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Topics - Ali

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Hello! I've been searching for a game I probably played on the Acorn Archimedes, or possibly BBC microcomputer.

All I can remember is that it was an archaeology based game where you drove around Carlisle (North West England) digging up Roman settlements. It was probably educationally, and I remember digging trenches and choosing where to travel on a map.

Does this ring a bell with anyone?

I'm playing music by calling a function called playMusicContinuous, which is supposed to check the level of the volume slider (MusicVol). Except it doesn't work. When I lower the slider to 0, the music cuts out, but when I enter the next room, it plays at normal volume.

In the GlobalScript I have:
Code: Adventure Game Studio
  1. function playMusicContinuous (AudioClip* clip){
  2.   channelMusic = clip.PlayFrom(musicPos[cN.Room], eAudioPriorityNormal, eRepeat);
  3.   channelMusic.Volume = MusicVol.Value;
  4. }

In the room script I have:

Code: Adventure Game Studio
  1. // script for Room: Player enters screen (after fadein)
  2. playMusicContinuous (aMusic1ogg);

The volume is not set correctly. This doesn't work either:

Code: Adventure Game Studio
  1. // script for Room: Player enters screen (after fadein)
  2. playMusicContinuous (aMusic1ogg);
  3. Wait(1);
  4. channelMusic.Volume = MusicVol.Value;

But this DOES work after playing for a few seconds:

Code: Adventure Game Studio
  1. // script for Room: Player enters screen (after fadein)
  2. playMusicContinuous (aMusic1ogg);
  3. Wait(150);
  4. channelMusic.Volume = MusicVol.Value;

Does that make sense to anyone?


When I run my 1920x1080 game at 1600x900 resolution, it should look like the image on the left. But it's actually displaying distorted, with black bars at the top and bottom - like the image on the right.
My monitor is 16:9, so there's no reason I can see for the bars. I'm using AGS 3.4.0

Can anyone help?


In after_fadein I have:

Code: Adventure Game Studio
  1. SetTimer (1, 1);

Which successfully triggers this:

Code: Adventure Game Studio
  1. function repeatedly_execute_always()
  2. {
  3.   if (IsTimerExpired(1) == true){
  4.     //my code here
  5.   }
  6. }

BUT if I change the timeout value to anything other than 1, it doesn't trigger. E.g.

Code: Adventure Game Studio
  1. SetTimer (1, 2); //Does nothing!

I've never had any trouble with timers before, so I feel like I must be making a stupid error. Please help!

EDIT: Some timer numbers seem to work, like 18. So I feel like there must be a clash with a module (like Tween) but I can't find it.

General Discussion / I made a Folklore Podcast
« on: 04 Jan 2018, 13:51 »
I hope you don't mind a bit of shameless self promotion?

I recently started a podcast with another comedian, which I thought might appeal to other AGSers. It's called Loremen, and it's a funny podcast about "forgotten folklore and local legends". Basically, looking at weird stories that are very famous in one small place, and totally unheard of elsewhere. If you're interested, please give it a listen. There's a short teaser trailer, and we just uploaded the 3rd episode. As always, feedback is very welcome!


All the best - Alasdair.


I'm not able to load an old project in AGS 3.4.0 P4. I made the game back in 2014 using the "Custom Resolution" version of the editor Crimson Wizard was working on. It was the basis for a live comedy show which I'm doing again on Thursday. I naively hoped to update it: but I get this message.


Input string was not in a correct format.

If you cannot resolve the error, please post on the AGS Technical Forum for assistance.

Error details: System.FormatException: Input string was not in a correct format.

   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)

   at System.Version..ctor(String version)

   at AGS.Types.Game.SetScriptAPIForOldProjec t()

   at AGS.Editor.Tasks.SetDefaultValuesForNew Features(Game game)

   at AGS.Editor.Tasks.LoadGameFromDisk(String gameToLoad, Boolean interactive)

   at AGS.Editor.InteractiveTasks.LoadGameFro mDisk(String gameToLoad)

This is the version info from Game.agf: <AGSEditorDocument Version="" VersionIndex="7" EditorVersion="3.3.0 CR">

Is there anything I can do to manually edit the Game.agf file to make it palatable to 3.4?


AdventureX will be returning to London on the 10th & 11th of November 2018. Yay! We have launched a Kickstarter Campaign to help AdventureX keep growing. Please share the campaign & support us if you can.

Applications for exhibitors / speakers / volunteers are now open:
Applications close July 31st. We don't charge exhibitors to show off their games at AdventureX.

There biggest changes for 2018 are:

  • We are running in partnership with the British Library, as part of International Games Week. This means we have a bigger venue, in a central London location.
  • AdnventureX 2018 will be a ticketed event for the first time. But you can get significantly discounted tickets if you back the Kickstarter fast! For more info on this decision, please check out the 2018 announcement.

I look forward to seeing as many of you as possible at AdventureX 2018!


I'm updating Nelly Cootalot: Spoonbeaks Ahoy using AGS 3.4.0. There are lots of scenes where I have to switch objects off or on based on the current translation.

Code: Adventure Game Studio
  1. if (Game.TranslationFilename == "") {
  2.   oSp1.Visible=false;
  3.   oFr1.Visible=false;
  4.   oGe1.Visible=false;
  5.   oPo1.Visible=false;
  6.   oF1.SetView (54);
  7.   oF1.Animate (0,  3,  eRepeat,  eNoBlock);  
  8.   }
  10. else if (Game.TranslationFilename == "Nelly_Spanish") {
  11.   oSp1.Visible=true;
  12.   oFr1.Visible=false;
  13.   oGe1.Visible=false;
  14.   oPo1.Visible=false;
  15.   oF1.SetView (93);
  16.   oF1.Animate (0,  3,  eRepeat,  eNoBlock);  
  17.   }

The other translations work (Spanish, etc.), but the script for no translation file (Game.TranslationFilename == "") doesn't happen. The same script works back in v3.2.1, but it doesn't work in 3.4.0. Has something changed?


AdventureX will be returning to London on the 19th & 20th of November. Hooray!

We have launched a Kickstarter Campaign to help AdventureX keep growing. Please share the campaign support us if you can:

If you're not aware, AdventureX is the UK's only convention dedicated to narrative-driven gaming. Now in its 6th year, AdventureX is a free event bringing together developers & gamers with a passion for interactive storytelling. AdventureX was founded by Mark Lovegrove (m0ds). This year it is being run by Tom Cole (theSynapse) Rebecca McCarthy (Azure) and me. (Mark is busy developing, so please don't email him with questions about exhibiting at AdventureX! Contact us here instead.)

Previous guest speakers include:
  • Charles Cecil (Broken Sword, Beneath a Steel Sky)
  • Dave Gilbert (The Blackwell Series)
  • Jon Ingold (80 Days, Sorcery!)
  • Steve Ince (The Witcher, So Blonde)
  • Mark Estdale (Telltale‚Äôs Game of Thrones, Deponia)
  • Dr. Ernest Adams (S.T.A.L.K.E.R.: Shadow of Chernobyl)

Applications for exhibitors / speakers / panellists are now open:

I look forward to seeing as many of you as possible at AdventureX 2016!

I guess we can all agree that the most elegant way to design a puzzle is for the player to meet the obstacle before they come across the solution. But when a game is plotted in a non-linear way, it's (probably) inevitable that the player has a chance to come across the solution first.

So here's my question. If the solution involves carrying a large/outlandish item that doesn't seem immediately useful, should the player character decide to take it before they have a reason to?

I would say no. Though, I can see the traditionalist argument, that the player is king and you shouldn't stop them from picking up whatever they want.

I think the player character should refuse to take an item until he/she sees the relevance of it. I think that's preferable because (in an adventure game) the protagonist is a character with opinions, not just the agent of the player. The player's agency is mediated through their personality, and they are entitled to refuse to do something which is pointless or doesn't make sense. Particularly in the context of a 1 or 2 click interface, I think the protagonist picking up useless bulky item X is unlikely to be what the player intended them to do anyway.

What do you think? How happy/angry does this make you as a player?

This alternative knowledge thread reminds me of the old joke about alternative comedy - it's the alternative TO comedy.

So as an alternative to the alternative knowledge, here are two REALLY interesting episodes of Jon Ronson's BBC Radio series Jon Ronson On. In the first he meets a woman injured in the 7/7 bombings who was harassed by truthers who think she doesn't exist. And in the second he follows lead conspiracy theorist David Shayler's very sadly collapsing mental health.

Hello! Apologies for the slightly spammy post, but a game I'm working on is on Greenlight, and I think you might be interested in checking it out.

Unforeseen Incidents is a conspiracy mystery with a subtly black sense of humour. It's being developed by a team called Backwoods Entertainment, and published by Application Systems Heidelberg (who published my game Nelly Cootalot: The Fowl Fleet).

The game follows small-town handyman Harper Pendrell as he's drawn into a mystery involving a cryptic radio signal, a deadly disease and a fanatical cult. Armed with nothing more than his trusty multi-tool, can Harper get to the bottom of the conspiracy?

I'm working with Marcus (the designer) on the English language script. But since it isn't my project I can shamelessly say that I really love the game. I think it has great characters and fantastic artwork, and hopefully people are really going to enjoy it. So if you like the look of it...

Please vote for Unforeseen Incidents on Steam Greenlight!

Full Size

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If you happen to have fond memories of Nelly Cootalot: Spoonbeaks Ahoy! you might like to know...

Nelly Cootalot: The Fowl Fleet launches on March 22nd.

If you hated Spoonbeaks Ahoy! then this probably isn't for you.


If you feel like helping us out, you could share this Press Release Trailer with influential associates. I'm thinking World leaders, Business Gurus, Games Journalists etc.

The game offers full voice acting in both English and German, with an incredible cast including the legendary Tom Baker (Doctor Who, Little Britain) and Thomas Reiner (Raumpatrouille Orion, Futurama). It also offers text localisation in French, Spanish and Italian. It also has a wonderful score composed by the forum's own Nikolas Sideris.

Read the Press Release

Character Info & Voice Acting Samples

For AGSers with an interest in development - I have archived my Captain's Log Updates which were previously only available to Kickstarter Backers. They chart changes the project has undergone in development, graphical and technical, including my reluctant transition from AGS to Unity.


At this year's AdventureX next weekend, I'm going to be hosting some kind of Adventurer's Tavern (Pub) Quiz about adventure games.

But, to keep the questions from being all about games I've played, I thought I'd ask for contributions from the AGS community.

Categories (so far):
- Golden Age Classics (Quest for Glory, Curse of Monkey Island etc.)
- 21st Century Adventures (Syberia, Machinarium etc.)
- Indie Gems (A Tale of Two Kingdoms, Resonance etc.)

I'd love some suggestions for both questions and categories. Please help, or it'll just be me asking, "seriously, how good is Riven?" over and over again.



If any of you still remember Nelly Cootalot: Spoonbeaks Ahoy!, you might be interested to know that I've just launched a Greenlight campaign for Nelly Cootalot: The Fowl Fleet.

I would very much appreciate your votes, tweets and shares:

Vote for Nelly on Steam Greenlight!




Earlier this year I teamed up with a German company called Application Systems, who are co-developing and publishing the game. Working with them has made it possible to offer the game for Mac, Windows & Linux, in English, German & French. It's also made it possible for me to bring the game up from good old 800x600 to 1920x1080.

A sad consequence of the collaboration is that the game's development is being continued in Unity rather than AGS. Nevertheless, if you can find it in your heart to support the game, you will have my eternal gratitude.

- Ali

I've just finished Broken Sword 5 part 2. It almost lived up to the promise of part 1, but things started to go wrong for me when solving the Tabula code. I'm not looking for hints here, I just want to know if you made better sense of the puzzle than me. Perhaps I'm a mad fool:

Spoiler: ShowHide

I had solved the code apart from the second glyph in the second line, at which point I cheated using this walkthrough:

Of course, in real life I had actually worked out what the glyph meant (I thought something like "Look at the Young City Region") I had also worked out these were directions to the garden of Eden, but I couldn't communicate any of that to George.

Having cheated, I know that the glyph translates as "South". My question is, how the hell is that a reasonable translation? Is it because Young Cities is the southernmost marking on Gehnen's map? Or because following the first line of clues, and then looking at the Young Cities would result in you facing South? If so, the glyph still wouldn't mean south.

Am I a semantic pedant, or is there a reasonable explanation I can't see?

(There are other points which make this puzzle extra confusing: When George examines the symbols marked 'a 'and 'b', he seems to mix up the letters and says 'a' must represent 'b' on the map. And Gehen says daylight will make his words fade, but we use lamplight instead. Come on!)

Any help?

In case anyone is interested, I recently did a let's replay of Monkey Island 2 with Eurogamer's Ellie Gibson.


A few commenters are offended by me saying that the SCUMM interface is the worst interface of all time. No one (yet) is offended by me saying Monkey Island is better than Star Wars, which is nice. Tim Shafer saw it and said I was funny, so today has started well.

This may be an odd request, but does anyone have Steam saved games for Monkey Island 2 (or 1) Special Edition? I need to play through a section of the game(/s) at short notice and I thought this might be faster than a full replay?

Can anyone help?

Beginners' Technical Questions / Change Hotspot Name?
« on: 11 Dec 2013, 17:49 »
I can't find any recent posts about this, but - is it still not possible to change a hotspot's name?

I'm aware that I could use an object, but in this instance hotspots would be preferable.


I'm looking for two or three German speakers to test a new translation of Nelly Cootalot: Spoonbeaks Ahoy! If you're interested please reply to this thread or send me a PM.

- Ali

Edit: Some helpful AGSers have stepped in to playtest and proofread. Thanks!

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