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Messages - adm244

#1
You can mark rectangular region that will cover mouth part of the fish and check collisions between it and other fishes (using AABB if sprites are not rotated).
Just store XYs relative to sprite origin point and width, height somewhere for each facing directions.
#2
Quote from: Giocherellone on Mon 24/12/2018 11:23:18
But if the Russian guys of the link posted by "StillInThe90s" would like to share with us their "secrets", or at least to extract for us the source code of each game that we would submit to them with the permission of the author (if they do not want to reveal us their secrets), this would make easier all the necessary work!

There are no "secrets". AGS is an open-source project, so everyone can came up with their own AGS Tool (and even much better than existing one), it's just a matter of putting some work into it.

As for "extracting source code" there's no such thing as source code that is packed into AGS games (starting from version 2.72, if I'm not mistaken) that can be extracted. Instead, AGS games contain compiled versions of the source code that is interpreted by virtual machine. So in order to "extract source code" you have to decompile it, which should be relatively easy compared to decompiling native-code (let's say, initially written in C), but will still require some work and skill to implement. So the kind of a middle ground here would be writing disassembler\assembler for AGS compiled scripts. The good news is that such a thing was around for quite some time already (see https://github.com/rofl0r/agsutils). The bad news is the code is 6 years old from now and won't work with newer versions of AGS without some fiddling with it first. And as a minor issue I was able to compile it only under Ubuntu, because the build process also needs some work (and it's C99, gotta have some new fancy MS compilers or you're stuck with C89).
#3
Quote from: Crimson Wizard on Tue 11/12/2018 20:36:57
I keep suggesting them contact authors first on many occasions when we had a conversation not only for legal reasons but also because there's always a chance this may make their own work easier, but my impression was that they don't trust this option, in the sense that there's a deep rooted belief that game author will refuse to cooperate. Perhaps they've got a lot of rejects in the past especially from commercial game authors who usually don't like having "fan" translations around for some reasons.
Well, as you said, they probably have got lots of rejects and kinda took the situation in their own hands. Since commercial games have more publicity there's more people wants to see those gets translated. So tools have been created to crack open AGS games, specifically to get fonts, graphics and text and put them back. As for free games, searching and trying to contact author when you already got everything you need, well... why bother, right?  :)

Jokes aside... It's nice to see people are willing to get their games translated. I've personally been in the situation when I just randomly stumbled upon someone is trying to make a "fan" translation of a game I worked on. I just contacted them and everyone was happy. So, maybe you should do the same? (roll)
#4
Thanks for posting TJD news here, glad to see you're back :smiley:

Since I'm not being shy with my feedback I shall complain about performance issues in both Chapter One and Two.
There's something real scary going on in code, because sometimes (mostly right after location has finished loading) animation suddenly goes all shattery for just a few seconds and then I have to buy a new computer to continue playing.

The game is great though. Love it so far.
And good luck with kickstarter campaign!
#5
Quote from: Crimson Wizard on Mon 15/07/2013 15:31:51
Erm, you know you can use Copy/Paste to copy error text to the forum, right?
Ooops... My mistake (roll)
Quote from: Crimson Wizard on Mon 15/07/2013 15:31:51
E: On other hand, the text editor on that screenshot, was it looking like that before you pasted or it became like that after?
It started looks ugly after the error has occurred.
#6
Crimson Wizard, AGS threw an unhandled error when I pasted text from clipboard. I'm not sure why it's happened, I restarted an AGS and pasted the same text without problem.
Screen: http://imageshack.us/a/img822/7012/c4tb.png
#7
[deleted]
#8
[deleted]
#9
Quote from: Adeel S. Ahmed on Fri 12/07/2013 17:02:20
That's really odd. Mine is x32 and it works fine. Tell me, if it works like same on x32. Try restoring your registry to original. It should work now.
It happens on WinXp x86(32-bits) with SP3 for me as well.

It's not a problem to rename a folder or to delete reg property to solve that.
#10
Quote from: Crimson Wizard on Fri 12/07/2013 14:58:49
Maybe it depends on OS, not version of AGS?
I think so, because I tried to do that with AGS 3.21 and with 3.30, they have the same effect.

I've installed Windows Xp x64 into VirtualBox, so I can check this in WinXp and it works as well as on Win7...
(i've called game folder as 'pinball' and compiled it, 'winsetup.exe' lauching pinball game)
#11
Editor Development / "feature" of winsetup.exe
Fri 12/07/2013 13:38:15
I've started developing a new game and I called it as a 'game'. So when I compiled it my executable file looks like 'game.exe'.
I tried to run a 'winsetup.exe' file and... It launched a The Longest Journey game.
Tried to run a 'game.exe' using a 'run menu'(win+R) and it launched The Longest Journey again. Then I run 'regedit' and start to searching for 'game.exe' and I found it at "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\App Paths\". As I understand this is the place where 'run menu' searches for executables(one of those places). I have a FireFox installed, so I found there 'firefox.exe'. I renamed a folder with my game to 'firefox' and when I recompiled it my game executable became looks like 'firefox.exe'. So, I run 'winsetup.exe' again and as I thought it started FireFox for me.
#12
Hi again! Happy New 2013 Year to everyone!!
#13
Hey! You made it.
My congratulations ;)
#14
Hello again :-)
In short, here is a new version of RoboQuest. All what done is a new translation into German and a few fix in Spanish translation.

Thanks to Selmiak and dkh for the translation.
#15
Completed Game Announcements / Re: Gemini Rue
Sun 02/09/2012 11:04:16
[deleted]
#16
Hi! I'm gladly to present to you new version of RoboQuest.

Download RoboQuest 1.2

What is changed:
- Fixed: English translation
- Fixed: Config file
- Fixed: Sound system (I think all fixed now)
- Fixed: Log mistakes :-)
- Fixed: No more "full" version
- Fixed: Many bug and mistakes
- Added: Losted interactions
- Added: Flower and Cactus, what with them?
- Added: Spanish translation!!

Have fun!
#17
Thanks! It's a nice funny little game! ;)

But have to admit, that game is still need to develop. There are many things need to be fixed:

-Gameplay. I spent some time trying to understand how I can interact with something. There is needed some tips that saying how to player can do something. Maybe some "ReadMe" file in a game folder?
Also, I have found that some interaction are missing such as "Look at Troll" and "Talk to Grass". I understand that noone will talk to grass in a clear mind, but anyway :-)

-Graphics. Graphics is just great, but unfinished. It looks like all efforts has spent to make one background(first) and sprites. And I found a graphical glitch. Is an speech sprite is the same as walk sprite but with a lips animation? It looks bad when character starts speech.


-Inventory. It's sooo hard to understand how to use an inventory item. But I figured out that to use an inventory item the "inventory square" needed to be disappeared. Why not to do it for the player?? It's sooo painfull to click at item and then move a mouse to edge of a screen. Also, there is no ANY interactions with items IN inventory :'(
#18
Hmm.. It looks image had disappeared. Fixed.
#19
Quote from: Deu2000 on Sun 17/06/2012 16:01:43
Found a bug. When I clicked the MENU button, the game paralized!?
Can't be. When you click on the MENU button game should be restarted. So I think I can't do anything with that :(
#20
Greetings friends, yesterday ended the contest RuMAGS#10, and finally became possible to put our game in public (roll)



Download RoboQuest 1.2.1

Watch game trailer

A few words about the development: we spent 2 months, in fact a month to develop and month for debug.
Plot: The game tells about the robot which traveling on his flying house / island, and crashed on unknown asteroid, where he must fix his "ship", and continue the journey.
Gameplay: The main theme of gameplay is ability to use additional modules of robot, such as strengthen module, with the robot can lift heavy objects and more. The rest is a regular quest, with simple logic puzzles.



Now, what do you think about our game, I would really appreciate to know!
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