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Topics - Chomba

#1
Hello people,

today I bring you something from the past (2008), but I was looking for a way to be able to interrupt the walk eblock for when you are going to do some interaction/look at specific coordinates and cancel the action if you want to. I found that the solution would be Khris's GotThere module... although it's been around for a while.

Anyway, I downloaded it, imported the script and tried to use it according to Khris' instructions in this forum topic. But I get an error.

The instructions:


The error:


(you can download the module from here):

https://www.adventuregamestudio.co.uk/forums/beginners-technical-questions/eblock-enoblock-and-looking-at-an-object/msg477380/#msg477380

Also keep in mind that I'm using AGS 3.6 - BASS template, and this is from.... I don't know which version, but I don't think that's the problem.
Any ideas? Can this be solved or is it because the script is obsolete by now?
#2
Hello,
I am about to apply the voice acting files to my game. I do the automatic line numbering and it does fine, then I generate the V.A. script and it says everything went fine.
But when I go to look at the V.A. script file, in the lines per character part, it is awarding lines from one character to another.

For example, a line said by Harrison is assigned to FHarrison. However, in the part where it shows the lines by order of appearance in the code, they are well distributed... I do not understand what is going on and it is a problem that can slow me down a lot the organization of this part of the work.
What could be happening?

EDIT:
forget it, I think I figured out why. Some lines are written as player.say and I have 3 playable characters in the game. I guess that's why it randomly assigns them.
#3
Yes, it's me again.

I'm having this problem that I don't know how to solve:

I have a code made so that the cursor changes when the mouse is over a hotspot or object and returns to normal when it´s not (thanks Khris!).

GlobalScript.asc
Code: ags
// called on every game cycle, except when the game is blocked
function repeatedly_execute()
{
 if (player.ActiveInventory) return;
 
  LocationType loc_type = GetLocationType(mouse.x, mouse.y);
  if (loc_type == eLocationNothing) Mouse.Mode = eModePointer;
  else { 
    Mouse.SaveCursorUntilItLeaves();
    Mouse.Mode = eModeInteract;
}}


But now I have this strange problem, where if I select an item and move the mouse quickly, the pointer of the selected item disappears and returns to the normal pointer even if the item is still selected.
Here I attach a video showing what happens:



Does anyone know how to solve this?

I tried changing the code to the section of
Code: ags
// called on every game cycle, even when the game is blocked
function repeatedly_execute_always()

but the same thing keeps happening

PS:
I tried it and tried to fix it for a while longer before posting (yes, I saved the message in case I couldn't solve it). I noticed that the cursor doesn't change only by the movement speed, sometimes it does it also by going slow, or even never changes to the item selection one.
#4
Hello! here I am again with more problems!  :grin:

Well, I plan to have 3 playable characters throughout the game and I wanted to give unique sentences to each for unhandled events.

So far I accomplished this with the following code model:

Code: ags
function unhandled_event (int what, int type)
{
if (what == 1) // Unhandled events for HOTSPOTS
{
if (type == 1) // look
{
    
switch (player)
{
    
case cRoger:
cRoger.Say("Unhandled events for HOTSPOTS 1A");
break;
    
case cBruno:
cBruno.Say("Unhandled events for HOTSPOTS 2A");
break;
    
case cCarlos:
cCarlos.Say("Unhandled events for HOTSPOTS 3A");
break;
        
}}


So far it works fine, I managed to apply it to each of the unhandled events. The problem arises when I want to add more lines and randomize them (I want each character to have at least 3 varied lines).

I tried combining it with a system I had set up for a single character and it worked well:

Code: ags
 if (what == 1) // Unhandled events for HOTSPOTS
  {
    if (type == 1) // look
    {
    int i;
    i = Random (8);
    if (i == 0)player.Say ("Nada interesante por allí");
    if (i == 1)player.Say ("Nada nuevo bajo el sol");
    if (i == 2)player.Say ("Nada que llame la atención");
    if (i == 3)player.Say ("No le veo nada especial");
    if (i == 4)player.Say ("No tengo nada que decir al respecto");
    if (i == 5)player.Say ("Aha...");
    if (i == 6)player.Say ("¿Debería decir algo sobre eso?");
    if (i == 7)player.Say ("Lo veo");
    if (i == 8)player.Say ("Nada especial sobre eso");


and it looked something like this:

Code: ags
function unhandled_event (int what, int type)
{
if (what == 1) // Unhandled events for HOTSPOTS
{
if (type == 1) // look
{
    
switch (player)
{
    
case cRoger:
int i;
    i = Random (2);
    if (i == 0)player.Say ("Nada interesante por allí");
    if (i == 1)player.Say ("Nada nuevo bajo el sol");
    if (i == 2)player.Say ("Nada que llame la atención");
break;
    
case cBruno:
int i;
 i = Random (2);
    if (i == 0)player.Say ("No sabría que hacer con eso");
    if (i == 1)player.Say ("No se que hacer con eso");
    if (i == 2)player.Say ("No me interesa hacer nada con eso");
break;
    
case cCarlos:
int i;
 i = Random (2);
  
    if (i == 0)player.Say ("No creo que eso funcione");
    if (i == 1)player.Say ("¿Por que haría eso?");
    if (i == 2)player.Say ("No le veo el sentido");
break;
        
}}


but this logic does not apply, so it does not work.
How can I achieve the desired effect?
#5
Hello again!

Well, as I'm re-building my game (I went from 3.6.0 to 3.5.0) and I had to redo a lot of things, I realized that there are some things that I don't even remember how I managed to do them in the first place. Some others I was able to optimize and even improve  :-D

One of them is the function to change the mouse pointer while hovering over a hotspot or an object... I don't know how I did it before but it worked fine, I tried to track it down from the 3.6.0 project but I couldn't find it.
I remember it wasn't similar to how I'm doing it now either....

But it doesn't matter. The thing is that I found through the forums this way to handle the issue and it works quite well, there is only one detail (or 2, but only one is really important):

Code: ags
function repeatedly_execute()
{
   LocationType loc_type = GetLocationType(mouse.x, mouse.y);
   if (loc_type != eLocationNothing)
   {
     Mouse.SaveCursorUntilItLeaves();
     if (loc_type == eLocationHotspot)
     {
       Mouse.Mode = eModeInteract;
     }
     else if (loc_type == eLocationObject)
     {
       Mouse.Mode = eModeInteract;
     }
     else if (loc_type == eLocationCharacter)
      Mouse.Mode = eModeInteract;
   }
   else if (loc_type == eLocationNothing)
      Mouse.Mode = eModePointer;
}


My problem is that now when I select an inventory item, it no longer leaves the cursor that I have predefined for that situation, but it goes back to the "pointer" cursor.
I would need some way to create an exception so that if I have an item selected, it does not refresh the pointer or at least does not return it to "pointer". But I don't have much idea how to do it
#6
 as I understand it, with this code the character should switch to this room, the GUI (chapter division screen) should appear, a moment pass, GUI should disappear and character switch to another room.
the function is linked to the room and everything. The GUI is set to Visible=false from its menu and popupStyle=normal.

Code: ags
// room script file

function room_AfterFadeIn()
{
 
gCapI.Visible = true;
Wait(60);
gCapI.Visible = false;
cHarrison.ChangeRoom(6);

}


But the character changes to this room, stays black for a few seconds and then goes to the other room... am I missing something in the code?

EDIT 1: Forget it, I'm using the wrong command. I should use open and not visible. I realized within minutes of posting it, I spent about an hour with this error.
EDIT 2: Nope, it didn't work
#7
----NEWS----

The demo is available (permanently) on Steam if you want to give it a try!

https://store.steampowered.com/app/1765670/Aboard_the_Adventure/

And also on Itch.io

https://chenkegames.itch.io/aboardemo

----- Original Post ------



Hello everyone! I'm very happy to finally be able to post my game here. I've been waiting until I had something advanced and sure to be finished to post something.


A little teaser


About Aboard the Adventure


Aboard the adventure is a humorous adventure game ( with ADVENTURE in capital letters!) where you will be part of the daring Captain Quinn's team, with the goal of beating up the sinister Professor Weaver in a race to get several ancient and mysterious artifacts that can change the fate of the world.


Shamelessly pulp!

Intrigue, tomb robbers, fisticuffs, NINJAS! Get ready for a roller coaster of thrills and action.
Use poison darts, machetes and whatever else you have on hand to work your way through your mission to save the world.


No man is an island!

You didn't think we were going to leave all the weight on Captain Quinn's shoulders, did you?
Throughout the game you will also control Miguel, the captain's best friend and second in command - out of a crew of two - aboard the SS Adventure. And also Doc: a brilliant academic whose high IQ is only surpassed by her adventurous spirit!


Fall in love with the characters!

With full voice acting and fun dialogue, you'll have a hard time forgetting the many diverse characters that populate the Aboard of Adventure universe. Besides, it won't all be about throwing punches: you'll also have to overcome your personal conflicts, help others and even solve some heart problems!


--------------------

Development of the game is more advanced in some departments than in others (3/4 of the game is already planned and mapped out), but has an estimated release date of February 2023. You'll probably see me a lot in the beginner's technical questions section!

--------------------

You can follow the development more on a daily basis on my twitter account: https://twitter.com/ChenkeGames
Although I'll keep updating here with the juiciest things when I have them ready :D

Cheers! I hope you like it!



#8
Hi!

I don't know what is going on.

AGS 3.5.0

I started a new project with the BASS template and when I put it in full screen it completely disconfigures. As if running in another resolution, also the mouse becomes erratic all of a sudden.

I upload the video showing what happens.
It only happens to me with the BASS template. With the others it works fine...

#9
Hello again!
I have a question. I'm currently making the voices for my game and I'm wondering if it's possible to make a dubbing in different languages (that can be changed from a menu in the game like the translations of the texts). And if so, how would it be handled? I couldn't find anything specifically about this in the manual... maybe I didn't know how to look for this either.
#10
Recruitment / Voice Acting cast: British Woman
Thu 19/08/2021 22:49:44
Hello,

I'm making a demo of an (indie) point & click game and I'm looking for a female voice for one of the main characters.

*You can see something about the game here:
https://twitter.com/ChenkeGames


The character in question is a British woman in her late 20s.

The job consists of 63 lines / 432 words.

If you are reading this and are interested, please contact me by message and let's talk (I'll give a more detailed description of the character then).
#11
Critics' Lounge / British Voice Acting!
Sat 14/08/2021 19:27:57
Hi all,

I'm casting a character of a British woman (she's a leading lady, I'm already in the last stage of casting) and I need to decide between 3 applicants. My hearing is not sharp enough to know which one could pass for a native British accent.

I am looking for native speakers who can help me decide. If you would be so kind as to give me a hand with that, that would be great!

Here is the Drive folder with the tests:
[Removed]
#12
Hello again,

This time I bring some doubts that have arisen lately.

1.

I saw in the manual (late), that to name the voice files of the characters you have to use the first four letters of the assigned name (the code name) and the number of the "&" (XXXXY)... what happens if I have characters that share the first 4 letters? for example, I have these characters "Falsoroger", "Falsomaton", "Falsoprofweaver"; that I use for when the character speaks but is not on the screen.

2.

If the above is a problem, how can I solve it by doing as little damage as possible?


I had more questions but I forgot them while I was writing....
#13
Hello again,
This is perhaps a complicated query, or a simple one... I don't know, but it's something I haven't been getting good results with.

I'm using the BASS template in version 3.6.0

I'm not really fond of the way the dialog options are displayed in this template, I'd prefer something with a fixed size and a couple of up and down arrows, more like the one in the thimbleweed template.

At one point I used a "gui" (it was a black rectangle with transparency) for the dialogue options, but if I exceeded the number of options that went in, I had no way of accessing the rest.

I was trying to use some modules but I didn't have much success and most of them have command compatibility problems (one I was able to get working but I didn't like it).

I saw that there is a section in the manual dedicated to this, but I honestly can't understand it (AGS and this game are my first approach to anything related to the programming world).

My main queries would be:

* Is there any way to export the way to handle the thimbleweed template dialog options and use it in the BASS template?

* Is there a relatively simple way to put scrolling arrows in a custom gui (I saw a module that did this, but all the dialog had to be written in the global code and it was a major problem)?

* Is there any way, as a last resort, to use the BASS template as is, but make the background colour of the dialog options transparent?
#14
Hi all, this is a strange "problem" that I never had and I couldn't find any previous information on the forum.

It turns out that today I opened AGS as usual, but when starting the game test I noticed that a sign appears  that wasn't there before (actually it's just letters).

The letters say "NO DC", which I have no idea what it means.

These letters are always in the same position, whether it's fullscreen or windowed mode (if windowed mode is at the right resolution, they print over the game image, in the screenshot below it's on fullscreen, which leaves black borders on the sides).

The strange thing is that now they also print on all the versions of the game I already had compiled as well.

I'm using version 3.6.0

(This is the screenshot of my game, it doesn't happen in other people's games made in ags)

#15
I have been struggling for hours to find the cause of a recent problem in my game.

This wasn't happening, it started happening all of a sudden and I don't know why.

Suddenly, when I send the character to pick up an object for the first time in the game (which is usually when I use the "Lockview" command) I automatically get a slight offset in which the character is stuck, that is, from then on, the character will be in "offset" and the animations will no longer match well with the original positions of the character in other actions...

I will give an example to see if I can be clearer.

In the game I have to do the action of replacing a golden idol with a stone (yes, indiana jones style). There I have an animation where the character dodges an arrow that is thrown from the other end of the room. This animation was made at full resolution size (320x200), placing the character in the necessary point (I made it before I knew about the lockviewoffset command and that's how I could solve it).
I never had problems with this animation, but now, if I grabbed an object before, the character doesn't stop in the right place before doing the animation, it is shifted a few pixels to the side and up, the animation runs in the right place and then with the unlockview it goes back to the shifted position.

The really strange thing is that if I use the stone with the idol, but without having picked it up from the ground (that is, getting it by debug commands) the animation and the position of the character run well.....


In another case, in which he takes some things from a hiding place (unless he has picked up another item before), the character stands in the right place (unless he has picked up another item before) and runs the animation using lockviewoffset correctly, but when it finishes, the character is somewhere else.

It's very strange because everything was working fine and all of a sudden the game fell apart.

If someone wants to see what's going on, I can zip the project for you to see it. The game for now is in Spanish, but it is not necessary to understand what it says to be able to see this. I can guide you to see what happens if necessary.

------------

In code there is nothing strange that could have triggered this, that I can notice, it started to happen all of a sudden in actions already defined some time ago and it didn't happen before.

Edit: I´m using version 3.5.0 (I upgraded it to patch 9 to see if this may solve it but it doesn´t), I tried it also in 3.6.0 (with another copy of the game) and it´s all the same
#16
Hello again!

I'm having trouble making an interlude with a Monkey Island style chapter split screen.

(like this)


I could do it without problems with an image and that's it, but I want the text not to be pre-rendered so I can change it later according to the translations that the game has.

For now I'm using "Display" as placeholder. But I can't figure out the right way to do it.

I tried to do it with text overlay, as shown in the following video, but it didn't work:



Maybe the question is a bit silly, but I couldn't find the way to solve it neither looking in the manual, nor in the forum (maybe because I don't know how I should look for it either)
#17
Well, let's get started with this!

From a costume store to a potion/used goods store, every good adventure game should have in its arsenal some instance where we are forced to deal with a salesman/saleswoman at their place of work (THE SHOP)
These places are usually cluttered with all sorts of artifacts or decorations according to their theme and are usually very interesting to the eye..




VOTING TIME!! Until 07. May 2021  //  VOTING TIME!! Until 07. May 2021  //  VOTING TIME!! Until 07. May 2021

The entries:



Stylez75
[imgzoom]https://i.imgur.com/JKXRjqT.png[/imgzoom]

Hannah_Banana





You can vote for only one participant per category, a participant can be elected in more than one category.

Concept: your background should tell us something about the place you have depicted.
Playability: does it have clearly defined walkable areas, things to interact with, etc?
Artistic Execution: does the image convey the wanted atmosphere? What's the feeling of the place?
(shamelessly copied from Sinitrena who copied it from Creamy)


Let´s vote!
#18
Hi, I'm polishing what I have of my game so far. It's a comic adventure (kind of like Indy meets MI), and I'm having trouble deciding the final style of the close-ups that will appear from time to time (they have facial animations and such).

On one side I have the dithering style (2,3) and on the other side the more "classic" style (4). (And there's a screenshot in game so you can see the general style, it has some more dithering in other rooms, but nothing exaggerated).

1 - General style Screenshot

[imgzoom]https://i.imgur.com/9gZVat5.png[/imgzoom]

2 - Heavy Ditherign

[imgzoom]https://i.imgur.com/g0J3JcZ.png[/imgzoom]

3 - Dithering

[imgzoom]https://i.imgur.com/OEMPLkb.png[/imgzoom]

4 - The "classic" style

[imgzoom]https://i.imgur.com/pdC5WKp.png[/imgzoom]


¿What do you think about it?

PS: I know I went overboard with the dithering of the capture of the characters tied up in the boat.
PS2: I know that the look of the character is not consistent in the different screenshots, they are placeholders that I plan to do better in this instance.
PS3: the main character had some changes since these captures were taken

PS4: Also, if you can think of any particular style that I can use as inspiration for the GUI of a game like this, any suggestions will be welcome.
#19
Hello again!

I am having a problem with the handling of some commands referring to Items in my game.

The problem happens when I want to call the unhandled_event on an item with several interactions that are already defined (with other inventory items).

Maybe it will be better understood when you see the code.
My intention is that if I have not defined any reaction with another inventory item, apart from those specified, I use the unhandled_event.

Code: ags

function iMachete_UseInv()
{
if (player.ActiveInventory == iPistola) {
player.Say("Mejor no, podría arruinar la pistola");
}
if (player.ActiveInventory == iCraneo) {
player.Say("No quiero cortar la flecha");
}
if (player.ActiveInventory == iLiana) {
player.Say("No me interesa atar eso");
}
if (player.ActiveInventory == iFlecha) {
player.Say("No quiero recortar la flecha");
}
if (player.ActiveInventory == iIdolo) {
player.Say("La doctora lo prefiere en una sola pieza");
}
if (player.ActiveInventory == iPistolaDeArponCargada) {
player.Say("Mejor no, podría arruinar la pistola");
}
if (player.ActiveInventory == iLanzadorDeLianas) {
player.Say("Mejor no, podría arruinar la pistola");
}
if (player.ActiveInventory == iFlechaAtada) {
player.Say("No quiero acortar ni la flecha, ni la soga");
}
if (player.ActiveInventory == iPiedra) {
player.Say("Prefiero mantenerlo en buenas condiciones");
}
else {unhandled_event(2, 3);
}
}


What happens is that:

* If the object I try to use (this time with iMachete) had no dialog established, I have no problem.

* If the object I try to use with iMachete already had some dialogue established, the character says that dialogue and then also some of the ones assigned to the unhandled_event.
EXCEPT WITH iPiedra, with which it works as it should and only says the specified dialog.

I know the solution should be to find some way to encapsulate all the "if" above and apply the "else" as an alternative to any of them. And that the problem is that the program interpretation (or rather, that what I am telling the program) is that the "else" should be applied to the last "if" only ... but I can' t figure out how to do it and could not find something I can understand in the manual or in other topics.
#20
Hello again,

I'm having a problem that I can't find a way to solve.
In theory I know how it should be, but I can't put it into practice and I can't find precise information or information that I can understand to solve it.

This is the problem:

I want to put a glowing point (I already have the animation) that blinks from time to time to point out to the player that there is something of interest in that specific place, until he interacts with it and then the character picks up an object, so the glow should stop appearing from there on.

My idea was to put an object, animate it using the View of the bright point and using a boolean make it disappear when the object is picked up. But for some reason I can't make it glow even once.

I'm using a code something like this for the animation:

Code: ags

function room_Load()
{
 oObject.SetView(X);
 oObjet.Animate(0, 3, eRepeat, eNoBlock);
}


Also, I don´t know how to make a certain time go by without pausing the game, since the use of Wait, as I understand it, pauses everything until the counting finsishes.
Anyway, that code is not working for me...

In the room already, there is a cutscene when the game starts (it's the first room), and where I have an action to perform each time it enters the room again (it's the animation of when it enters from the other side, it's just two rooms)

I know it shouldn't be complicated, but I can't solve it
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