Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.

Messages - Vverano7

Pages: [1]
Thanks, I changed the script names of my wav files. Could it also be something to do with VOX?

"Try clicking Game –> Rebuild VOX files. This will re-build all the files that AGS uses to store the music/sound. If you added new files, you must do this every time."

I can't seem to find the Game = Rebuild VOX file function, where can I find it in AGS?
Additionally, my wav files are in the Sound folder in the Speech directory, is there anything wrong with the folder I've chosen?


I see what you mean in regard to importing audio. I placed them in the speech folder of the game just like you said, and now the audio works! Thank you.

How can I play audio via the Dialog functions in AGS? I know that when you can use &1 &etc... when you have a character.Say, but how can I do the equivalent in the dialog? The dialog uses a strange syntax of its own and doesn't respond to any such &1 command.

Thank you.

The manual addresses it here.

However, I believe I have a problem with how I name the files.

"The file name has format XXXXY.EXT, where XXXX is made of up to first four letters of the character's script name (except the leading 'c'), the Y is the speech file number (with no leading or trailing zeroes or padding of any kind), and EXT is the file extension.

For example, if you have dialog script:

ego: &10 "Hi! How are you?"
michael: &7 "I'm fine." "

My script name is just aFox01, and I use &01, and the audio still won't play???

So, even though this is my first time creating a game in AGS, I wish to code a fighting AI like that of the QFG series in my game (even though people have highly discouraged me from doing so).

In retrospect, there are so many variables to consider! First off, the player needs some sort of health point system, secondly, I need to ensure that the monsters know the player is the target variable. The latter is fairly intuitive, however I am somewhat clueless as to how to do a point system.

Furthermore, for my fighting AI ( I will not be utilizing any kind of magic, simply 5 basic commands). Advance, Retreat, Defend, Attack 1, and Attack 2. (Attack 1 and 2 are two different styles of attack)
The monsters will furthermore have to have similar commands, and randomly use them.

I have no idea where to even start going about this. Please help!
Thank you.

Critics' Lounge / Proper Character Scaling???
« on: 20 Feb 2018, 02:10 »
Hi. I have begun drawing game scenes and have been testing various heights for the character. What heights/sizes should a 320 by 180 scene be using for the character?

(I thought that around 60 pixels for height seemed right, but in retrospect, this is nearly 1/3 the height of the scene) ?????

Thank you!

Hi, I am new to AGS and am creating a game. In my game, I want the player to have a lot of freedom and choice in regard to catching this one thief character. I was kinda reminded of a game like The Last Express, where events will take place real time. I wanted to have something like this in my game. For example, the thief would be at Scene 1 in 1 minute, Scene 5 at minute 7, etc... Would it be possible to code this? I want the player to have to find the thief based off what point the thief is up to. For example, if the player were to merely follow the thief, he would continuously walk through around 10 scenes before completing a game event. How would I code this? (Sorry for the weird wording)

Thank you.

Beginners' Technical Questions / Coding Fight AI
« on: 30 Dec 2017, 02:19 »
Hi. I am creating a game in AGS and have recently finished creating the monster sprites in Aseprite. However, I am clueless as to how to code some sort of AI for a fight scene. I have a QFG kinda fight style in mind, how would I go about coding this? (I also skimmed the scripting tutorial, but still am confused as to how to code an AI).

Thank you.

PS In QFG the fight style angles are different from those of QFG4. One shows a front view of the villain whereas QFG4 shows a side scroll fight scene playing out. How would this be different in regard to code? (I have drawn all the villains from a side view in order to fulfill a QFG4 like fight scene).

Critics' Lounge / Resolution and Scaling
« on: 28 Dec 2017, 23:15 »
Hi. I have been creating game art in Aseprite, however, I have no idea what resolution to use for my game. I measured the dimensions of a Quest for Glory 4 Scene, and saw that it was in a 3 to 5 ratio. How do I know what resolution to choose? (I will not be using sliding rooms). Additionally, how do I scale my characters and objects appropriately as well?

Thank you.

Critics' Lounge / Re: Vintage Game Art Style How???
« on: 27 Dec 2017, 02:16 »
That's some incredible pixel art! I bought Aseprite recently as well, and am trying to perfect my own style. However, the topic of resolution has come up again and again. How do I choose the height and width to suit my games' needs? Can each game scene vary in terms of resolution?

Critics' Lounge / Re: Vintage Game Art Style How???
« on: 06 Nov 2017, 02:51 »
Thank you so much for responding, you have certainly given me much to think about. I am new to game art, and the manual for AGS says
"Colour choices
Now, at this stage we really need to decide whether we want to create a palette-based (8-bit, 256-colour) game, or a hi-color (16- or 32-bit) game. It's highly recommended that you go with 16-bit colour, or 32-bit if you want to use alpha transparency.
256-colour games are much more complicated to make due to having to deal with the palette, they are not supported by the Direct3D driver, and may not run well on some modern graphics cards. Although they can give you the authentic retro feel, unless you really need to use palette-cycling effects, it's recommended that you stay away from making new 256-colour games."
Can you perhaps explain why the above on 16 bit is wrong then?
I really want a vintage feel, but above it also says that 8 bit colour palette creates a few more difficulties with the palette?
Thank you.

Critics' Lounge / Vintage Game Art Style How???
« on: 05 Nov 2017, 22:38 »
Hi! I am eager to start creating a game in AGS, however, the workflow of creating game art is rather difficult. I want to create a very specific graphics style, using a 16 bit color palette. Some have recommended using GrafX2, but that is an 8 bit bitmap editor. How can I achieve the desired effect below? Using what software?
Games like Indiana Jones Fate of Atlantis, Beneath a Steel Sky, Indiana Jones Last Crusade Game, Resonance,Quest for Glory Shadow of Darkness, etc...
These games have a very specific lighting effect that I can't seem to mimic. What software should I use?
Thank you.

I am reading the AGS intro page ( I don't understand what the difference is between a 256 color game or a 16/32 bit color game. What is the difference? And why is the 16/32 color bit often regarded as a better option? Doesn't the 256 color game give more colors?
Thank you.

Beginners' Technical Questions / Visual C++
« on: 10 Aug 2017, 02:01 »
Hi, I am new to AGS and am a little confused as to how to script in AGS. AGS downloads 2008 Visual C++, but is it possible for me to somehow use the Microsoft C++ Visual Studios 2017?
Thank you.

Hi, I am a really big fan of the Quest for Glory Series, especially so towards the art style. What software could I use to create game backgrounds like the Quest for Glory Series other than Photoshop? Can I use Inkscape and import it into AGS?
Thank you.

Pages: [1]