Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Kooky123 on Fri 05/08/2011 22:16:05

Title: Random waypoints on the path
Post by: Kooky123 on Fri 05/08/2011 22:16:05
I was thinking, how can one add random waypoints on a path for my main player?? Imagine we click on a walkable area, but before getting there, the main player character strays off from the linear path going to random waypoints, non-blocking if doable, before finally arriving to destination (where we previously clicked)?
Title: The Camp
Post by: miguel on Wed 04/01/2012 17:13:50
The Camp is set on WW2 environment, the year is 1944 and the Nazi were suffering heavy defeats on the war front.
The main character is a German soldier, young and with a mind of his own. He's above all, human.
On a remote concentration camp, the orders were to "clean up" the site and leave no evidences of irregular acts. Problems arrived when the Nazi soldiers were told to finish up and leave in a week's time. There were still prisoners on the camp and a decision was made by high Nazi ranks...

(http://i293.photobucket.com/albums/mm54/miguel20000/pic1.png)(http://i293.photobucket.com/albums/mm54/miguel20000/pic2.png)

The game will feature 800x600 backgrounds, animations and a deep story, and I intend to deliver it with the best of my abilities.
All the events and names will be based on historical facts, although it will be, of course, a work of fiction.
I intend to show violence not as a showcase but as a way to remember people that the nature of men can and will be evil if the path presented to them by life is of a evil nature.
In the end, I'll try not to judge but to show how many persons a man can be during his life.

Stay tuned...   
Title: Zombie Attack (Bake Sale) (demo inside)
Post by: ShiverMeSideways on Sun 08/01/2012 20:16:59
Finally, after many a month, 10000 lines of code and 400 sprites later, I present to you:

(http://shivermesideways.agser.me/Games/zattack-title.PNG)

Made especially for the 2012 AGS Bake Sale!

Zombie Attack is a top-down shoot 'em up inspired by '90s video games like Doom. The player must navigate treacherous levels, kill hordes of monsters and finally, defeat Satan and stop him from taking over Earth!

Zombie Attack relies on meta-content, so through more and more game sessions, the player will unlock new items, new difficulties, as well as new characters and achievements!

6 fully-randomized levels across 3 episodes (that can lead up to over 100 rooms!)
49 special items!
12 weapons (ranging form bare fists, to rocket launchers, to exotic, hellish weaponry)!
14 monsters and 16 bosses!
7 playable characters!
10 achievements
Old-school midi soundtrack and even older-school sound effects!


Screenshots!

Well, there goes the neighbourhood!
(http://shivermesideways.agser.me/Games/zattack-finalscreen0.PNG%5Bimg%5D%3Cbr%20/%3E%3Cbr%20/%3EUse%20special%20items%20to%20bring%20fiery,%20and%20somewhat%20weird,%20death%20to%20your%20foes!%3Cbr%20/%3E%5Bimg%5Dhttp://shivermesideways.agser.me/Games/zattack-finalscreen2.PNG)

Need that extra clip of pistol ammo? Want some buckshot? Then come on down to our store and see other ways fate can screw you over!
(http://shivermesideways.agser.me/Games/zattack-finalscreen1.PNG)

Fight against scary bosses (these dissapear and re-appear, yikes)!
(http://shivermesideways.agser.me/Games/zattack-finalscreen3.PNG)

Travel to exotic new lands to meet exotic new people! And kill them with exotic new weapons!
(http://shivermesideways.agser.me/Games/zattack-finalscreen4.PNG)

So, all that's left is to ask yourself this: are you man/woman enough to kill Satan? Because if you are, you can do one of the following:

Download DEMO from AGS games page (http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1519)
Download DEMO from AGS Archives (http://www.agsarchives.com/gamecard/1139/zombie-attack.html)


Title: Doc Apocalypse
Post by: Midian Design on Fri 10/02/2012 10:32:33

(http://www.midiandesign.com/titoloDOC.png)

Game & Story: Midian Design (Danilo Cagliari)
Music: D.C. Digital Orchestra
Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.
Resolution 1024x768 at 32-bit color
Genres: Sci-Fi/Counterculture/Exopolitics

(http://www.midiandesign.com/COPERTINA%20GIOCO%20DOC%20APOCALYPSE%20150.jpg)

STORY

Apocalypse, Aliens, New World Order, Illuminati...


Is it possible to control the weather? Is it possible to make it rain on demand or to chase the clouds from the sky? Controlling such things would mean saving the planet from drought, living in a world without hurricanes and storms, always having abundant crops and keeping the glaciers safe.
According to Lewis P. Higgins, this was not fantasy, but reality. He was aware of the fact that the technology he was in the process of completing would, in the wrong hands, be a weapon for the destruction of the human race, but, idealist that he was, he felt he was working for a good cause.
Lewis was a strange character with a troubled life but also many successes and achievements: an eight-year-old son of whom he was proud; a nearly completed device that would be able to stop earthquakes; a time machine that allowed one to travel into the future for twenty seconds; many objects of varying type and importance; and the Cloud Buster, which was practically complete.

(http://www.midiandesign.com/doc_apocalypse_bunker.jpg)

Whom to present his inventions to, how to present them, how to be sure that no one would put these resources to terrible use? Those things mattered little right now. Before overcoming the moral difficulties, he had to deal with the practical ones, namely testing and improving, making reliable machines that were not dangerous to operate. It had been with one such prototype of a machine to control earthquakes that he had seen his wife die. During the testing process, Jenny, a scientist like him, had lost her life in an explosion. Lewis had not been able to come to terms with the event, and the pain grew when he saw in his son's eyes the look of his mother.
As a result of this tragic experience, during tests on the Cloud Buster, he decided to be alone in his bunker and to leave his son in the laboratory in Montauk (a small nearby town) with his new partner, who was also a scientist. Elzebeth Tesla was not happy having to give up attending the experiments, but she loved the little boy (Tobias Higgins on his birth certificate, but known to everyone as Tachy, a shortened form of "tachyon") very much and respected his father's wishes. Nevertheless, she was able to be attend the events via monitor. Nothing could happen to them ten metres underground in a bunker that was identical in every way to the one where the experiment would take place and that had every comfort; as well as the time machine, there was ample food, a CD player, all kinds of video games for Tachy...

(http://www.midiandesign.com/doc_apocalypse_bunker2.jpg)

In 1953? Yes, the time machine provided a few "out-of-place" possessions, but Lewis did not take things too far and went out of his way not to incur paradoxes, at least, not dangerous ones... some clothes from 1985 for Elzebeth, a few DVDs for Tachy and some electronic components with which to complete his machines. The important thing was to appear in the right place at the right time (who said "thief"?). Completing the time-travel project would not be easy. Unfortunately, the time jump worked one time in a thousand. Sometimes he was able to see his entire invention in the future, in 1974, to be precise. Once he even spoke to himself in 1976, but in twenty seconds it was difficult to have a very productive conversation.
Everything was ready for testing in the laboratory of Doc Apocalypse, as his college friends had renamed him (his ideas were often the grounds for scorn or great terror). He pressed the start button and the enormous propeller, set on top of the nearby mountain, hidden from view by ancient trees, was set in motion, projecting an energy flow towards the menacing clouds covering Serenity. After twenty minutes, a widening path was dissolving the impending storm and the camera pointed at the sky clearly demonstrated that the experiment had been a success.

(http://www.midiandesign.com/doc_apocalypse_eli.jpg)

Unfortunately, something went wrong.
Bolts of energy ripped through the sky and accumulated in the area torn apart by the rays from the propellor. The last thing Doc Apocalypse was able to observe before the monitor signal was lost was gigantic shadows and indistinct swarms.
Immediately he warned Elzebeth and Tachy to remain in their bunker until he arrived. Collecting the car keys, he suddenly halted. The speakers in the laboratory filled the room with the screams of terror of the inhabitants of Serenity. Horrendous roars alternated with screams of terror: ten metres above his head, something terrible was exterminating the populace.  He urged his family once more to remain where they were and ran to the control panel, rapidly pressing buttons and gathering reams of data understandable only to him.
After twenty hellish minutes, the speakers relayed what he feared: horrifying explosions silenced everything. The gauges in the laboratory indicated high levels of radioactivity, but from the speakers there was only silence. The experiment had gone decidedly wrong. Something awful had crossed over through a portal that had appeared with no logical explanation, and the army had responded with the only resource deemed appropriate, a hail of nuclear bombs. From the extent of the explosions, he realised that this was not a new Hiroshima but an onslaught of multiple bombs of smaller size than the one used in the 1945 event.

(http://www.midiandesign.com/cutenews/data/upimages/doc_apocalypse_police1.jpg)

How widespread was the disaster? How many creatures had emerged from the portal and how far had the bombing extended? He had no way of knowing.
The auxiliary power system switched itself on, and he was still able to communicate with Elzebeth despite there being no electricity (or anything else) coming from outside. He could not leave or he would die. He could only wait, watching the radioactivity gauge. According to his calculations, he could not open that damned door for eight months, at which point he would suffer only minor damage (more or less). He explained the situation briefly to his beloved and they said goodbye to each other for the last time thirty days after the bombardment. After that, there was only an anxious silence, with none of his apparatus working and four blue light bulbs powered by small solar panels placed outside, which had fortunately remained intact.
Eight months passed.

(http://www.midiandesign.com/cutenews/data/upimages/doc_apocalypse_police2.jpg)

He took the atomiser, the heart of the time machine (he had not been confident leaving the mechanism active while Tachy had been around), opened the door and took a deep breath. The air-regenerators of own his invention, which had been active in the bunker, had done their work, but breathing real air, albeit still contaminated, was satisfying in an entirely different way.

(http://www.midiandesign.com/cutenews/data/upimages/doc_apocalypse_maya.jpg)

He had to find his family, force his way through the rubble and survive in the face of anything he might meet out there. Activating the time machine (fortunately it did not require electricity, only the atomiser) would have been easy, however it was a much more complex matter to program it for a jump into the past. He was not yet capable of doing that, although the idea of being able to save his wife, before he had met Elzebeth, would spur him to overcome the problem.

(http://www.midiandesign.com/doc_apocalypse_northpole.jpg)

His mission was a simple concept, but confoundedly difficult to realise: to go and warn himself, eight months earlier, to prevent the Apocalypse.

(http://www.midiandesign.com/doc_apocalypse_ray.jpg)

FEATURES

- In-game visual noise
- Many items to collect, not all of which can be used
- Dark humour in a story unsuitable for younger players
- Food for thought on delicate issues of counterculture and exopolitics
- Help button in every screen (directions, interactions, ...)
- Inspirations & Thanks: Pierluigi Ighina, Nikola Tesla, Wilhelm Reich,
Zecharia Sitchin, Corrado Malanga, David Icke, X Times, The Secret & Adam Mack,
The War of the Worlds, The Day the Earth Stood Still, Fire in the Sky, 6 Days on Earth.


TRAILER

http://www.youtube.com/watch?feature=player_embedded&v=kHSlkT-ifY8

(http://www.midiandesign.com/doc_apocalypse_area51.jpg)

More at: http://www.midiandesign.com

(http://www.midiandesign.com/doc_apocalypse_bishop.jpg)

BUY @

https://secure.bmtmicro.com/servlets/Orders.ShoppingCart?CID=7332&PRODUCTID=73320002




Title: Doc Apocalypse
Post by: Midian Design on Fri 10/02/2012 10:38:58

(http://www.midiandesign.com/titoloDOC.png)

Game & Story: Midian Design (Danilo Cagliari)
Music: D.C. Digital Orchestra
Game Translation [english]: Paul Giaccone
Beta Test & Help: Arj0n, Paul Giaccone, Pan, Flavio Soldani.
Resolution 1024x768 at 32-bit color
Genres: Sci-Fi/Counterculture/Exopolitics

(http://www.midiandesign.com/COPERTINA%20GIOCO%20DOC%20APOCALYPSE%20150.jpg)

STORY

Apocalypse, Aliens, New World Order, Illuminati...


Is it possible to control the weather? Is it possible to make it rain on demand or to chase the clouds from the sky? Controlling such things would mean saving the planet from drought, living in a world without hurricanes and storms, always having abundant crops and keeping the glaciers safe.
According to Lewis P. Higgins, this was not fantasy, but reality. He was aware of the fact that the technology he was in the process of completing would, in the wrong hands, be a weapon for the destruction of the human race, but, idealist that he was, he felt he was working for a good cause.
Lewis was a strange character with a troubled life but also many successes and achievements: an eight-year-old son of whom he was proud; a nearly completed device that would be able to stop earthquakes; a time machine that allowed one to travel into the future for twenty seconds; many objects of varying type and importance; and the Cloud Buster, which was practically complete.

(http://www.midiandesign.com/doc_apocalypse_bunker.jpg)

Whom to present his inventions to, how to present them, how to be sure that no one would put these resources to terrible use? Those things mattered little right now. Before overcoming the moral difficulties, he had to deal with the practical ones, namely testing and improving, making reliable machines that were not dangerous to operate. It had been with one such prototype of a machine to control earthquakes that he had seen his wife die. During the testing process, Jenny, a scientist like him, had lost her life in an explosion. Lewis had not been able to come to terms with the event, and the pain grew when he saw in his son's eyes the look of his mother.
As a result of this tragic experience, during tests on the Cloud Buster, he decided to be alone in his bunker and to leave his son in the laboratory in Montauk (a small nearby town) with his new partner, who was also a scientist. Elzebeth Tesla was not happy having to give up attending the experiments, but she loved the little boy (Tobias Higgins on his birth certificate, but known to everyone as Tachy, a shortened form of "tachyon") very much and respected his father's wishes. Nevertheless, she was able to be attend the events via monitor. Nothing could happen to them ten metres underground in a bunker that was identical in every way to the one where the experiment would take place and that had every comfort; as well as the time machine, there was ample food, a CD player, all kinds of video games for Tachy...

(http://www.midiandesign.com/doc_apocalypse_bunker2.jpg)

In 1953? Yes, the time machine provided a few "out-of-place" possessions, but Lewis did not take things too far and went out of his way not to incur paradoxes, at least, not dangerous ones... some clothes from 1985 for Elzebeth, a few DVDs for Tachy and some electronic components with which to complete his machines. The important thing was to appear in the right place at the right time (who said "thief"?). Completing the time-travel project would not be easy. Unfortunately, the time jump worked one time in a thousand. Sometimes he was able to see his entire invention in the future, in 1974, to be precise. Once he even spoke to himself in 1976, but in twenty seconds it was difficult to have a very productive conversation.
Everything was ready for testing in the laboratory of Doc Apocalypse, as his college friends had renamed him (his ideas were often the grounds for scorn or great terror). He pressed the start button and the enormous propeller, set on top of the nearby mountain, hidden from view by ancient trees, was set in motion, projecting an energy flow towards the menacing clouds covering Serenity. After twenty minutes, a widening path was dissolving the impending storm and the camera pointed at the sky clearly demonstrated that the experiment had been a success.

(http://www.midiandesign.com/doc_apocalypse_eli.jpg)

Unfortunately, something went wrong.
Bolts of energy ripped through the sky and accumulated in the area torn apart by the rays from the propellor. The last thing Doc Apocalypse was able to observe before the monitor signal was lost was gigantic shadows and indistinct swarms.
Immediately he warned Elzebeth and Tachy to remain in their bunker until he arrived. Collecting the car keys, he suddenly halted. The speakers in the laboratory filled the room with the screams of terror of the inhabitants of Serenity. Horrendous roars alternated with screams of terror: ten metres above his head, something terrible was exterminating the populace.  He urged his family once more to remain where they were and ran to the control panel, rapidly pressing buttons and gathering reams of data understandable only to him.
After twenty hellish minutes, the speakers relayed what he feared: horrifying explosions silenced everything. The gauges in the laboratory indicated high levels of radioactivity, but from the speakers there was only silence. The experiment had gone decidedly wrong. Something awful had crossed over through a portal that had appeared with no logical explanation, and the army had responded with the only resource deemed appropriate, a hail of nuclear bombs. From the extent of the explosions, he realised that this was not a new Hiroshima but an onslaught of multiple bombs of smaller size than the one used in the 1945 event.

(http://www.midiandesign.com/cutenews/data/upimages/doc_apocalypse_police1.jpg)

How widespread was the disaster? How many creatures had emerged from the portal and how far had the bombing extended? He had no way of knowing.
The auxiliary power system switched itself on, and he was still able to communicate with Elzebeth despite there being no electricity (or anything else) coming from outside. He could not leave or he would die. He could only wait, watching the radioactivity gauge. According to his calculations, he could not open that damned door for eight months, at which point he would suffer only minor damage (more or less). He explained the situation briefly to his beloved and they said goodbye to each other for the last time thirty days after the bombardment. After that, there was only an anxious silence, with none of his apparatus working and four blue light bulbs powered by small solar panels placed outside, which had fortunately remained intact.
Eight months passed.

(http://www.midiandesign.com/cutenews/data/upimages/doc_apocalypse_police2.jpg)

He took the atomiser, the heart of the time machine (he had not been confident leaving the mechanism active while Tachy had been around), opened the door and took a deep breath. The air-regenerators of own his invention, which had been active in the bunker, had done their work, but breathing real air, albeit still contaminated, was satisfying in an entirely different way.

(http://www.midiandesign.com/cutenews/data/upimages/doc_apocalypse_maya.jpg)

He had to find his family, force his way through the rubble and survive in the face of anything he might meet out there. Activating the time machine (fortunately it did not require electricity, only the atomiser) would have been easy, however it was a much more complex matter to program it for a jump into the past. He was not yet capable of doing that, although the idea of being able to save his wife, before he had met Elzebeth, would spur him to overcome the problem.

(http://www.midiandesign.com/doc_apocalypse_northpole.jpg)

His mission was a simple concept, but confoundedly difficult to realise: to go and warn himself, eight months earlier, to prevent the Apocalypse.

(http://www.midiandesign.com/doc_apocalypse_ray.jpg)

FEATURES

- In-game visual noise
- Many items to collect, not all of which can be used
- Dark humour in a story unsuitable for younger players
- Food for thought on delicate issues of counterculture and exopolitics
- Help button in every screen (directions, interactions, ...)
- Inspirations & Thanks: Pierluigi Ighina, Nikola Tesla, Wilhelm Reich,
Zecharia Sitchin, Corrado Malanga, David Icke, X Times, The Secret & Adam Mack,
The War of the Worlds, The Day the Earth Stood Still, Fire in the Sky, 6 Days on Earth.


TRAILER

http://www.youtube.com/watch?feature=player_embedded&v=kHSlkT-ifY8

(http://www.midiandesign.com/doc_apocalypse_area51.jpg)

More info & system requirements at: http://www.midiandesign.com

(http://www.midiandesign.com/doc_apocalypse_bishop.jpg)

BUY @

https://secure.bmtmicro.com/servlets/Orders.ShoppingCart?CID=7332&PRODUCTID=73320002




Title: The Guttenburg Project - Action/Fighting sequence
Post by: skuttleman on Wed 15/02/2012 05:08:53
Here is a DEMO (http://www.mediafire.com/?aie0qzs50ifm7of) of a sequence that will - unless I receive overwhelmingly negative feedback - appear 2 or 3 times throughout my spy themed point-n-click adventure game (verb coin interface).

I know the graphics are bad. I cannot draw. I find that if I spend 2 hours on something it doesn't look any better than if I spend 5 minutes on it, so I have no intention of improving the graphics by myself. Please do not leave comments on the graphics unless you are volunteering to help out.

It is impossible to "lose" this sequence. You can win it by filling the "action meter" or just waiting it out. The purpose is not to add a new layer of difficulty or trick the player into suddenly playing a completely different style of game, but rather to break up the repetitive game-play, and add an element of excitement during important part of the plot. Try to hold that in your brain when you play this and let me know how you think you might react when you get to this part 20 - 40 minutes into gameplay.

Here are the things I am most curious about.

- Controls: The controls are operated by keyboard and are listed in-game. They may or may not be too complicated and I'm concerned that - after acclimating to a point-n-click adventure game - the average person might be confused and feel put off by the abrupt change in gameplay. There is a pdf included if you can't figure out what's going on. Hopefully that will help.

- Difficulty: Is this too difficult? Too easy? People who like side-scrolling fighting games will undoubtedly find this very easy, but for people that are looking forward to the slow paced adventure game, this might be frustrating and kill the fun. How do you feel?

- Errors: If you run into any weird things, like a character freezing, or the buttons temporarily not responding, or anything else that seems like it shouldn't be happening, please let me know.

Any feedback you have about this (except my inability to draw) is appreciated. THANKS!!!
Title: The Extreme Hangover
Post by: lupeno on Fri 17/02/2012 01:40:37
Genre: Graphic Adventure / Adventure

The extreme Hangover is an old style graphic adventure, with improved graphics. Inspired by games like "day of the tentacle", "monkey island", movies like "hangover in vegas", Monty Python and the Holy Grail, and animation series like "futurama" or "family guy".

An Irreverent comedy, with stupid situations, and even stupid puzzles and challenges.

Plot:

It takes place in actual days, our character is a men "Eli" engage with "Jennifer", but Eli is in trouble because he wakes up with an terrible hangover in a rusian boat. His objective, return back home for his wedding, and try to figure out what appends during his bachelor.

The story is divided in 3 Acts, each Act into 3 to 5 stages, and each stage into 10 to 20 rooms. There will be also about 15 sohort cutscenes, with flashbacks of the bachelor.

The team:

Actually just me, a chef in arrest with a few free months and an enormous desire to tell funny stories.

I get my degree in 3D animations with Autodesk Maya and Scripting in visual arts, about 13 years ago.
Since those days the need to tell stories awaits inside me.

I founded a design enterprise a few years ago, that get into bankruptcy, but still have the knowledge, and the need, because of my actuall work is not so artistic or at least is not so permanent.

A few weeks ago surfing the web I find AGS, 2 days after without notice, I was painting and programing my first room, and actually spend from 12 to 17 hours a day in front of my computer. And enjoining the time. So it became real.

When the story advance a little more and I refine the working pipeline, a few friends will join me, helping with colouring, translations, dubbing... And any other help coming from this forum will be apreciated, so if you like the proyect and have time to participate, you can join me. Free hiring is open.

Release date:

I hope that the first chapter (about 20 rooms) will be ready by the end of this week, the first act before I get back to my actual work in 3 months (depending of the works and the opening). By this date the first Act must be finish. And with less free time, and a little bit of luck, the 2 other acts by the end of the year.

Other technical info:

Hand drawed, colored with photoshop, cutscenes with Autodesk maya, coding with AGS (of course).

Working resolution 800X600 32 Bits



Website of the project:

https://sites.google.com/site/theextremehangover (https://sites.google.com/site/theextremehangover) (actually just in spanish)

E-mail:

theextremehangover@groups.facebook.com

Facebook group:

http://www.facebook.com/groups/theextremehangover/

Progress "Act 1":

Story: 75%
Dialogs: 20%
Graphics: 20%
Music and Dubbing: 1%
Coding: 20%

In-Game Screenshots:

(https://sites.google.com/site/theextremehangover/_/rsrc/1329439298630/home/in-game/ingame1.JPG?height=246&width=320)

(https://sites.google.com/site/theextremehangover/_/rsrc/1329439321748/home/in-game/ingame2.JPG?height=247&width=320)

(https://sites.google.com/site/theextremehangover/_/rsrc/1329439345611/home/in-game/ingame3.JPG?height=248&width=320)

(https://sites.google.com/site/theextremehangover/_/rsrc/1329439377318/home/in-game/ingame4.JPG?height=247&width=320)

Title: Gui does not contain function for init?
Post by: Draft on Sun 26/02/2012 20:24:41
I recently downloaded the CustomDialogGui module from Abstauber and I cannot find the solution for this problem.

I have searched everywhere I can think of, trying every keyword and resource I can find, including the posts in Abstauber's thread. I have tried attempting to correct it by defining it as a function, as a global GUI* variable and as a seperate function that calls the module script. I am completely stuck with this one.

What I am getting is an error message saying that 'CustomDialogGui' does not contain a function for init

Here is the secton of code being flagged


function CustomDialogGui::init() {
 
  // whether it's a text or an icon based GUI
  // valid values are: eTextMode and eIconMode
  this.gui_type      = eTextMode;
  // Top-Left corner of the Dialog GUI
  this.gui_xpos        = 20;
  this.gui_ypos        = 20;
  this.gui_stays_centered_x = false;
  this.gui_stays_centered_y = false;

I have also tried moving the bracket to its standard position and deleting the ::init but these do not work either.

Also, I have read the Wiki page on Text Window - Customized but it is not very clear on the path to use as far as can I create the pieces in Paint, what file type or where would I import them to ??? within AGS in order to use them as a GUI. It says to assign each image to a gui button and presto but the only GUI window I can open in the editor does not have any of these options.

Is there a proper set of instructions for doing this that I have missed as all I really want to do for the moment is create a custom design for the border and change the background color for the default text box. I have copies of the large Abstauber script and can work on figuring it out seperately for now. Either way any advice would be a huge help.
Title: Run command/script immediately after loading game via RestoreGameSlot
Post by: BrightBulb on Wed 14/03/2012 23:21:07
Hello everbody,

is there a way to run a command or function right after loading a game with the RestoreGameSlot. I first had the command I wanted to run after the line with the RestoreGameSlot command, but the problem is that this command is run before the new game is loaded, thus it runs within the "old" game, but I want it to take effect at the beginning of the "new" game.

I'm looking for a solution where I don't have to check in the repeatedly-execute loop.

Thanks.



Title: Is there a way to scale fonts used for buttons?
Post by: kyodai on Thu 22/03/2012 18:30:56
I am currently trying to port the Space Quest 6 GUI to AGS 3.2.

One thing that is really bothering me is the font. I was able to import the original SQ6 font which looks really neat, but I am unable to scale it in any way. Is there a trick to scale imported "non truetype" fonts? I am just not so experienced with fonts.

I guess the only workaround i can think of now is to paint each Button in photoshop and put the text there instead using the TEXT property of the button in AGS. Has anyone run into this? Any alternate ideas on this?