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Topics - Samwise

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I've developed a rather popular adventure game in Hebrew more than a decade ago using AGS 2.72.
Been thinking for a while to create an Android version for it. Don't have a lot of free time though.
Does any of you knows how much work needs to be put to convert an AGS game to Android? Is it a matter of hours, days, or months of work?

Hi y'all,

Adventure Classic Gaming published today an interview I recently had with Chris for my site, HebrewQuest.com (previously published in Hebrew). 

Check it out:



Advanced Technical Forum / Complicated Translation
« on: 02 Dec 2007, 10:41 »

Nostradamus kindly translated my game, "Boundless Osher", from Hebrew ro English:


I'd appreciate if you could contribute from your experience, and help us to form an efficient work method to add all the texts.  Notice that we're facing an ultra-complicated situation, because:

1. Right now there are NO TEXTS in the game at all - only speech.  So what we need to do is to replace the recorded Hebrew speech lines with English text lines.

2. There are about 1,500 sentences in this full-length game, so we really need an elegant function if we want to get it over with.

Also, notice that the translation Nostradamus did is in Excel tablets.

Please help us to bring you this game, as it has a huge success in Israel (30,000 downloads in 2 months alone).


After 3 long years in the works, my game is complete.  You can read about it in the games section:

Though the game is in Hebrew, you should be able to find some screenshots here:

Since its release only 10 days ago, the game was downloaded by 14,000 Hebrew-speakers.

I'd like to take advantage of this situation and thank the following forum members which helped me and my co-developer Ori Wachtel along the way:

Gilbot V7000a

All of you are mentioned in the game credits, manual and website.


Jonathan Yalon

Advanced Technical Forum / Error Message
« on: 15 Sep 2007, 09:45 »

Could you make sense of that?


The specific line is a PlayVideo command.

Advanced Technical Forum / Non-English Saved Game Names
« on: 20 Aug 2007, 11:10 »
Hi everybody,

Whenever I try to create a saved game with a Hebrew name, instead of the Hebrew letters I get a ^ sign (i.e. a 7 letter word will appear as "^^^^^^^").

Other issues that involve Hebrew fonts (global messages etc.) work just fine.

Does anybody know how to fix this?

Beginners' Technical Questions / Disabling Keyboard
« on: 20 Jun 2007, 13:25 »

I'd like to disable any keyboard use ONLY in screens that the player character doesn't appear on
(rooms with "hide player character" marked on, I guess "cOser.On = false" in my case).
How do I do that and where do I place the code?

Another problem I'm having is that for some reason every function that's triggered by the keyboard F's (F5, F7, F9...) simply doesn't work.  I can only call these function from the status line.  But other functions that are triggered by the keyboard work just fine, like TAB for opening the inventory and the debug mode options.  I've checked the on_key_press section and everything appears there as it was in the beginning, including the F's scripts.

I'm not sure that it's relevant, but I'm using Starzer's Keboard Movement module.

Advanced Technical Forum / Trouble Playing a Video File
« on: 17 Jun 2007, 09:01 »

I've got a problem playing a video file in my game.  I've tried to find the solution in the manual and here, but no luck yet.

When I run the game with this command:
PlayVideo ("Jingle.avi", 0, 0);
in the "player enters room - after fade-in" script, the editor throws me back to the Windows XP desktop. 

The test game window still exists though, and after I restore the window (from the desktop)  it either plays the video properly, or jumps to the next command in the script.

Relevant information:
- The video is 640x480, just like the game resolution.
- The video is in AVI format is based on XVID codec, MP3 sound.
- The video plays perfectly when I run it with Windows Media Player.
- The video is saved in the game's compiled directory.
- I've tried to put the command in another script of another room, and bumped into the same problem.

What am I doing wrong?


I've got the strangest bug happening while I'm roaming around with my player character.  Every once in a while (let's say 10 minutes of gameplay or so), the player walks for several seconds (until he reaches his pointed destination) WITHOUT ANIMATION - "floating" while he's stuck on a single frame.  And then, when I tell him to go to a different place, he walks there just fine!

This is very strange because except one place (the game's first screen, where this bug tends to happen a lot), this temporary glitch seems to occur randomly.  It usually happens when I walk the player down ("forward"). 

The views/loops/frames are defined as they should be, I didn't forget to unlock any views etc., so I can't figure out what causes the problem.  Anyone has an idea?


Good morning,

I've got several problems with character animation:

1. I'm having a hard time understanding non-blocking scripts, even after reading the "understanding blocking scripts" section of the manual and reading some posts here.  What I'm trying to do is to have the player give (physically) something to an NPC, and having the NPC simultaneously reaching his hand and taking it after less then a second (say, wait(20)).  Could anybody show me around how to do that?

2. In several ocassions I'd like to "freeze" the player, so he won't be able to WALK anywhere, but WILL be able to look, talk and interact.  I've figure out StopMoving is not the right function, so how can this thing be done?

3. Sometimes, when I run a "talk to character" script on an NPC who's standing above the player, the player is talking to him (facing up), but occasionally faces to the side for a while in the middle of the scripts, then returning to face up.
Notice that all my "talk to character" scripts begin with the player walking until he's below the NPC, and then facing him ( character[EGO].FaceLocation(character[EGO].x, character[EGO].y - 50 , eBlock); )

Any help will be highly appreciated...

Beginners' Technical Questions / Strange Speech Problem
« on: 30 Mar 2007, 08:58 »

I've got a strange problem occuring with all the speaking characters in the game.  Whenever the player is speaking with a character, both of them voices are either cut before the end of the voiced sentence, or reach to the voice's end and then an unnecessary speech animation continues for several seconds without voice.

This happens in about 50% of the speech sentences, and in other cases it works fine.  I've checked it out: the "problematic scripts" and the "proper scripts" are just the same.  I've checked the original speech files as well - they all end exactly when they should have.

Any ideas?

Beginners' Technical Questions / Non-blocking Sequences
« on: 22 Mar 2007, 09:34 »

In my game I have several sequences which in the player can do something only if a certain NPC is doing another (non-blocking) thing:

- During a conversation with a merchant ("talk to character" script), the merchant is talking, laughs for several seconds and then continues talking.  ONLY while he's laughing, you can steal something from his stand.

- When the player says something to a clerk, she leaves the screen for a minute, and then returns.  The player can mess with her stuff only in the minute she's outside.

- When the player says something to a bank manager, the manager calls a teller and they have a background conversation (animation only, no voice or text) for several seconds.  Only in these seconds, the player can use the teller's computer.  Afterwards she returns to her seat.

- When the player gives some guy a dress, the guy is going to a closet to put the dress back there.  Only while the guy is standing in front of the closet (and his "putting the dress back" animation is running), the player can push him and lock him inside.

- When the player shows an inventory item to a guard, the guard walks away for several second, and only while he's walking or out of the screen, the character can ran away.

I figured out that most of these situations can be handled with timers and repeatly_execute scripts, but I didn't find any clear explanation for my problems or the repeatly_execute thread in the manual or in the forums.  I simply don't understand how is it possible to start one script ("talk to character" for instance), make this script continue in a non-blocking way (the NPC go away and only then the player can do something he refused to do before), and then returning to the original, blocking script (the NPC returns to his place and says something).

Help, please?


Hi all,

In my game there are about 10 NPCs that appear in more than one room.  Every time the NPC is being interacted in a specific room, he supposed to react differently.

I guess it'll be possible to define the different reactions in the character scripts using the "if character[NPC].Room =..." function, but isn't there an easier way to do this other than adding more and more variables to every interaction?

Please note that my game includes voice speech only - therefore no use of texts at all (I don't use the "dialogs" pane).

By the way, is there a way to use variables that aren't global variables in the character scripts?  I've succeeded to access only global scripts from the character scripts, not room scripts of the room the character's presently in.



Hi all,

In my game I have two scenes with multiple and identical characters - one with about 10-15 soldiers, and one with about 20 activists.

I want them all to look the same, and to react the exact same way to the player's actions.

I know it's possible to create all these characters manually by using the same views and copying all the scripts, but for 30-35 characters that would be a real pain.

Does anyone have an idea how to solve this issue?


I'm working on a 640X480 resolution game.  Since my characters are high-res ones (based on real video), I thought of upgrading all the game graphics to 800X600.   My problem is that it's messing with all the previous coordinates I defined for the game.

Does anybody know how can I change the game resolution, and change all the coordinates proportionally?

Hi Everybody,

I'm working on a big game (at least in terms of disk space), which contains a lot of photographed backgrounds and characters.  All the pictures are in 24-bit BMP format.

I want to keep the pictures in the current quality, but on the other hand I don't want the game to become huge.  Will converting the files to PCX or PNG harm pictures quality anyhow?  Which format is better for my (and perhaps everybody) needs?

I've understood that the new version of AGS contains better archive abilities.  How much this is relevant to this issue?

Hello everybody,

This is my first post here, so treat me gently  :)

I'm starting to build a "realistic" AGS game, with characters and backgrounds based on real photos taken from videos.

Due to the nature of the work process, my characters are at different sizes - some are 500 pixels high, some are 400, 200, 100 and so on.  Now, I'd like to use them in the game without having to resize all of them to an equal size, because:
1. if I'll make them all 400px or 500px the game will be very large (I have like 35 characters...)
2. if I'll make them all 200px it will harm the graphics quality (the characters change their size according to their location on the screen - kind of 3D style, so it's important that they'll be in high quality).

Do you possibly know of a way to upload the pictures to AGS in their original (and different) sizes, and adjust every character size separately within AGS?

By the way, all the pictures are in BMP format.  Is that the best file type to use, or should I convert them to another one?

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