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Topics - Héctor Bometón

#1

I just loaded my game into the latest AGS editor release (3.6.0.37) and everything seems fine except for some of the latin characters.

I'm using a custom font with the latin characters I need (áÁ éÉ íÍ óÓ úÚ ñÑ ¡!¿?):




Speech text is working alright, but when the text is loaded from the "Properties" window (for a gui label, for example) or when it is a dialog option, it doesn't show correctly:




I'm not sure why this happens or if it is already a known issue...

Thank you!



#2
In my game the verb is always following the mouse cursor, with the text centered over it. How could I prevent to overflow the screen limits when the text string is too long or the object is too near the edges? (see attached)

Speech displays automatically displaced when a character is on the side of the screen, so I was wondering if maybe there are already some functions for automating this.

Thank you!

#3
I noticed when a dialog starts, the only clickable elements are the dialog options, but the background "blocks". Is there any way to bypass this or fake it easily?

Thank you!
#4

Hi, everyone! 🌹

I just released the first 2 chapters of Superego, a game about making games and the existential crisis that comes with it, an essay about the limits of the genre, a rare and personal jewel i've been working on for more than five years.

Here is a little stupid trailer:


Even though these chapters are part of a greater story that will be unfolding on the following months, they are games on their own, with hours of gameplay and a self-contained plot, and they come in a single unified bundle (ENGLISH and SPANISH):

🕹️ https://hectorbometon.itch.io/superego-1-2

I hope u like it!🕯️

#5
After years of using AGS I'm still managing to come up with stupid questions so... here it goes:

Imagine I have a script for some birds in the background to start flying if you get near them (for example, 20px near), something like this:

Code: ags
 if (player.x >= cBird.x - 20 && player.x <= cBird.x + 20) { //HERE GOES THE ANIMATION CODE AND WHATNOT } 


This is already working, but... What about if I want them to react to ANY character getting near? because there are some of them walking in the background.

I tried something like this, and also with the "*", as in "Character*", just because I've seen that before but the truth is I don't know what it means when you have the "*" next to something.
Code: ags
 if (Character.x >= cBird.x - 20 && Character.x <= cBird.x + 20) { //HERE GOES THE ANIMATION CODE AND WHATNOT } 


Thank you very much!
#6
Advanced Technical Forum / Mode 7 in AGS
Sun 25/07/2021 11:10:24
Not sure if this is the propper place to ask, and not even sure this is not just a straight stupid question since my technical skills and notions are fairly limited, but ...

Does anyone ever tried to implement something similar to Mode 7 into AGS? Would it be possible to recreate this? I deffinitely could use it for my game but mainly I'm just curious.

Thank you in advance!
#7

Why does that happen? I'm controlling the viewport manually on this room, but it also happens in any other room with the default scrolling.

Is there anything I can do? (See video)

#8
I managed to get the "freehand paint" (https://www.adventuregamestudio.co.uk/forums/index.php?topic=58278.0) working pretty well, as you can see in the following video. Now, the question is, can it be permanently visible or stored somewhere somehow? When I leave the room and come back, it's all gone.

I fear the answer is simpler than I think but I've been working so many hours... my brain just wont work properly...

#9
I know there is a  "game.text_shadow_color", but can you change the opacity?
#10

By "shaking" I mean any repetitive back and forth movement (up-down, left-right ...).

For example, when the player has a "cocktail shaker" as active inventory, I want a sound (or an event) to be triggered when you "shake it" more than a couple of times.

Sorry for posting twice the same day! I don't mean to abuse your generostiy!
#11
Is it possible to freehand draw with the mouse? Just like a pen/brush tool.

I have a blackboard on one of my backbrounds and I was wondering if I could make that "area" paintable when you use the chalk on it.

I can do without that, but it defiinitely would be funny!

Thank you!
#12
I need my fonts to have latin characters for its spanish translation. So long, I've managed to edit the font myself to add some of them, overwritting characters I wont need to be displayed as speech: (@ = á, { = é, ' = í, + = ó, < = ú). That way, if I need the player to say "Olé.", I would code: player.Say("Ol{.");

But I still need the capital vowels (Á, É, Í, Ã", Ú) and it seems like I still have plenty of space to insert these special characters, but I don't know how to type them.

So... How could I use all those "empty slots"? Which keys on the keyboard correspond to each of those? Hope I'm explaining myself...



#13
Hi!

When testing my game on fullscreen, scale set to max round multiplier, the top and left "padding" is not black as the rest of it. Is this a known issue? Is it something I can change?

I'm using v3.5.0, March 2019.

Thank you!

#14
Hi, everyone! My name is Hector Bometon and I'm working on Superego,
a documentary adventure game in which every character and location exist in real life.

Director Nacho Vigalondo joins the crew!
[imgzoom]https://i.imgur.com/WKjQQ8v.png[/imgzoom]

*** There is an EARLY BIRD reward available for English players on Kickstarter!

ENGLISH demo:
===================================================
⚡️⚡️⚡️ https://www.kickstarter.com/projects/superego/superego/posts/2520769
===================================================


SPANISH demo:
=========================================
⚡️⚡️⚡️ https://www.kickstarter.com/projects/superego/superego
=========================================


Trailer is currently in spanish but the DEMO is fully translated.









---
Twitter: twitter.com/Mierdecitas



#15

So... Has the .dll file to be on the same place as the .exe? It works while testing but not when I build the exe and run it BY ITSELF. Is there anyway to build with the plugin "incorporated"...? For distribution I wish I could have the .exe file standing alone and nothing else.

Thank you!
#16
So, basically the subject says it all... When you change to "small" or "detail" or "list" it goes back to the little blue cup.

It works just fine when icons view is set to normal or big, tried with "user" and "setup". They also look ok while running, both on task bar and in the upper left next to the name if playing in wondowed mode.

Is there anything to do about that?

Thanks!
#17
*****

Project:
Superego (DEMO) SPANISH VERSION

Details:
A [tragi]comdey adventure game with a classic LucasArts feel.

Positions Available:
The DEMO is already "finished", but I need people to test the spanish version before the translation is done.

Deadline:
Really tight. Crowdfunding is planned for next month.

Comments:
Interested parties can reply to this thread or contact me at hectorbometon@gmail.com (or Twitter DM @Mierdecitas).

*****

English version available later this month!

Thank you very much!







#18
So... just finishing the demo of my first game, Superego (you'll here from it VERY soon, I'll be posting an English and Spanish version of it on the AGS Games in Production forum later this month).

The thing is, I'm launching a crowdfunding campaing along the demo, and I was wondering if it is even possible to make a button (or something) that takes you to an URL from INSIDE the game. Like... you click a link at the end of the demo that automatically takes you to the website. I'm not an advanced programmer at all, so... sorry if it's a stupid question.

It is not critical, I can make it without that option, but just curious.

Thank you!
#19

Hi!

So... I thought I wasn't a "begginer" anymore since it's been a couple years developing my game and I'm pretty confident with my AGS skills, but I'm having some stupid basic problems adding sound to my demo lately.

The thing is... I can't manage to play more than two sounds simultaneously. I can have background music playing AND trigger ONE sound, and I can hear both no problem, but... music playing or not, if I try to play TWO FX SOUNDS, (directly from script or triggering an animation that includes frames with sounds), the first one to be triggered sounds over the second one, and only when it's finished, you can hear the ending of the second one (if it happens to be longer).

I read all about sound and channels in the tutorials, but I can't figure out the problem. It's not about sound prioritys, that's all I can say (not 100% sure, but tried "everything" with that and I wasn't lucky).

Seems so simple... I just want to have music and a couple fx sounds playing. I know AGS is capable of this, but I'm not.

Currently using Build 3.5.0.6 BETA VERSION, January 2019.

Thanks!  :=
#20
So... I'm trying to make my character stand on some specific coordinates since I need him to be perfectly aligned with an animation that triggers when he reaches that spot.

I just make him walk to where he is suppoused to be, (block, anywhare) but I noticed he was always standing one pixel to the left or one pixel to the right. So I make him say where he is standing and I found out the problem is he is always "resting" on an even number coordinates.

So... If I say "player.Walk(847, 261, eBlock, eAnywhere);" he just ends up standing on 846, 260 (it's exactly the same with the y coordinate).

I can make him stand where I want by manually changing the player.x and player.y after the walk animation is completed, but this is a waste of time and energy and it should be standing on the spot, pixel perfect, why the he** not? What am I missing? AGS is better than this.  :-X

Btw, my game resolution is 384x216, I know it is "high resolution", but still... Do you know what is going on?

"Use low-resolution co-ordinates in script" in General Settings is set to False, btw.

Thank you!
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