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Messages - Akril15

#1
Hints & Tips / Re: 616 Mock Orange Way
Sat 28/06/2025 10:15:46
You're welcome! I'm happy to hear that you enjoyed the game!
Spoiler
I've seen some games do little fourth-wall-breaking tricks with their interfaces, but I've never seen one do anything with the save/load feature that shows up in so many classic adventure games, so I thought it would be fun to do something with them.
[close]
#2
Hints & Tips / Re: 616 Mock Orange Way
Thu 26/06/2025 05:10:59
Have you tried doing that?
#3
Hints & Tips / Re: 616 Mock Orange Way
Wed 25/06/2025 21:37:50
Have you tried getting a hint from your companion?
#4
The team has compiled a Google Doc full of what still needs to be done script-wise, which hopefully gives a good idea about where the game is currently at. Please PM me if you want to see it.
#5
It took a couple of tries, but I finally managed to add my game successfully!
#6
I've been trying to add a new game multiple times over the last day or so (the last time I tried was about 10 ago). I keep running into a page with the following whenever I click the Save Game button:

QuoteLooks like there's a problem with this site

https://www.adventuregamestudio.co.uk/create/game-submit/add-game/ might have a temporary problem or it could have moved.

Error code: 500 Internal Server Error

    The site could be temporarily unavailable or too busy. Try again in a few moments.
#7
Hello!

After many years of development, Unicorn Tales Games' remake of King's Quest IV is nearly done, but we still need help with the game's scripting. Nearly all of the animation and much of the game's scripting is complete, but we still need some extra help to get the remaining pieces put together. If anyone familiar with the original game is willing to dedicate their time to helping this game reach completion, I and the rest of the Unicorn Tales team would truly appreciate your assistance!

Naturally, you will be credited, but since this is a fangame, it isn't a paid position.

Please DM me if you are interested!

EDIT: This isn't the Magic Mirror remake - I made a mistake when I originally mentioned it. Sorry!

EDIT 2:
This remake will include updated graphics, music and sound, along with additional text and cutscenes and various other improvements.

Here are several of the game's backgrounds:






#8
Hmm...that definitely changed things. Unfortunately, the text still isn't quite centered and gets cut off by the right edge of the GUI. There's still a big gap between the bottom of the text and the bottom of the GUI as well.

EDIT: Crimson Wizard was able to walk me through the various minutiae that resulted in the effect I was looking for. I've included the end result below, In case anyone finds it useful:
Code: ags
void SpeakFancy(this Character*, String message) {
  Label3.Text=this.Name;
  gSpeechLabel.Visible=true;
  labeltext.Height = GetTextHeight(message, labeltext.Font, labeltext.Width);
  gLabel.Width = labeltext.Width + (3*trans_textmargin);
  gLabel.Height = labeltext.Height + (4*trans_textmargin);
  labeltext.Text = message;
  speech_label.Y=gLabel.Y; //speech_label is an invisible label on gLabel,  but it helps with vertical alignment
  gLabel.X = (System.ViewportWidth-gLabel.Width)/2;
  gLabel.Y = (System.ViewportHeight-gLabel.Height)-trans_guibottommargin;
  gLabel.Visible = true;  
  gSpeechLabel.Y=gLabel.Y;
  this.Say(message);
  DynamicSprite *dspr = DynamicSprite.Create(gLabel.Width, gLabel.Height);
  DrawingSurface *ds = dspr.GetDrawingSurface();
  surf.DrawFancyString(0, 0, message);
  ds.Release();
  Overlay *text_over = Overlay.CreateGraphical(gLabel.X, gLabel.Y,  dspr.Graphic);
  text_over.ZOrder = gLabel.ZOrder + 1; // position overlay right above speech gui
  gLabel.Visible = false;
  gSpeechLabel.Visible=false;
  }
 
#9
Okay, I didn't realize I had to modify an existing line. The relevant part of my function now looks like this, but the text is still aligned to the left. Making the max width smaller pushes it left even more.
Code: ags
  DynamicSprite *dspr = DynamicSprite.Create(labeltext.Width, labeltext.Height, true);
  DrawingSurface *ds = dspr.GetDrawingSurface();
  FancyConfig* config = FancyConfig.Create(eFontNormal, 15, 0, 0, eAlignMiddleCenter);
  config.TextAlign = eAlignCenter;
  ds.DrawFancyString(0, 0, message, config, 700);
  ds.Release();
  Overlay *text_over = Overlay.CreateGraphical(gLabel.X + labeltext.X, gLabel.Y + labeltext.Y, dspr.Graphic);
  text_over.ZOrder = gLabel.ZOrder + 1; // position overlay right above speech gui
  labeltext.Visible = false; // hide the label
#10
How exactly do I do that? Right now I've got this in game_start:
Code: ags
  Fancy.FancyConfig.Font = eFontNormal;
  Fancy.FancyConfig.TextAlign=eAlignCentre; 
  Fancy.Fancy9Piece = Fancy9Piece.CreateFromTextWindowGui(gTxtwindow);

And I changed
Code: ags
FancyConfig* config = FancyConfig.Create();
in the function to
Code: ags
FancyConfig* config = FancyConfig.Create(eFontNormal, 15, 0, 0, eAlignMiddleCenter);
but so far, nothing's changed. Also, how do I implement the non-infinite width? I wasn't sure how to do that from the single mention of it in the manual.

Thanks for the reply!
#11
I'm trying to figure out how to get Fancy to work with my custom speech GUI (so I can implement italics). The way it currently works is that two GUIs appear at the bottom of the screen, one with the speaker's name, one with their speech. The latter is a copy of the character's actual speech, which uses an invisible font.

Here's a stripped-down version of the function:

Code: ags
void Speak(this Character*, String message) {
  Label3.Text=this.Name; //char's name appears on label Label3, on gSpeechLabel
  gSpeechLabel.Visible=true;
  labeltext.Height = GetTextHeight(message, labeltext.Font, labeltext.Width); //labeltext is the label where character's speech appears, on gLabel
  gLabel.Width = labeltext.Width + (2*trans_textmargin);
  gLabel.Height = labeltext.Height + (4*trans_textmargin);
  labeltext.Text = message;
  gLabel.X = (System.ViewportWidth-gLabel.Width)/2;
  gLabel.Y = (System.ViewportHeight-gLabel.Height)-trans_guibottommargin;
  gLabel.Visible = true;  
  gSpeechLabel.Y=gLabel.Y;
  this.Say(message); //character speaks in an invisible font (so their mouth moves,  using lip sync)
  gLabel.Visible = false;
  gSpeechLabel.Visible=false;
  }

EDIT: I've added this right before the this.Say line (thanks, Crimsonwizard!), and although the text displays, the formatting won't work. It remains visible as [f:5]...[/f].

Code: ags
DynamicSprite *dspr = DynamicSprite.Create(labeltext.Width, labeltext.Height);
DrawingSurface *ds = dspr.GetDrawingSurface();
ds.DrawFancyString(labeltext.X, labeltext.Y, message);
ds.Release();
Overlay *text_over = Overlay.CreateGraphical(labeltext.X, labeltext.Y, dspr.Graphic);
text_over.ZOrder = gLabel.ZOrder + 1; // position overlay right above speech gui

EDIT 2: Thanks to Crimsonwizard, my function is almost working. My only problem at the moment is centering the text, As you can see, there are some lines declaring the text to be centered, but this doesn't seem to be working. It appears crushed against the left side of the GUI, and there is also a large gap between the bottom of the text and the bottom of the GUI which I can't seem to get rid of.

Code: ags
void Speak(this Character*, String message) {
  Label3.Text=this.Name; //char's name appears on label Label3, on gSpeechLabel
  gSpeechLabel.Visible=true;
  labeltext.Height = GetTextHeight(message, labeltext.Font, labeltext.Width); //labeltext is the label where character's speech appears, on gLabel
  gLabel.Width = labeltext.Width + (2*trans_textmargin);
  gLabel.Height = labeltext.Height + (4*trans_textmargin);
  labeltext.Text = message;
  gLabel.X = (System.ViewportWidth-gLabel.Width)/2;
  gLabel.Y = (System.ViewportHeight-gLabel.Height)-trans_guibottommargin;
  gLabel.Visible = true;  
  gSpeechLabel.Y=gLabel.Y;
  
  DynamicSprite *dspr = DynamicSprite.Create(labeltext.Width, labeltext.Height, true);
  DrawingSurface *ds = dspr.GetDrawingSurface();
  FancyConfig* config = FancyConfig.Create();
  config.TextAlign = eAlignCenter; 
  ds.DrawFancyString(0, 0, message, config);
  ds.Release();
  Overlay *text_over = Overlay.CreateGraphical(gLabel.X + labeltext.X, gLabel.Y + labeltext.Y, dspr.Graphic);
  text_over.ZOrder = gLabel.ZOrder + 1; // position overlay right above speech gui
  labeltext.Visible = false; // hide the label  
  this.Say(message); //character speaks in an invisible font (so their mouth moves,  using lip sync)

  gLabel.Visible = false;
  gSpeechLabel.Visible=false;
#12
Excellent! Thank you!
#13
Hmm...I don't see any games in the site's 2024 Awards list and none of the winning and nominated games are tagged on their creators' forum profiles.
#14
I'm truly honored It Takes Two to Tangle won Best Freeware Game. Thank you so much to everyone who voted for it!
#15
I had a surprisingly difficult time getting the Windows zip extracted. No matter which link I tried or which browser I downloaded it with, I kept getting an error with the line "Error 0x8096002A: No error description available" when I tried opening or extracting the file. I have no idea what's going on, but downloading and extracting the file on my old computer (which still has Windows 7 installed) fixed the issue.\\

EDIT: soulstuff on the AGS Discord server reminded me that Windows can't open rar files without a third-party program, so that's solved the mystery.
#16
If anyone's tried to download the Windows version recently, you may have gotten a warning from MediaFire about the zip being a "dangerous file". Apparently the game's winsetup file keeps getting flagged as dangerous no matter how many times I reupload it (my other MediaFire zips containing AGS games are perfectly fine, though), so I've uploaded the game to Google Drive in case this issue can't be fixed.
#17
Thank you for the feedback, heltenjon!

The majority of bugs you mentioned were fixed a few versions back (unfortunately, any saves you made in that version won't work with the latest  one).
#18
All right, that's fixed it. Thank you!
#19
Hello,

I seem to have encountered what I can only assume is some kind of bug. It seems that I accidentally uploaded a thumbnail of a screenshot as Image 2 for my game It Takes Two to Tangle rather than the full-size screenshot. When I tried replacing this image, I thought I accidentally uploaded the thumbnail again, but when I tried a third time, I realized that no matter what image I tried uploading, it still ended up as that same tiny thumbnail. Deleting the image didn't work, and renaming the image before uploading it didn't work either. What's going on here?

#20
The bug that Stan101 mentioned should now be fixed.

However, I'm ashamed to report that a "fix" I implemented in version 1.0.0.8 accidentally broke the game's cursor-cycling. :tongue: I'm currently uploading a version where this correction is corrected.
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