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Topics - TheJBurger

#1
Hello!

I am trying to import a font with extra (German) characters into AGS. The original English font used in the game was exported, appended with the extra characters, and then sent back and re-imported into AGS. However, when compiling and running, extra characters (such as "ü") still display incorrectly with the default unknown symbol despite the fact that the font was appended with the characters.

I can upload the new font somewhere if that would help.

Any help would be appreciated! Thanks!
#2
So I'm trying to implement a way for users to remap keyboard controls in AGS. My current idea is to create a GUI with a series of key "Buttons" referential to the re-mappable keys, and then clicking on a button would pop up a single textbox in which users can input the alternative key to remap.

The problem is (at least one of more) that I'm unsure how to get the input in the textbox translated into a form that "on_key_press" can recognize. I tried using a string -> integer, but then I don't think AGS can translate a string ("A" for example) into its ASCII equivalent? (I could be wrong) Or is there a way to do translate the texboxt input -> on_key_press ("keycode == "string"") with solely with strings? Or is there another completely better way to do it altogether? :)

Thanks!
Josh
#3
Completed Game Announcements / Gemini Rue
Thu 24/02/2011 18:22:18
Joshua Nuernberger presents in association with WADJET EYE GAMES

2010 Independent Games Festival - Student Showcase Winner






Azriel Odin, ex-assassin, arrives on the rain-drenched planet of Barracus to find someone.  When things go horribly wrong, he can only seek help from the very criminals he used to work for.

Meanwhile, across the galaxy, a man called Delta-Six wakes up in a hospital with no memory.  Without knowing where to turn or who to trust, he vows to escape before he loses his identity completely.

As fate brings these two men closer together, we discover a world where life is cheap, identities are bought and sold, and a simple quest for redemption can change the fate of a whole galaxy.


Price: $14.99

BUY FULL GAME
FREE DEMO

TRAILER
TWITTER








AWARDS
Independent Games Festival 2010 - Student Showcase Finalist
Featured at IndieCade 2010 @ E3
Indie Games Arcade 2010


FEATURES
Full Voice Acting + Developer Commentary
4-8 Hours of Gameplay
Over 80 hand-painted backgrounds
A fine-tuned action system, fair to both action and non-action gamers
A traditional verb box point 'n click interface with the "KICK" Verb
Neo-Noir soundtrack by Nathan Allen Pinard

PRESS

"Without a doubt, this is already one of the best adventure games of 2011; visually, aurally and thematically stunning. A phenomenal achievement."
-Alternative Magazine Online

"It's got a very good story, believable dialogue, great atmosphere and of course most importantly of all the gameplay is good.  Highly recommended to all adventure game fans."
-Captain D's PC Game Reviews

"Gemini Rue is a truly excellent adventure game that fans shouldn't pass up"
-Gamezebo

"Gemini Rue, a neo-noir science-fiction point and click adventure, is a bloody good game. Filled with twists and turns, intricate storytelling and a welcome Blade Runner vibe, this is unlike anything I've ever played."
-Nukezilla

"Gemini Rue is a moody and meaty yarn that feels like a forgotten classic from yesteryear. Streamlined controls and clever puzzles make it suitable for old-school adventuring fans and newcomers alike. Highly recommended."
-dealspwn.com

"Gemini Rue is an exceptionally accomplished point-and-click adventure hybrid with a flair for detail in both narrative artistry and game design. I highly recommend it."
-Gaming Daily

"Gemini Rue is an engrossing story with an easy to use game mechanics system that I recommend for all players.  Go out there and give it a shot!"
-Gaming Shogun

"A brilliant sci-fi story-driven point-and-click adventure game which you don't want to miss out playing."
-noobfeed

"Based on it's mature story and gritty Sci-Fi theme, along with the unravelling of a neo-noir odyssey filled with plot twists, fans of adventure games will find the experience gratifying."
-I Luv Games

"This game has the potential to bring back the point-and-click genre to the mainstream and I would advise all point-and-click fans to pick it up ASAP."
-Capsule Computers

"A videogame capturing the essence of much that came before it while also leaving marks to call its own."
-Gamesugar

"[Gemini Rue] will leave you feeling like you've experienced something poignant."
-Digital Spy

"You will find Gemini Rue to be a gritty, immersive neo-noir story filled with plenty of twists and intrigue."
-Adventure Classic Gaming

"This is just insanely brilliant adventure gaming."
-Indiegames.com

"Why can't more point 'n click adventure games be like this?"
-PC Gamer

"With a story to rival that of any non-indie title, Gemini Rue's graphics and dual narrative will have you hooked from the moment you wake up as Delta-Six in constraints."
-Gamercast

"There's some lovely storytelling, and when I played through the game [...] I was hooked from start to finish.
-DIY Gamer

"A delightfully retro experience along with a gritty Blade Runner-esque vibe."
-Dealspwn

---

www.geminirue.com
#4
When playing speech files in the game, sometimes music and/or sound volume level drops while the speech is playing. I want it to be so that all volume levels remain consistent during any dialog.

I looked this up in the manual and I found Game.SetAudioTypeSpeechVolumeDrop().

Quote from: AGS Manual
static Game.SetAudioTypeSpeechVolumeDrop(AudioType, int volumeReduction)

Changes the VolumeReductionWhileSpeechPlaying of the specified AudioType. This changes the setting, initially set in the Audio Types part of the editor. It specifies how much the volume of clips of this type will be reduced by while speech is playing.
Specify 0 for no volume adjustment, up to 100 which will completely silence these audio clips while speech is playing.

Right now in the function initialize_control_panel() in the global script I have this:

Code: ags

  Game.SetAudioTypeSpeechVolumeDrop(eAudioTypeAmbientSound, 0);
  Game.SetAudioTypeSpeechVolumeDrop(eAudioTypeMusic, 0);
  Game.SetAudioTypeSpeechVolumeDrop(eAudioTypeSound, 0);


But I still hear the volume drop for music & SFX during the game whenever speech is played.

Any thoughts?
#5
I've been getting crashes from normal playthroughs performing actions that I've done many times before but which have never resulted in crashes.

The crashes seem to recur on incidents of object[].Move(); commands, but I've never changed anything about these lines recently at all.

One instance is when the player is trying to open an elevator and the object slides open. The crash happens recurrently in one scene, but when I open the elevator later in the game, it doesn't crash at all:
Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00423560 ; program pointer is +77, ACI version 3.20.1110, gtags (30,0)

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.

in "room50.asc", line 152


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)
---------------------------
OK   
---------------------------

Code: ags

Line 152: oElevatorRight2.Move(225, 140, -10, eNoBlock, eAnywhere);



Another instance is when a player is moving an object by pressing "A" on the keyboard, and then the game crashes. Again, the code has not been changed in recent memory, yet the game now crashes with the same line.

Code: ags

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00423560 ; program pointer is +6, ACI version 3.20.1110, gtags (30,0)

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.

in "room17.asc", line 414


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)
---------------------------
OK   
---------------------------


Code: ags

Line 414:     oBox.Move(oBox.X+1, oBox.Y, 0, eNoBlock, eAnywhere);


It only started happening today and with multiple instances in the code, where there were never any problems before.

Any thoughts?
#6
Hi folks!

I have a pressing problem that I need assistance on, so here is the gist:

Basically, I have the opportunity to design a 4 week syllabus for a course curriculum exploring the nature between games and film.

But what does that mean exactly? That's what I need help with. I need to come up with a series of issues or topics in which I can apply film history and theory to game design to an extent that it would warrant a class curriculum. These issues should contain enough content to explore for at least maybe (4) class meetings, approximately an hour each. Analyzing specific films and applying their principles to game design (or exploring the difference between the two), I think, is the general hope.

If anyone has ideas, I would much appreciate them! And the unofficial due date for this curriculum is a week from today, Friday, Oct 1.

Thanks!
--Josh
#7
As I understand it, currently in AGS, having the player say "..." is translated into a wait() command.

Is it possible to override this and have a player say in-game: "..."?
#8
So I've run Create Voice Acting Script and numbered all my speech lines, but I have a slight problem since I have multiple player characters.

The VoiceSpeech txt file lists all player initiated dialog options under character ID 1 (the default player char). The problem is, sometimes the player character switches to ID 0, or ID 14, but all those dialog options are still under ID 1 when they should be under the other IDs.

Is there a way to switch them or does it have to be done manually in the text file?
#9
I'm running into a clipping issue when Shaking the Screen on certain backgrounds.

Here is the first screen, where things are normal:
Code: ags
ShakeScreenBackground(5, 2, 99999999999999); //SHAKEY SCREEN!  WOO!

Background Specifications: 320x200 (letterbox w/ borders)

Here, the image is shaking and is normal.

Now, next screen:
Code: ags
ShakeScreenBackground(7, 4, 99999999999999); //SHAKEY SCREEN!  WOO!

Background Specs: 386x291

Here, the image starts to cut into the letterbox border and overlay it. Weird? Yes?

Then, the last screen:
Code: ags
ShakeScreenBackground(5, 1, 99999999999999); //SHAKEY SCREEN!  WOO!

BG Specs: 320x295.

Here, the cut image from the previous room is carried over onto the letterbox into the next room. This clipping continues to occur in subsequent rooms and eventually disappears, after an uncertain period of time.

I'm using AGS 3.2.0.103.

EDIT: Sorry, I just realized I posted about this a year ago. I've tried the fix from before, but I'm not sure if it's working.
Old thread: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38362.msg504461
#10
I keep getting an error when trying to use the "Create Voice Acting Script" from the drop down menu. I've run Auto-number speech lines first and that went through fine. However, when choosing the Create Voice Acting Script I get this error:

Code: ags

Unterminated string in script


I posted about this before here, but I didn't find a solution, unfortunately. Is there a way to fix this problem?
#11
When traversing a large, scrolling room, sometimes the player character will get stuck at a specific spot, with the result being very difficult to reproduce.

The room is a scrolling room (385x290) and I'm using AGS 3.1.2 SP1.

I briefly checked this thread http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38465.0, and this thread http://www.adventuregamestudio.co.uk/yabb/index.php?topic=37530.0 where I believe it stated that you needed to move the room edges in the room editor so that the edges would lie more on the sides?

Anyway, I just moved the edges closer to the real edges of the BG (they were off, admittedly, so that may have been the problem?), but I'm not sure if the problem was fixed, as the bug is very hard to reproduce. Here are some images just for clarification.

Where the player normally gets stuck:


Walkable Areas:


Any thoughts?
#12
When selecting the "Create Voice Acting Script" from the drop down file menu, I get this error during compile:

Code: ags

Unterminated string in script


There's no file or line listed, so I'm assuming it's impossible to find the "unterminated string" in question. Is there another way of extracting all the dialog in the game, or just fixing this error?
#13
Hints & Tips / Featherweight
Sun 15/11/2009 22:16:34
How do I get past the forcefield and the guard when the alarm sounds? I've got the wrench, tube + axle, and cartridge + wire. I've been captured multiple times and it seems like I've clicked on everything.
#14
When I use the ShakeScreenBackground command on a vertical scrolling room (game is in Letterbox mode), it appears to artifact some of the room and carry it on the letterbox into the next room.

Here is what I mean (spoilers have been mosaic'd out):

Vertical Scrolling room with the shaking:


Next room with the artifact:


I'm not sure what exactly causes this problem (it goes away by itself eventually after several screens), but it may be related to another problem I had with shake screen here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38029.0
#15
In a certain section of my game there are multiple cylinder devices dropping from the ceiling that can smash the player. My collision detection consists of detecting if the player is on the region the smasher comes down on, and if the smasher object is below a certain y position. If both are true, I run a "kill char" code.

This sequence works, except it has one odd problem. When the character walks and stops directly below the smasher before it falls, he dies when it comes down. However, if the player walks below the smasher, and then repeatedly clicks to the other side (but fails to make it), the player gets instantly transported to the other side when the smasher falls and the kill code refuses to run.

Here is my code in RepEx:
Code: ags

  if (Region.GetAtRoomXY(player.x, player.y) == region[2] && oSmasherRight.Y > 160 && IsGamePaused() == 0) {
     // if (center7phase == 7) {
       if (player == cDeltaSix) {
        player.StopMoving();
        DieDeltaSix(Maintenance);
        Wait(40);
        }
  }


My Die code is this:
Code: ags

function DieDeltaSix(Death2 param) {
  int animspeed=2;
  player.LockView(VDELTADYING);
    player.Animate(player.Loop, animspeed, eOnce, eBlock);
  //player.LockView(DIE);
  Wait(40);
  Autosave(Load);
  }


Also, the room is a horizontally scrolling room, so I don't know if that may take into effect on it.
#16
I've run into a problem using TintScreen(), in that it now covers the entire screen with a solid, opaque color instead of a transparent fill every time that it is called. It also repeats the top portion of the screen through the tint.

Here's a screenshot illustrating the problem:


I use the command multiple times throughout my game for different effects, and it never used to have this problem, but now the problem affects every usage. My only guesses would be that it has something do with either ShakeScreen(), my game resolution, letterbox mode, or it's just that my monitor is doing something funky.

Any thoughts?
#17
Is it possible to run AGS games off a CD? (it is quite imperative that I do so at this moment)
Currently I just get this error when trying to run any games off the CD:
Code: ags

---------------------------
Adventure Game Studio
---------------------------
Unable to write to the current directory. Do not run this game off a
network or CD-ROM drive. Also check drive free space (you need 1 Mb free).

---------------------------
OK   
---------------------------

Is this possible? (And if possible, could you respond quickly! I need to have this done in less than 24 hours.)
#18
If you enjoy movies, Indiana Jones, or have any interest in screenwriting, you might be interested in this synposis of a talk between Lucas, Spielberg and Kasdan:
http://mysterymanonfilm.blogspot.com/2009/03/raiders-story-conference.html

One of my favorites from the article:
Quote
6) Consider their approach to exposition.

So Indy’s in Cairo with his friend. We're at a scene that we know will be full of exposition, that is, the Staff of Ra was too long for the Germans and they’re digging in the wrong place. So the question was, "what are we going to do to make the scene interesting so the audience doesn’t fall asleep?" And the idea was presented that this exposition could be done over dinner that’s been poisoned. As they pick up tainted food and gesture with it, we fear for their lives. They loved it. (And I've been saying this for years - great exposition is always given in the context of something else.) Okay, now that we have the setup, how do they figure out the food is poisoned and survive? A pet nibbles on it and dies. Okay, what kind of pet?
#19
I was trying to set the delay of a specific frame in an animation on the fly during the game, but I found that the command ViewFrame.Speed is read-only.

Is there any way to get around this?
#20
Hints & Tips / Annie Android
Sun 25/01/2009 08:34:30
Stuck at
Spoiler
Assassins on the road
[close]
:
Spoiler
I've spotted the button and tried using everything on it but still nothing.
[close]
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