Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - YotamElal

#1
Hi! I'm looking to hire someone to port my old point-and-click adventure game to Android — and possibly iOS as well.

🕹 The game:
https://www.adventuregamestudio.co.uk/play/game/563/
Built with AGS version 2.62, full-length, created ~20 years ago.

✅ What I need:
– A working APK file that plays smoothly on modern Android devices
– (Optional) Cost and timeline for an iOS version as well
– Basic mobile support (touch input, landscape orientation, etc.)

🔧 I can provide the compiled files, and the source files.

💬 Please let me know:
– If you're interested
– Approximate cost and timeline
– Any past experience you have with AGS or mobile ports

Thanks in advance!
#2
General Discussion / Concise Freeware
Thu 12/01/2006 06:57:03
Hello,
I made a concise collection of all the best freeware on the net.
Share this unique site with everyone!


http://www.concisefreeware.com/

An amazing collection of Freeware, online services, informative links and other special sites.
You will all love it!
#3
How can I promote my finished game?


Distribution?

Publishing?

Making Money?

Good Links?

Other Ideas?

#4
The Quest To Zooloo - Full Takie - 1.0 beta - 62.3mb



Download:
http://www.internet-p.com/shop/userfiles100/Zooloo.rar


BTW I'll be happy to know about bugs and hear other comments.
#5
Beginners' Technical Questions / SaveDir?
Mon 16/05/2005 10:19:59
I made an installer for my game and it has an option of making a desktop icon.
The problem is when I play from the desktop icon (shortcut) then it save the save games on the desktop instead of in C:\Program Files\Zooloo ?

PLZ PLZ HLP?
#6
how ca I use SetMusicMasterVolume(0); to make the music at volume 0??

I tried the command in differnet places & It doesn't silent the music.

I can't use stopmusic(); cuz I want a fadeout the music.
#7
The Quest To Zooloo (98% done) - Full Takie - 53.4mb
Artwork, Music, Programming, Story, Voice Narration, Puzzles: Created By Yotam Elal

52min of Original Electronic Music.
Probobly will take at least a few hours to finish.

Game Outline:
Your name is Silly. You are an alien trying to find a way to get back to your home planet Zooloo.

screenshots:




BTW
Is anyone interested in playing the game before it is released and reporting bugs & ?
(if so then send me a private message)

& Where can I find sites to put a link to the game?


#8
character doesn't walk to hotspot until I walk somewhere neer (about half a room) the hotspot.

The room is a scrolling room (1024x480) double my normal size which is 640x480.

Please help this is an very bad bug!!
#9
I dumped my script into a txt and I saw this:

$$$!$$$ GM 997
Talking to yourself is a sign of madness!
$$$!$$$ GM 998
You rub your hands up and down your clothes.
$$$!$$$ GM 999
Damn, I'm looking good!

where can I find these lines & how to remove them?
#10

* The autonumber doesn't give me inventory script.

* and It gives me different numbers with doubles.

How can I autonumber my speech files properly?

maybe I should use ags2.7 instead of 2.62
#11
why does game.exe get stuck when exiting.
I then have to shut the process through the task manager. (winXP)

Is there somthing I need to put in my code before exiting?
BTW Allso Alt+X makes game.exe get stuck.
#12
how do I fade out music?
#13
how do I fade slowly between two specific rooms?
#14
what is the best way to do a visible 30 second countdown...? (in the background?)
#15
my character can walk on the cieling but I have a lamp on the  cieling with a walkbehind,
the problem is that when the character is bellow the baseline he should be behind the lamp.
Is there a way a could make the baseline work upsidown??
#16
continuous scalling defualt is x% top to x% bottom.
my character is walking on a wall and I need him to be 80% on the left of the walkabel area and 100% on the right?
(instead of top to bottom)?

any ideas?
#17
can I change winsetup.exe to have different options?
#18
how do I set my characters walking animation to on (in a loop)
while character is not walking?
#19
can I change background color of a standard text box?
#20
I tried to add an if to my s/l script, so that if you don't type anyhting in then
it tells you that need to.
It didn't work so I tried with the letter a. and even though I type "a" in the text box it still displays else... what can I do.

Code: ags

if (strDescription=="a") Display("You need to type in a name before you save.");
		    //  save to a new slot (with a GUI temporarily disabled):
		else { GUIOff(GUISAVELOAD);
		Display("else");
		SetDefaultCursor();
		SaveGameSlot(totalSlots + 1, strDescription); }



here is the hole s/l code:
Code: ags

int sldTextbox      = 0;  //  saveload textbox GUI object number;
int sldListbox      = 1;  //  saveload listbox GUI object number;
int sldSaveButton   = 2;  //  saveload save   button GUI object number;
int sldLoadButton   = 3;  //  saveload load   button GUI object number;
int sldDeleteButton = 4;  //  saveload delete button GUI object number;
int sldCancelButton = 5;  //  saveload cancel button GUI object number;
// Functions:
function on_event_SaveLoadDialogGUI(int event, int data) {
  //  if there is click over a textbox:
  if ((event == GUI_MDOWN) && (data == GUISAVELOAD) && (GetGUIObjectAt(mouse.x ,mouse.y) == sldTextbox)) {
	ListBoxSetSelected(GUISAVELOAD, sldListbox, -1); }
}
function UpdateSaveLoadDialogGUI() {
    int selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox); // store an old value (to restore it later):  
    ListBoxSaveGameList(GUISAVELOAD, sldListbox); // update the savegame list (seleted item is reset here ot 0!):
    int totalSlots = ListBoxGetNumItems(GUISAVELOAD, sldListbox); // get the number of slots (it's == number of the items in a listbox):
    if (totalSlots > SAVELOAD_SLOTS_MAX) Display("You have too many saved games."); //  if we have exceeded the limits display a warning message:
    ListBoxSetSelected(GUISAVELOAD, sldListbox, selectedItem); // restore an old value (stored in selectedItem);
    return totalSlots; // return the number of saved slots:
}
function OpenSaveLoadDialog() {
//  Opens the save/load dialog:
    CentreGUI(GUISAVELOAD);                          //  centre the save/load GUI;
    GUIOn(GUISAVELOAD);                              //  turn the related GUI on;
    UpdateSaveLoadDialogGUI();                       //  refresh GUI's content (show saved games);
    ListBoxSetSelected(GUISAVELOAD, sldListbox, -1); //  remove the highlight:
    SetTextBoxText(GUISAVELOAD, sldTextbox, "");     //  clear a textbox;
    Wait(1);                                         //  update the screen to show the GUI;
    SetMouseCursor(6);                               //  override cursor to look like an arrow;
}

function CloseSaveLoadDialog() {
//  Closes the save/load dialog:
    if (GetRoomProperty("UseInteract") != 10) SetDefaultCursor();         //  restore cursor appearence;
    GUIOff(GUISAVELOAD);        //  turn the related GUI off;
}

function interface_click_SaveLoadDialogGUI(int button) {
//  Processes clicks on a save/load dialog GUI.
//  Note: it must be called from within the interface_click function!
        string strDescription;//  allocate string to transfer slot description:
        GetTextBoxText(GUISAVELOAD, sldTextbox, strDescription);
        int selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);//  get selected item:
    if (button == 50){
        GUIOff(GUISAVELOAD);
	SetDefaultCursor();
	SaveGameSlot(savegameindex[selectedItem], strDescription); }
    else if (button == 51){
        DeleteSaveSlot(savegameindex[selectedItem]);    //  delete the slot:
        int totalSlots = UpdateSaveLoadDialogGUI(); } //  update the save/load GUI and get the number of items:
    else if (button == sldListbox) { // if click on a *listbox item*:
     //  Show currently selected saved slot's description in a textbox:
        string buffer;    //  give us a temp buffer to transfer string:        
        //int
	selectedItem = ListBoxGetSelected(GUISAVELOAD, button);//  get selected item:
        ListBoxGetItemText(GUISAVELOAD, button, selectedItem, buffer);//  copy saved game description into 'buffer':
        SetTextBoxText(GUISAVELOAD, sldTextbox, buffer); } //  and finally, fill the textbox with what is stored in 'buffer':
    else if ( (button == sldSaveButton) || (button == sldTextbox) ) { // if click on a *save button* or *enter key* is pressed:
    // Save a game to slot:
        int totalSlots = UpdateSaveLoadDialogGUI();//  get total the number of slots:
        //int 
	selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);//  get selected item:
        //string strDescription;//  allocate string to transfer slot description:
        GetTextBoxText(GUISAVELOAD, sldTextbox, strDescription);//  fill 'strDescription' with the message in a listbox:
        if ( ( selectedItem >= 0 ) && ( selectedItem < SAVELOAD_SLOTS_MAX ) ) {//  if it's not out of bounds...
            //  overwrite save game slot (with a GUI temporarily disabled):
            SetGUIClickable(GUISAVELOAD, 0);
            GUIOn(OVERWRITE);
		 }
        else if ( (selectedItem == -1) && (totalSlots < SAVELOAD_SLOTS_MAX) ) { //  if there is no slot selected...
		if (strDescription=="a") Display("You need to type in a name before you save.");
		    //  save to a new slot (with a GUI temporarily disabled):
		else { GUIOff(GUISAVELOAD);
		Display("else");
		SetDefaultCursor();
		SaveGameSlot(totalSlots + 1, strDescription); }
		}
        else { Display("There are too many game slots. Please, choose an already existing item to overwrite!");
        UpdateSaveLoadDialogGUI();//  update the save/load GUI
        ListBoxSetSelected(GUISAVELOAD, sldListbox, -1);//  remove the highlight:
        SetTextBoxText(GUISAVELOAD, sldTextbox, ""); }//  clear a textbox;
    }
    else if (button == sldLoadButton) {// if click on a *load button*:
    // Try to delete a saved slot:
        //int
	selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);    //  get selected item:
        if ( ( selectedItem >= 0 ) && ( selectedItem < SAVELOAD_SLOTS_MAX ) ) {//  if it's not out of bounds...
            RestoreGameSlot(savegameindex[selectedItem]); }//  restore game from the slot:
        else { Display("Please, choose an item to load!");
	UpdateSaveLoadDialogGUI(); }//  update the save/load GUI
    }
    else if (button == sldDeleteButton) {  // if click on a *delete button*:
        // Try to delete a saved slot:
        //int
	selectedItem = ListBoxGetSelected(GUISAVELOAD, sldListbox);       //  get selected item:
        if ( ( selectedItem >= 0 ) && ( selectedItem < SAVELOAD_SLOTS_MAX ) ) {//  if it's not out of bounds...
           SetGUIClickable(GUISAVELOAD, 0);
		GUIOn(DELETE);
            //DeleteSaveSlot(savegameindex[selectedItem]);    //  delete the slot:
            //int totalSlots = UpdateSaveLoadDialogGUI();//  update the save/load GUI and get the number of items:
            //  When we delete *the last* slot the highlight is
            //  removed, so we should get it back by highlighting
            //  a new last slot:
            //if (ListBoxGetSelected(GUISAVELOAD, sldListbox) == -1){
                //  highlight the last item if required:
               // ListBoxSetSelected(GUISAVELOAD, sldListbox, totalSlots - 1); }
        }
        else Display("Please, choose a saved slot to delete!");
    }
    else if (button == sldCancelButton) {  // if click on a *cancel button*:
           CloseSaveLoadDialog();} // close the save/load GUI;
}
//####################################################################################################################
function on_event(int event, int data) {
  // called when an event happens (see AGS manual for details)
    //  inform our save/load GUI of the event;
    on_event_SaveLoadDialogGUI(event, data);
}

SMF spam blocked by CleanTalk