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Topics - dreammaster

#1
Engine Development / Porting engine to ScummVM
Thu 19/11/2020 18:42:56
Hey all. I'm a long-time ScummVM developer, and am currently (hopefully :) ) in the finishing stages of the current engine I'm working on. So I've been starting to cast around for a project to work on over the Christmas holidays, and thought it might be time to revisit the question of integrating AGS support into ScummVM. The previous threads in years past got somewhat contentious at times, but my understanding was that there was certainly overall support from the AGS community for older games to be supported at the very least. Though technically there are two options, with both the community codebase and fuzzie's earlier attempt, it seems like the community codebase is the way to go in that it covers a greater range of historical versions.

As such my question before I start such an effort, is whether there would be any issues with doing a conversion now. Particularly, I'm wondering what codebase point would be best to be used. I see that there's an ags3 branch, but it seems to be out of date compared to master, which has later 3.5 releases. Would the most 3.5 release tag be a good point to start for a ScummVM conversion? Though I'm also wondering if there's a near-term plan for a 4.0 release? Particularly if that ends up significantly changing the AGS format, would it be better to forget about it for now, and wait for the last 3.x release prior to working on a conversion? Something like that could end up being ideal, since there'd be less issues with a ScummVM implementation trying to play catch up with further commits and sub-releases on the main AGS repository.

Any guidance would be appreciated.
#2
Hi there,

Whilst working on keyboard control for a custom save/restore dialog in my game, I noticed that the keycodes for the small area of the keyboard that contains the Ins/Del/Home/End/PgUp/PgDn keys (not the numeric keypad) seem to have a weird effect with the global on_key_press method.. not all the values map to the values the help file says they should.

The Page Up button is particularly noticable, in that it maps to 380, which is the key for the down arrow. I tried putting the following line at the start of the global on_key_press:
Ã,  Ã,  Display("%d %d", keycode, IsKeyPressed(keycode));

It showed that whilst several of the keys mapped to the correct value, only one of them returned 1 for the IsKeyPressed check. So what I'm wondering is why this happens.. is it a bug, or is it intended? And if it's intended, then why?
#3
I have a problem.. I'm currently building a custom save/restore game dialog, and in my save dialog I want to handle the Enter key to fire off the acceptance code, since a user's normal behaviour would be to type in a new savegame and press Enter.

The only trouble is that when the dialog is showing, the on_key_press method doesn't seem to get called. I tried putting a Display("%d", keypress) in it to register any keypresses, and it won't display anything whilst the dialog is active. Is there any particular reason why the on_key_press method isn't getting called, and is there some way around it?
#4
EDIT: It seems my mistake of direct linking to the images on Tripod has spawned quite the thread.Ã,  :-* Since cpage was considerate enough to make a copy of the images, I've reused his links.

I've just released a remake of the classic Disney game Black Cauldron, and a common feedback point is that my GUIs could use some improvement. Currently, I use a slightly modified version of the initial AGS icon bar, and my dialogs are a modified version of dialogs ripped from Space Quest 4.

I'd appreciate any suggestions of how I could modify the GUIs to make them more appropriate to the game subject.

Screenshots below:







DreamMaster.
#5
EDIT: Version 1.2 has been released - it fixes a problem with the game not properly ending if Gurgi sacrifices himself for you.

EDIT: I've uploaded a new version that fixes the problem with the restore button on the death dialog not working.

I'm pleased to announce version 1.1 of my Black Cauldron remake. In addition to giving all the gui's a consistant look and feel, this new version alsoÃ,  includes:

* Support for more than 20 saves (I wrote my own save/restore wrapper code)
* Full keyboard support in the save/restore dialogs
* Double click support in the save/restore dialogs
* The up/down arrows in the save/restore dialog support repeatedly scrolling

I've also fixed a few bugs that people have found in the game.

You can download the game from http://tg_comics.tripod.com/bc.html

The download contains both the executable and the full source for the game - hopefully, the source will be helpful to other people starting out with AGS.

#6
Frequently when I've been developing the script for a room, I need access to all the other methods I've written already so I can remind myself of the names of variables I've used, and what logical steps I'm using to perform whatever animation task. The current ability to open the entire script file is excellent, allowing me to see all the scripts, and tab back to the editor and, for example, look up entries in the messages list. This isn't the case, though, when I edit a "Run Script" interaction. I usually end up having to create the run script, then leaving the Interactions dialog and selecting to Edit the room file.

I'd be great if there was an option when you select a Run Script interaction (say via the right-click menu) to automatically close the interactions dialog and open up the room script file file at the place where the interaction's script is. Not only would this make it easier to make new scripts, it would also help finding particular scripts in a large room script file.

On a more minor note, it would be useful if there was a shortcut in the script editor to redisplay the parameter completion tooltip for a method if you've lost it.. sort of like Delphi's Ctrl-Shift-Space sequence - frequently when using some of the longer methods like AnimateCharacterEx, the editor thinks that at least one of the parameters may be the start of a method name, so I lose the tooltip.

EDIT:
Finally, it would be useful if there was a "Find in Files" feature. For example, I've placed comments throughout the room files to mark where there's things I still need to implement. But to find them again I need to go through each room one by one to make sure I don't miss anything I've forgotten about.
#7
Hi there. I'm somewhat new to AGS, although I've been programming for years. I'm trying to figure out a generic way to determine if an object collides with any part of a character, rather than just the feet (as is the case with AreCharObjColliding). Is there any such method available, or failing that, a way to get the dimensions of a sprite so I can do the collision check programmatically?

I'd prefer not to have to resort to trying to hardcode the sizes in case I later change the size of the objects.

Thanks for any help.
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