks.

The code is a bit overcomplicated though.
Take a look at:
Code: ags
function AGSKey(int asciicode) {
int gcd = asciicode;
String more = String.Format("%d",gcd);
String enough = String.Format("%c",gcd);
String keyk = "Player has pressed ";
keyk = keyk.Append(enough);
keyk = keyk.Append(" and it's keycode is ");
keyk = keyk.Append(more);
keyk = keyk.Append(" .");
libx.AddItem(keyk);
}


That's essentially the same as
Code: ags
function AGSKey(int asciicode) {
  libx.AddItem(String.Format("Player has pressed %c and its keycode is %d.", gcd, gcd));
}

Dualnames

The code is a bit over complicated. But it helps me read through it. Anyway glad you guys liked it.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

subspark

Quote from: Jim "Dualnames" Span on Sat 27/10/2007 21:57:30
The code is a bit over complicated. But it helps me read through it. Anyway glad you guys liked it.

Yeah it's fantastic mate. We appreciate the time you put into this. It's rather impressive and very useful.

Cheers,
Paul.

Dave Gilbert

This sounds very useful, but I'd like to know more about the console before I download it and install it.  Could you provide a list of the features that this console gives you? 

subspark

is there a way to make it more like the half-life 1 console? Where you can type commands in and it's will result will occur. It's handy for feedback but can you actually manipulate your compiled game using such a console? Perhaps some of us would like to be able to add developer cheats for easy gameplay testing?

Cheers,
Paul.

Lt. Smash

Quote from: subspark on Sun 28/10/2007 12:18:30
is there a way to make it more like the half-life 1 console? Where you can type commands in and it's will result will occur. It's handy for feedback but can you actually manipulate your compiled game using such a console? Perhaps some of us would like to be able to add developer cheats for easy gameplay testing?

Cheers,
Paul.
I think this would be a good theme for an ags plugin.  ;)

Ashen

It should be easy enough to add basic controls (add/lose inv, teleport to new room/coords,  set globalints, change views - like the dialog script functions, but more of them) with a module, but I don't think you'd be able to manipulate your custom variables. Would a plugin be able to provide that, too?
I know what you're thinking ... Don't think that.

SSH

Quote from: Ashen on Sun 28/10/2007 14:25:53
It should be easy enough to add basic controls (add/lose inv, teleport to new room/coords,  set globalints, change views - like the dialog script functions, but more of them) with a module, but I don't think you'd be able to manipulate your custom variables. Would a plugin be able to provide that, too?

You mean, like DeNGVaT?
12

Ashen

Unless I'm missing something, that's not quite what I meant.

That's the way you'd have to go about it, obviously, and it looks like it'd be next to no work getting the two to work together (as DeNGVaT is such a nifty bit of work) - but I meant 'normal' variables (that might exist before the console module is imported), not ones specially set up to work with the console. Anything that takes a String, int or float parameter (as the DeNGVaT functions do) would be OK, but I don't see how you could do something like myint = 5;. (Well, I suppose you could manually set up 'alias' links between every variable you declare and a DeNGVaT variable - but that seems like a lot of work.)

If I AM missing something in DeNGVaT, and that's possible and practical, then it's an even better module than I thought...
I know what you're thinking ... Don't think that.

Dualnames

Actually yes DengVat is a useful module for debugging. Anyway about the AGS console, if you care to put some work on the module and make some functions do that. Or post here or rather PM me if you want some function added. I've tried to add a line like Dialog 1 started, when a dialog starts but I couldn't script it, unless i went into every line before a dialog starts and put some line of code. i made this using AGS 2.72 so don;t be smart if there's something new added. But please do tell. i might have to upgrade it. We could create that scroll effect that these consoles have as well.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Monsieur OUXX

This console looks great, I implemented one myself in AGSH but it's always better to use some dedicated code - then you are sure that it's more performant and that there are less bugs because everybody tested it.

I'll see if I can swap them ;-)
 

Dualnames

Actually , I inspired all this idea from the AGSH modules.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ashen

Quote
I've tried to add a line like Dialog 1 started, when a dialog starts but I couldn't script it, unless i went into every line before a dialog starts and put some line of code.

It is something the user would need to build into their game (like using DeNGVaT, or a similar system, to make variables changable in the console), if they wanted the conosle to log it. (I think saving a game is the same - there's eEventRestoreGame, but no eEventSaveGame). Including a custom StartDialog(Dialog *theD)[/i] function would be easier than having to manually add the line every time, though.
I know what you're thinking ... Don't think that.

Monsieur OUXX

Quote from: THE REAL DUALNAMES on Tue 30/10/2007 20:47:26
Actually , I inspired all this idea from the AGSH modules.

Woah!  *proudness*

My console sucks, it's bugged (i implemented it quickly to have something functional). I don't even know if it crashes when i go past the maximum rows of text. It's only advantage is that it scrolls smoothly from the top of the screen (lol).

When I'll have your console inserted, I'll also use SSH's module (the one with an unpronounceable name), because it's the type of functionality I planed to add; thanks to this thread, I now know that I'll be able to spare a lot of dev time!
 

Dualnames

#21
Check First Post...
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Monsieur OUXX

Quote from: Jim "Dualnames" Span on Fri 02/11/2007 21:57:33
Check First Post...

That's pretty cool, even if I doubt I can trust Ashen again one day, since his new avatar removes the kinda-old-guy-with-wisdom effect, and replaces it with a sensation you are talking to a young smartass :D  ;)
Ashen, you mysterious universal debugger, who are you really?  :D

 

Dualnames

Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ashen

#24
Well, the old avatar was an English psycho who wanted to rule the world by mind-controlling people with a crappy Aztec mask. The 'young smartass' is a blood spatter analyst/serial killer, who works for the Miami police and targets the ones they let get away. So take your pick, really.

Still working out some of the kinks in the 2.0 code - adding a few more features, and trying to comment as much as possible and generally make it more user friendly. As Dualnames said, post or PM if there are any specific debugging functions you think should be included. (A list of the current ones would probably help here ... I'll work one out and add it later. Got to run now.)
EDIT:
Existing:
quit
add_inv
lose_inv
change_room (player only)
set_gi
change_name
walk_view
display
room_script
Planned, but not written:
move_npc (change NPC room)
object_on
object_off
object_move
object_animate
region_on
region_off
walkable_on
walkable_off

EDIT2:
As Dualnames says a couple of posts down, the module can be used in conjuction with with DeNGVaT. The DeNGVaT commands are:
int_set
int_add
int_sub
int_get
str_set
str_append
str_get

If you've got DeNGVaT installed, they should work fine (see the ReadMe for more details). If you haven't, they won't cause any troubles.
I know what you're thinking ... Don't think that.

Ghost

#25
Two (rather small) errors in the readme section of the console:

Quote
2.Configuration..
Put AGSConsoleOpen where you want the cosole to open..
and put AGSconsoleMC when you click with your left mouse button

It should be

AGSConsoleOpen()

and

AGSConsoleMC()

Easy to spot and to correct, but prone to confuse newcomers who copy'n'paste from your readme.

More critical: If you don't happen to have a sprite 72 for the console GUI to overwrite, it will crash the game, or at least it did in my case. What is the purpose of that small sprite?

Anyway, great work- I already integrated the console into my WIP and can't really explain how I could live without it  ;D Eagerly awaiting 2.00

Dualnames

Thanks for your comments Ghost. Good job pointing that out.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ghost

*PRIDE* I contributed!

No, honestly, I think that if the next version allows to enter pre-defined commands, and even to create own commands, this is a "must have". I think everyone here starts to make his own "debugger gui" when working on a project, and you offer an easy-to-use, clean little console. Really worth having.

I also appreciate that you still support 2.72. I'm really wowed by 3.0 and its new look and capabilities, but after some long thoughts I decided to finish my WIP with 2.72.

Dualnames

Well AGS 2.72 is still the latest stable official version. So I'm sticking to that. I've heard AGS 3.0 is really cool but I don't want to make my game and then suddenly an error comes...
And since new members download AGS 2.72 why bother making a module that targets that support group as well but that group can't use it?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

subspark

I agree. I do look forward to your 3.0 version however. Top work mate!

Cheers,
Paul.

Dualnames

I don't know if Ashen is currently heading for 3.0 but I'm not changing from AGS 2.72 unless Chris releases 3.0 as current AGS version stable and all that.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

subspark

Yep. Thats entirely a case of time. When your ready to work with 3.0 after it is the official version I'll be more than happy to provide feedback. Apart from testing your module, I haven't loaded up 2.72 in a little while but when it's time for 3.0 to take the pedestal I'll be able to offer more than a pat on the back. All that aside, I think the module is a sweet idea.  :D

Cheers, Dualnames!
Paul.

Dualnames

#32
UPDATE 13/11/2007
---------------------------
Well Ashen had some troubles on his internet connection. Anyway the version is up...
http://ashen.webng.com/AGS/Console2b.zip

New zip contains:
AGSCon2.scm (module)
AGSCon2.gue (2.72 GUI)
AGSCon2.guf (3.0 GUI - not tested the module in in 3.0, but there's no reason most/all of it wouldn't work just fine)
ReadMe.html (a readme)
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ashen

Yup, I'm back again (what d'ya mean, no-one noticed I was gone). Hope you get some use out of the module, and I didn't leave any glaring errors in place. Post here or PM if you find any, or have any more suggestions. (Thanks to Ghost for suggesting the Custom Properties functions, and proving someone's actually paying attention ;))

Quote
I don't know if Ashen is currently heading for 3.0 but I'm not changing from AGS 2.72 unless Chris releases 3.0 as current AGS version stable and all that.
I'm getting familiarised with the beta, but like Dualnames I'll still 'think' in 2.72 until 3.0s official release. As it says, there's no obvious reason, apart from the gue/guf filetype, that the module shouldn't work in 3.0 but it's not currently tested. Let me know how that turns out, from the point of view of someone who's actually using it full time.
I know what you're thinking ... Don't think that.

Ghost

As they say, "no news is good news": The new version runs smooth, it imports without faults and is as useful as ever, only more so.

I tried it with 2.72 only, though.

Dualnames

Forgot to say that you can also use DeNGVat along with console to make it the most powerful debug ever made....
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Monsieur OUXX

Quote from: Dualnames on Mon 19/11/2007 00:43:49
Forgot to say that you can also use DeNGVat along with console to make it the most powerful debug ever made....

that's on the schedule ;)
 

Dualnames

First, I do apologize for posting, but I'd rather not make a new topic. Secondly, well, people seem to find the console useful, and frankly it is. So since I've done a total rework of the script, what's changed or what's yet to be added comes on the list below:

-SSH Former DeNGVaT(We should add this so if you're using the module, you'd be able to make it more useful for debug?)
-Any other modules that should be added for debug?
-Should we include default console commands, like Ashen had implemented the last time?(add_inv,lose_inv)..ecc. However if we do that would make the commands pretty obvious by most AGSers.
-Now you can have separate listboxes to display stuff or  just use the same, with the version I'm coming up with.

I'm open to all suggestions, and I will in the near future upload the version of the module.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Trent R

What's wrong with AGSers knowing the commands? Couldn't you just hook it up to 'Enable Debug Mode' in the general settings? Then, if any games don't want the "cheat commands", they can turn it off. If they do, but don't want the default Debugs, then all they have to do is erase some script. I don't forsee any problems.

As for suggestions, I'd like to make one about change_room (for player). I don't know how Ashen did it, but I'm assuming it might have been the default Ctrl-X. If possible with the same or another GUI, I would like to be able to see a 'common name' for each of the names, rather than a just a bunch of numbers. How to implement this into AGS Console, I don't know... (I started to script this myself last night and I was just gonna hardcode all my rooms).


~Trent
To give back to the AGS community, I can get you free, full versions of commercial software. Recently, Paint Shop Pro X, and eXPert PDF Pro 6. Please PM me for details.


Current Project: The Wanderer
On Hold: Hero of the Rune

Dualnames

Ok, version 3.0 is up. I'll be adding custom cheat commands for the next days, so sorry if you waited only for those.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Dusk

Quote from: Dualnames on Tue 18/11/2008 09:44:50
Ok, version 3.0 is up. I'll be adding custom cheat commands for the next days, so sorry if you waited only for those.

Thanks, I like very much this Quake-like console idea!
Just trying it (5 min) and waiting for the next versions with the command handler...
some random suggestions about stuff that you probably already taught of:
- listbox autoscroll and related key or command to set it on/off at runtime
- fancy Quake-like drop down animation

A basic information filtering based on some commands, when you implement their input, could also be useful.
Looking forward to this one (and also contributing if I have time!)

bye,
D.


Trent R

Excellent, playing with it right now. 2 things that I changed:

Added
 if (data==gconsole.ID) return;
to 90 and 94/95. Also added
 if (keycode==32) return;
to line 230/232. These both prevent 'useless' additions to the listbox, especially for the mouse click. It was broken before cause I couldn't scroll at all (kept adding new entries).

~Trent
To give back to the AGS community, I can get you free, full versions of commercial software. Recently, Paint Shop Pro X, and eXPert PDF Pro 6. Please PM me for details.


Current Project: The Wanderer
On Hold: Hero of the Rune

Dualnames

#42
Update 3.1
--------------

-Updated the console module fixing some stuff around.(I noticed that TrentR you got to notice as well).
-Added custom commands(yay)(Feel free to tell me what more is needed).
-Now a GUI with sprites by yours truly comes along.

So what's on to change? You tell me..

-I'll probably add UltraVariables module along if SSH fine with that, but that will be discussed later on.

Oh, by the way custom commands can be enabled true or false, so you can still keep the console but disable codes for players.


Download
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Dusk

Quote from: Dualnames on Fri 21/11/2008 09:53:57
Update 3.1

Suggestions:
1) write in the docs/instructions what's needed to have the cheat command working if you aren't using the template. Now if you import the module and the pre-made GUI, it's missing the handlers that go in the global script. You should just tell to copy paste in the global script
Code: ags

function bconstype_OnClick(GUIControl *control, MouseButton button) {
  if (constxtbox.Enabled==true) {
    constxtbox.Enabled=false;
    return;
  } else {
    constxtbox.Enabled=true;
    return;
  }
}

function bconsdown_OnClick(GUIControl *control, MouseButton button){
  lstconsole.ScrollDown();
}
function bconsup_OnClick(GUIControl *control, MouseButton button){
  lstconsole.ScrollUp();
}
function constxtbox_OnActivate(GUIControl *control){
  AGSConsole.CustomCommands(constxtbox, lstconsole, true);
  constxtbox.Text="";
}


2) autoscroll: easy, you just call lstconsole.ScrollDown(); when you add a line to the listbox. That's different respect autocleaning because you can manually scroll up to read an old entry.
Now, I see in the code that you repeatedly do

Code: ags

 if (event==eEventStartDialog) {
    aevent=aevent.Append(rmenter.Format("Player just started dialog: %d",data));
    lstboxtoevent.AddItem(aevent);
  }
  if (event==eEventSaveGame) {
    aevent=aevent.Append(rmenter.Format("Player just saved gameslot: %d",data));
    lstboxtoevent.AddItem(aevent);
  }
  // other cases

to clean a bit you could call just once the addItem, after all cases: you're always doing the same thing, adding a string to the listbox. The variable part is formatting the string to add.
For the scrolling thing, I'm suggesting of wrapping AddItem and have like

function addLine(String line) { 
  lstconsole.AddItem(line);
  lstconsole.ScrollDown();
}

At this point you can find/replace
lstboxtoevent.AddItem
with
addLine
and it works smoothly. It's not perfect because if you manually scroll up when another line is added it doesn't scroll down at the end of the listbox, but that can also be done, of course.

3) cheat commands.
Well this is the hard part and a personal point of view. I don't like very much the command names and popups that come out to ask for parameters.
This console is mainly for debugging and skilled users I suppose... so, why not choosing the new scripting style and do a little parsing on what the user inputs?
I mean, interpreter like, you write in the console
character[3].Transparency
and the console outputs
= 80;
or you can input
character[3].Transparency = 100
and it changes transparency for character 3.

I understand that part 3 is a lot of work, so feel free to ignore it - I might code it myself in the future, and let you know!

Thanks, bye

D.

Dualnames

I've read the whole part,well, let me tell you my thoughts on it.
1) Great, I'll do it.
2)Well, yeah, come to think of it that would unmess things a lot.
As for the scroll , yes, definetely, that would really make the module more user-friendly.
3)Yeah, definetely inputs seem to appear as less professional, but you have to agree that it requires less typing to do what you need to be done. I'm open to suggestions though, and if you feel like collaborating with me on this feel free to PM, or let me know.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Dualnames

Sorry for the bump, but I found AGSConsolev2 original module file wrote almost completely by Ashen

Known Issues:

Known Issue: LogMouse not always right.
If a blocking function is run, logged information might be based on mouse position AFTER that, not at time of click
Resolution: Add more parameters to LogMouse, so mode, postion, etc, are passed at time of click.

Due to the last time we built this, was long ago, property function can't be used for inventory items. DengVat has changed so it's no longer internally supported. But we've added a function to allow player to type on the console's textbox only when the mouse is over the textbox. And did some minor tinkering adding a couple of new functions. Please do ask for more if you wish, or if you implement them yourself, send them over, so we can add them too! Also added bg for the console and added a listbox that iterates on game settings (d3d, windowed, depth).


Things to do:
-Add more commands, so players can enhance the testing experience and test stuff in-game
-Add UltraVariables(former DengVat) module commands.
-

http://ledzepforever.googlepages.com/AGS_Console4_00.rar
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Monsieur OUXX

#46
Sorry for bumping, but some interesting things :

1) There is just one line in the module that breaks compatibility with 3.2.1, and it's easy to fix :
Line causing the compilation failure: (SetPlayerCharacter is deprecated)
Code: ags

SetPlayerCharacter(TempO); 


Should be replaced with:
Code: ags

character[TempO].SetAsPlayer(); //NEW STYLE


2) I'm currently integrating this with UltraVariables 1.1. It already looks awesome
3) I'm implementing scrolling up and down in this console (atm you constantly need to do "dump" to empty the console, and there is no safety when the number of lines exceeds AGS built-in limit)
4) When it's all finished I'll release it all, along with other nice debugging tools (for example: the ability to run scripts from external text files in this console)
 

Dualnames

Go ahead and work on this, and I'll edit the first post accordingly.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Monsieur OUXX

It's nice :)
I need to create a little demo game and everything will be ready for upload

http://www.youtube.com/watch?v=RnRvSp8x9g8

 

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