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Topics - thiezar

#1
I have this issue with any game made in AGS (even mine).
If I run the game in window mode so I have no problems at all.
If I run the game in fullscreen then I can have 2 cases:

  • Using Direct3D the game crashes while saving a screenshot (note that some games save a screenshot automatically by saving game or even at some point of the game).
  • Using DirectDraw the game is soooooooooo slow. I mean, the music plays but the image stills and refreshes like every minute.
What can I do?

I have an ASUS notebook with:

  • Windows 7 64bit
  • processor intel i7 @ 2 GHz
  • 4 GB RAM DDR3
  • graphic board nVidia GeForceGT 520MX 1GB
  • lastest graphic drivers and directX installed.
#2

- the Rent -

Story:
L'Affitto (the Rent) is a short graphic adventure in which you'll have to help GG finding money for the rent. Maybe a scratchcard would help...

Screenshot:

Features:
- Simple gameplay
- Funny dialogs
- 8 rooms
- Old-style graphic
- Chiptune music

#3
I'd like to proof read all the strings of my game and correct any possible error without checking all global and room scripts.
When you create a translation file the engine groups all the strings in the scripts (but you can't edit original ones). I imagine I could do something similar for proof read them. How can I do that?
#4
What are we talking about?
I just completed my first AGS game:
L'Affitto (the Rent) is a funny, short, old-style graphic adventure in which you have to help GG to pay the rent for the flat where he lives with others flatmates.
For more details here is the WIP post.

How could you help me?
I'm italian so italian is the main game language but I want all of you to play my game so I had a try translating my game in english. I'm not a professional translator and surely I can't speak english at high level so I need someone to check if my translation is correct an sound good to an english speaker.
Also I would appreciate someone to test my game (even if I already tested it) for any  bug.

How can you contact me?
If you're interested please PM me or send a mail at thiezar87@gmail.com (subject: L'Affitto help).

Thank you all.

Stefano
#5
Hello guys! Here's my first AGS game:

L'Affitto (The Rent)

It's a short and funny old-style adventure.

The story
GG is a student living with 2 flatmates. Today is the day for paying the rent for the room but GG burned all his money yesterday at the pub! He has to find a way to get 200â,¬ for the rent or he will have to leave the apartment.
Maybe a scratch card would help...

Screenshots




Progress
Story: 100%
Scripting: 100%
Graphics: 100%
Music and Sounds: 100%
English translation: 100%

L'Affitto is out! Click here
#6
here's an axample of troubling code


function room_FirstLoad()
{
  myObject.SetView(1, 0);
}

function room_Load()
{
  if(flag==1){   //flag is a global variable
    myObject.Animate(0,5,eRepeat,eNoblock);
  }
  else{
    myObject.Animate(1,5,eRepeat,eNoblock);
  }
}

Ok, now since the room_Load function is executed BEFORE room_FirstLoad, it occours an error because myObject tries to animate without a view.
I don't want to set every time the view in the room_Load function...it will be unefficient.

Is there a better and more elegant method to solve this problem?
#7
I'm sorry, I looked everywhere and did a lot of searches but I can't find where to edit global messages and global strings :-S
Where are them?
#8
Ok, here's the problem:
I would like to use a global function when an event occours but the compiler says he can't find the function.
I wrote a "cantTalkToIt()" function in the global script and then I imported it in the global script header. In the event editor of each object i wrote "cantTalkToIt" in the "Talk to object" field but it doesn't work.
I really don't want to write the same function for every object in every room...
#9
I need a function that takes as argument the object o hotspot at which the mouse is pointing so i can menage a custom variable i set for that object/hotspot.
For labels it exists @OVERHOTSPOT@ that returns the name of the hotspot the mouse is pointing at. I need the same thing but in a function. How it is done?
#10
Hi quys.
I have a "large" character with a problem with walkable areas. I know characters have their base at the bottom middle of the sprite and walkable areas are related to it. My character have a large base and when it come near a wall  it seems he walk on it. I should draw walkable areas a little smaller then the real walkable area but it needs a lot of trials and checking and it's never perfect, i always have to find a compromise, so i guess: is there a way to make the baseline of the character rectangular instead of a single pixel? If so, how?
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