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Topics - doctorhibert

#1



2070 AD, Neos Aires. A city without government or sovereignty, with no official owner, but not a city without law. In this island, the Neos Aires P.D. works hard to keep law and order in the grimy streets of the city. Brave police officers give their lives to protect the citizens from the criminals hiding in the darkness.

You, however, are not one of them. Meet officer Rick Ki: ex soldier/janitor of the feared mercenary fortress and craft cocktail bar OUTER HEAVEN, and currently on loan to the city's police department after accidentally vaporizing an entire building while saving a cat in the mainland.

Yet what should be a boring posting guarding the file room quickly turns into the exact opposite, when Rick is called as an expert investigator in the case of the theft of "Big Pear's Hands"; A massive pair of diamonds stolen by the fortress' commander he technically used to guard. It is said that they hold hold the key to unlocking Outer Heaven's treasure hidden away by Big Pear himself, though Rick knows these are only rumors

Put yourself in Rick's shoes and discover the secret of Big Pear's Hands in NEOS AIRES 2070: SUNDAY COMES FIRST

Links:
https://peronjames.itch.io/sunday-comes-first
https://www.adventuregamestudio.co.uk/site/games/game/2430-neos-aires-2070-sunday-comes-first
#2
Good morning everyone. I was thinking of making a sort of detective game with lots of conditional dialogue depending of which clues you currently have. Problem is, I can't figure out a way to add or remove dialogue options short of having different dialogues for the different sets of clues you could have (So say you have clue 1 and 2 then the dialogue would play where you can show either clue, if you have clue 1 and 3 a different one, only clue 1 and a different one, but that would require a massive amount of dialogues).

The only way I've thought of fixing this is to have dialog options like in Sam & Max Hit the Road, where you have pictures for each dialogue. The way I thought would be having invisible objects that become visible when you talk to a certain person, and more become visible if you have the right requirements (have the clue, haven't asked about this already, etc.).
[imgzoom]https://www.mobygames.com/images/shots/l/735152-sam-max-hit-the-road-dos-screenshot-talking-to-max-note-the.png[/imgzoom]

What do you guys think? Is this a good idea? Is there a better way to do the options, maybe with a GUI? Is there a way to change the available dialogue options on the fly for the normal AGS dialogue? How would you solve this?

Thanks in advance guys, I don't know what I'd do without you
#3
Edit: I still don't know what's wrong, but sending the entire game over to my other computer seems to have fixed it, so whatever. Sometimes you gotta take the nuclear option


Hi. I made a translation for my game. Just created a .trs file, put the translated lines in the space for the ones I wanted to translate, and left the ones I didn't want to translate with their black spaces in between. Yet, when I make the translation the default language, half the lines are still in the original language. I've looked at it, but there's no rhyme or reason as to why, they just seem chosen at random. Let me give you an example: This is the original translation

QuoteBueno, bueno, tranqui, ya te ayudo
Alright, alright, relax. I'll help you
*Fortbot carga un pu�o el�ctrico*
*Fortbot charges an electric punch*
*Le pega una alta pi�a a la mina, tan cargada que hasta te electrocuta. Posta, deber�as haberlo visto*
*He throws the woman a shocking jab, so charged it electrocutes you. For real, you should've seen it*
*Rick saca su arma y la apunta a la mujer*
*Rick pulls out his pistol and takes aim*
Lo siento, nena, nada personal
Sorry, baby, nothing personal
*CLICK*

*Rick se da cuenta que no tiene balas*
*Rick realizes he forgot to load his gun*
*La mujer tambi�n*
*So does the woman*

Now, here I made the translation the default language, then created a blank .trs file to see all the new text in one file

QuoteAlright, alright, relax. I'll help you

*Fortbot carga un puño eléctrico*

*Le pega una alta piña a la mina, tan cargada que hasta te electrocuta. Posta, deberías haberlo visto*

*Rick pulls out his pistol and takes aim*

Sorry, baby, nothing personal

*CLICK*

*Rick realizes he forgot to load his gun*

*La mujer también*
#4
Hi again. So I'm translating a game to chinese, and to do that I'm using a plugin called "AGSBMFont Renderer"https://github.com/bggd/AGSBMFontRenderer

Now I know what you're thinking: We don't know how to use this, just ask the guy who made it. The answer is that a. The guy who made it can't even remember how to use it, and b. I already know how to use it, and have gotten it working. As you can see here, I've managed to display the chinese font in both the speech and GUI.
[imgzoom]https://i.imgur.com/VMywjW2.png[/imgzoom] [imgzoom]https://i.imgur.com/j07CbvN.png[/imgzoom]

Now my only problem is displaying the hotspot descriptions in chinese. However, when I try to do this, the game crashes. I've tried doing this two ways: One is going into GUIs, then gActionText, then inside that clicking on the label and setting it to font 4 (my custom font) in the categories. The other one I tried was putting a line of code in room load that just said:
Code: ags

lblActionText.Font= 4;

In both cases, the game starts up normally without showing any errors, but whenever I mouse over a hotspot that has a description the game crashes, citing this problem:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x6AF228E1 ; program pointer is +379, ACI version 3.4.1.12, gtags (0,0)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
Aceptar   
---------------------------
And here is the .dmp file: https://my.mixtape.moe/xqcvdu.dmp

So why can I show chinese characters just fine in speech and GUIs, but if I try to show it in a label it instantly crashes the game? Thanks in advance for the help, and I'm sorry for bringing such a weird problem to these forums. If this would be better in advanced technical questions, just let me know and I'll post it there
#5
So basically, I just want the label for a hotspot to change from what's set in the room settings. So the hotspot is called hWindow, and the description is "a". I want the description to change to "b". So I've looked in the manual, and I wrote this code
Code: ags

hWindow.SetTextProperty("Description","b");

According to the manual this should work. I'm changing the Description property of hWindow, to show "b". Except when I try to run the game, it shows me this:
"GetProperty: no such property found in schema. Make sure you are using the property's name, and not its description, when calling this command." Is there a different name for the "Description" property? If so, what is it? Because otherwise I can't figure this out
#6
So I'm trying to install a plugin, one that comes as a .dll file. Now I don't know if I'm stupid or what, but I've been trying for the past half hour and I still can't figure it out. In the editor, there's a place that says plugins, which is what you'd think to use to install one, but left clicking or right clicking on it produces absolutely nothing. There's no menu I can open by right clicking, or a manager I can open with left click or enter.  An old forum post says this:

Modules
Script -> Module Manager
Plugins
Game -> Plugin Manager

Now, I can import a script no problem by just right clicking on the scripts folder, clicking import script, and just doing it from there, but that only lets me import .scm files, which is not what have. I cannot for the life of me figure out what Game -> Plugin Manager means. There is a "Plugins" folder in the project view, but it does nothing, and I don't see a "Game" folder anywhere.

There's also the manual, that says:

1. Place a copy of the plugin files in the AGSEDIT directory (not your game folder).

2. Start the AGS Editor up, and load your game. Go to the Game menu, and select Plugin Manager. There, you should see all available plugins listed. To use one in your game, check the box next to it and press OK. The plugin developer should provide instructions on how then to use their plugin. Save your game to make sure that AGS remembers that you want to use the plugin.

I also tried running the .dll file with the ags editor to no avail

But I can't find the AGSEDIT directory anywhere. It's not in the AGS install folder in c:/program files, It's not in the game folder, it's not in the AGS 3.2.1 folder in my downloads folder.

What is even going on? I must be stupid because nothing I can find on the internet makes sense
#7
So, here's my game idea. You got a bunch of lemons in a pile on the left, and a knife in the middle. You press the right arrowkey to move the lemon to the middle, then the bottom to cut it and then the right to move it to the right. You repeat this until all lemons are cut. What I'd like, is for you to be able to see each individual lemon, say 30, and for that lemon to move from the pile to the left to the one on the right, ending up with none on the left.
Now, the problem is that AGS has an object limit. Even if I changed the amount of lemons to the limit, correct me if I'm wrong, but that'd be pretty laggy with so many objects at once, right?
The other idea I had was to have 2 objects with a different sprite for the amount of lemons left, but having multiple animations for each lemon would massively bloat the filesize (again, correct me if I'm wrong)
Then there's the option of doing the generic videogamey thing and having a sprite of a box that changes every 5 lemons, but I don't really like this one, and besides, I'd have to make a different sprite at least for the first/last 5 lemons, which would be the same problem as the last point.

So, how would you lads solve this conundrum?

Edit:Thank you guys, will look into your answers
#8
Hey, so a guy I know offered to translate my game to chinese. Now the problem is that when googling I've found conflicting information from different time periods, and also a lot of really specific talk about fonts (I don't know anything about fonts"). Given that there's been a huge revamp of AGS not that long ago, I'd really appreciate if someone could tell me if it is now possible to translate a game to chinese, and if so, how (keep in mind I have no idea about anything like fonts or even unicode)
Thanks guys!
#9
Hey, so I have a room with some windows, some blinds and some stuff on a table. I have an animation for the window, which I put into an object with it's own view. The problem is, the animation is for the whole window, and I need it to only be visible when it's not behind things such as the blinds and stuff on the table. So basically the spaces in between the blinds the object should be visible, and where the blinds are it shouldn't. Is there a way to do this in ags or do I just need to redo it with the blinds as part of the animation
#10
Hello. I got a friend to playtest my game, and he told me the game crashed at the end when the credits are supposed to happen

Here is a screenshot of the error message
https://steamuserimages-a.akamaihd.net/ugc/919179300264432864/18991CBE2BBE8CCC1F8CEBAC43B7910DC1A625D4/

I also got the .dmp file but I don't know how to open it. Here it is: https://my.mixtape.moe/qwqqez.dmp
#11
Hey, so I suck at writing, so there's a bunch of spelling mistakes in my game. AGS doesn't have an in built spellchecker (as far as I know), and I already checked the game manually, so I was thinking of just getting a text document and putting it through something like word to spellcheck automatically. Is there some way to just get the code from all parts of the game and put it in a txt or something? Or will I have to manually go through each different page and copy/paste it into word? Or is there some way to just show the entire code in a way akin to something like visual studio? Also, is word a good idea? Do you guys know of any better spellcheckers?
#12
Hey, so I don't have any voice acting, which means the included timers for the text don't work very well. Either they're too slow or too fast, so I want to make it so it only moves on click (or any key). How do I do this?
#13
Hey, so I'm making a game with the BASS template, which means the inventory is acessed by mousing over the top of the screen. Works perfectly, only issue is I want to disable this for the title screen.

Another question since you're already here, the exit game button is in the inventory itself, how do I make another exit button in the titlescreen outside it that acesses the same gui I made for confirming exit?
#14
So I have a room where the character is full size, and the animation looks fine, the character only moves when the frame changes, but I have another room that's a far away view and the character is small, and gets smaller the farther away he goes. My problem is that in that room, the characters moves more than he should, and it kind of looks like he's gliding. Here's a video

https://youtu.be/iPrhZNv6Z24
#15
Hey, so I'm currently doing the intro to my game, and it's pretty simple, I have an animated background (which is an object) looping, and some narration text. My problem is that I want this to be a cutscene, i.e. no mouse movement or opening of inventory (I'm using the BASS template so to open the inv you just hover over the top of the screen). My problem is that when I try to use eblock in the animation, the text just doesn't show up. How can I fix this?
#16
Hey, so I'm making a cutscene for my game. It's got a few rooms with animated objects that are bigger than the default background (because that's the size I found them in), now this works fine, and it has the added bonus of adding small black bars on the bottom and top, like in a cutscene.
My problem now, is that I also want this cutscene to have text narration, and the best place for it is inside the black bars. I tried making a background the same size as the pictures, but that just removes the black bars, and to be honest the text doesn't look that good on top of an animated image. Keep in mind that I have about 5 of these rooms all with different sizes and frames, so a solution that might work for one room might not for another.

Any help is appreciated, thanks
#17
Hi, sorry for posting another question, came back to my game and it's like walking into a burning building, I have no idea what I was doing

Anyways, I have a room where I have an object the size of the background (it's a cutscene), An animation plays and once it's done a song starts playing. Now this works fine and I accomplished it with this code:

Code: ags

function room_Load()
{
ofondo.SetView(HITITVIEW);
 ofondo.Animate(0,  1, eOnce,  eNoBlock);

}

function room_AfterFadeIn()
{

 Wait(25);
 aintro.Play();
]

So as you can see, as the room loads the animation plays, I have a wait for 25 loops and then the music plays, this works just fine, now my problem is that I want the room to change as soon as the music starts.

I tried making a wait loop after aintro.play(); but it just changes the room before the earlier 25 wait loop is done. Then I tried making some jury rigged magic with an unused character to see if I could get it to wait until the music started playing to change the room. This is what I came up with

Code: ags


function room_Load()
{
ofondo.SetView(HITITVIEW);
 ofondo.Animate(0,  1, eOnce,  eNoBlock);

}

function room_AfterFadeIn()
{

 Wait(25);
 aintro.Play();
 Wait(1);
 cguardia.ChangeRoom(19, 10,  10);
cguardia.Move(10,  15);

if (cguardia.y==15){
player.ChangeRoom(20);
}
}


So basically, after the music, it moves a character to the room and moves it to a location, and when it moves there it's supposed to change the room, but of course this doesn't work because I suck at programming, so I don't know what to do or how to do it. Any help is appreciated
#18
So I stopped working on my game for a few months, now I decided to pick it back up, but for some reason whenever I run the game from the editor I can't hear the music. If I build the exe and run it from the compiled folder I can, but with the editor's run option It's gone. Last time I worked on it it was working just fine, so I have no idea what happened
#19
So my code is like this

Code: ags

function room_Load()
{
player.ChangeRoom(14, 250, 113);
cfortbot.ChangeRoom(14, 215, 187);
cfortbot.Transparency=100;
obackground.SetView(AUTOVIEW);
 obackground.Animate(0,  1, eRepeat,  eNoBlock);
}

I'm using an object the size of the background instead of a background because the animation has too many frames. If I delete the change rooms and the transparency the room loads just fine, the animation plays and the dialogue starts, but if I add them, all I get is a black screen. What's going on?
#20
So in my script I have this.
Code: ags

dcomisariofinal.Start();
ofortbot.Animate(0, 1, eOnce, eBlock);

And I want the animation to start after the dialogue is finished, however, when I do this, the animation plays at the same time the dialogue starts. How do I make the game wait until the dialogue is finished to play the animation?
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