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 - arj0n

#1
Parser library contains the words help, h, and ?, each three being synonyms of each other (having the same id).

The questionmark 'word' doesn't seem to act like a synonym word. Is that intended?
(i couldn't find anything on 'special characters' concerning the parser in the manual.)

Code: ags
if (Parser.Said("help")){do something}
or
Code: ags
if (Parser.Said("h")){do something}
when user input is help or h, al works fine, but
when user input is ?, the ? is detected as UnknownWord

Code: ags
if (Parser.Said("?")){do something}
when user input is ?, al works fine, but
when user input is help or h, both are detected as UnknownWord

So while being synonyms, to let the parser detect these three 'words' correctly, I must combine them like they are non-synonyms:
Code: ags
if ((Parser.Said("?"))||(Parser.Said("help"))){do something}
now when user input is ?, h, or help: al works fine

(using AGS Build 4.00.00.17)
#2
Chaluul's Curse (Remake)

Available for: Windows, Linux & Mac

BIG THANX to Nahuel for testing and providing the mac image
And THANX to Eric Matyas for his awesome music tracks



Story:
Howard Carter, archaeologist and hobby detective, is asked for help by his friend and museum director
Dr. Horatio Neuenblad. It's about the secret of an ancient Knight Templar sword, which is said to have
a fatal curse on it. It's up to Howard Carter to try and solve the mystery of the cursed Templar sword.



Keys:
left-clickperform selected action (look, interact, use, talk)
right-click cycle through available action mouse cursors
+ or = or Page Upmusic volume up
- or Page Downmusic volume down
F1help screen
F2text shadow on/off
F3switch font
F5save game
F7load game
Escapeback to the game
CTRL-Vshow version info
CTRL-Qquit game



(this was just a small interim project, work on Mortville Manor still continues)
#3
Grandad and The Quest for The Holey Vest



Download: Windows 3.5mb | Linux 6.5mb

Changelog:
  • Note: savegames from previous versions should be compatible with v1.0.2.
  • v1.0.2 changed: redraw hotspot area for magazines, making them easier to find
    (in the original game this 'hotspot' was quite small, so I improved it as I noticed several people were having a hard time finding it)
  • v1.0.1 fixed: final score not correctly displayed in endscene


Story:
Grandad, who is rather old, has a habit of placing things in strange places and then forget where he has put them. One morning he wakes up and discovers
that there is a bit of a nip in the air. He decides that he'll need to put on his string vest but he can't remember where it is. You have to help grandad find it.
Guide grandad around his house, gather items, talk to people, solve puzzles and unlock doors while also trying to avoid certain deadly situations...



About:
Grandad and The Quest for The Holey Vest  was originally released in 1992, only for the Atari ST.
This remake is freeware and available for Windows and Linux.



Differences from the original:
  • Point 'n Click mouse system instead of the original game's keyboard-only system
  • Graphical inventory items instead of the original game's text-only list
  • No more dead-ends (the original Atari ST game had a few)
  • Extra animations and many extra responses
  • No time limit anymore because grandads wheelchair's battery now can't run empty anymore (in the original game the player had to find and use a spare battery before the wheelchair's battery ran empty, otherwise it was game-over)



A HUGE thank you to the testers: Nahuel & Wiggy, they did an essential and amazing job!  :-*
#4
Officially a 'portable battery powered handheld electric lamp' is referred to as a Flashlight in the US while English-speaking countries seem to refer to it as a Torch.
This is odd, because I as a European living close to the UK location-wise (The Netherlands) refer to this as a flashlight. To me a torch is a burning stick.

I'm working on a game that has a 'portable battery powered handheld electric lamp' as item.
Question: what would be the best naming to use as players can be from any country: a flashlight or a torch?
#5


Looking for testers for the adventure game Grandad and The Quest for The Holey Vest.

Story:
Grandad and The Quest for The Holey Vest remake is an adventure game written in Adventure Game Studio. Grandad, who is rather old, has a habit of placing things in strange places and then forget where he has put them. One morning he wakes up and discovers that there is a bit of a nip in the air. He decides that he'll need to put on his string vest but he can't remember where it is. You have to help grandad find it. Guide grandad around his house, gather items, talk to people, solve puzzles and unlock doors.

Originally released in 1992 only for the Atari ST, this freeware remake is made for Windows and Linux.

Drop me a PM if interested.






#6
I have a project that make use of the extra mouse cursor #8

  • I named it "Cast spell", but the ScriptID becomes "eModeCastspel"
    - is there a character max?
  • When I select a room object (e.g. oChest), the name shown in the Event pane is "Cast spel object".
    But when clicking the 3 dots to create a link, this link is named oChest_Mode8 in stead of oChest_Castspel
    - I know I can change this manually, but is there an easy way to let the to be created link MouseCursorName in stead of the Mode<number>?
#7
Using AGS v3.5.1.21

I have an extra script called Points which is on top of all scripts
In its header it contains first 45 '#define' lines followed by a structs with arrays:

Code: ags
#define R01_use_cap_on_owl 0;
#define...

  
struct Score
{
  String name;
  int points;
};

import Score scores[46];
import function set_score_values();

And in the script Points I have this:


Code: ags
Score scores[46];
export scores;

function set_score_values()
{
  scores[0].name = "R1 use cap on owl";
  scores[0].points = 3;
  ...
}

So far so good, but in room 1 I have this line:

Code: ags
GiveScore(scores[R01_use_cap_on_owl].points);

Which gives me this error when compiling:
Code: ags
Error (line 322): Parse error in expr near 'scores' | room1.asc

I've no clue what's going wrong here...
#8
I'm not sure if this is related to me having switched to v3.5.1.21, but I'm sure it did work correct before:
When I import a sprite into my 8bit project, the result is wrong if the first left pixel isn't black (0,0,0).

My question: Am I doing something wrong and if so how to do this the correct way, or is this somehow a bug?

Project specs:
colour depth: 8-bit colour
resolution: 320 x 240
preferences > remap palette of room bgs into all. bg palette slots: no
Repro:
import 8-bit sprite with:
- ImportAlphaChannel: no

and any combination of RemapToGamePalette & RemapToRoomPalette:
- RemapToGamePalette yes, RemapToRoomPalette: yes
- RemapToGamePalette yes, RemapToRoomPalette: no
- RemapToGamePalette no, RemapToRoomPalette: yes
- RemapToGamePalette no, RemapToRoomPalette: no

result: left and top border section of the sprite is imported as black in stead of white


1 Colour settings:
0-4 is the exact same set colors as 32-35
0-4 = Background, 32-35 = Gamewide
any other slots are black (0,0,0) and Background


2 Import:
the to be imported sprite has a white (252,252,252) left and top edge and a blue lower left- and right area as to be imported as transparent


3 After importing:
the white left and top edge are imported as black


4 Imported sprite is imported wrong:
the left-hand sprite is the wrongly imported sprite
if a sprite does have a black pixel at the topleft it imports correctly, see the right-hand sprite, which is different as it has a 1-pixel wide black left edge.

#9
Soko-ban

This is a remake of the well-known classic puzzle game where you move boxes around in a warehouse, trying to get them to storage locations.
Based on the DOS version.


  • easy to use level editor included, create, export, play and share your own levels
  • seventeen extra level collection packs included, giving a total of 1576 levels

status: final test phase, soon to be released.
will be available for: Windows & Linux (freeware)

intro:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/sokoban/Promo/1_Promo_Outside_640.png[/imgzoom]
the lobby:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/sokoban/Promo/2_Promo_Lobby_640.png[/imgzoom]
start playing level1 (of the original soko-ban level-pack)
[imgzoom]https://dam1976.home.xs4all.nl/AGS/sokoban/Promo/3_Promo_LVL1_640.png[/imgzoom]
the level editor:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/sokoban/Promo/4_Promo_LVL-editorv2_640.png[/imgzoom]
#10
Quite some years ago someone did a small part of a monkey island (iirc) demake which was done in just a few colors (like 4 colors or less). It was abandoned and I can't remember if a demo was ever released.

As I can't seem to find it at the forums I hope someone does remember this little project so I can find its production thread again.
#11
I have a plain text file in the savegame folder that holds several lines of information.
- The second-last line holds the author information
- The last line holds the title information
- All lines above these 2 lines contain level input

The function as shown below reads through all the lines of a selected file using
ReadRawLineBack and gets the author and the title information in order to
show them, combined into one string, on a label.

It works fine but I have one small problem:
The last character of the title line (which is always the last line of the file)
seems not to be included in the string result.


so if the last line of the txtfile contains: Title: Level1
after ReadRawLineBack, the string result is: Title: Level

note:
As a test, if I add an empty line after the last line (after the title line) the
complete title, including the last character, is correctly read. But that would
not be a solution for my problem as these files are (and should be) exported
without adding an extra empty line.

So, how can I read the last line in a way that ALL CHARACTERS are included?

Code: ags

function load_levelinfoCustom()
{
  String Line;
  String LineTitle;
  String LineAuthor;
  String checkTitle;
  String checkAuthor;
  String finalInfo;
  
  String fileName = String.Format("$SAVEGAMEDIR$/%s", lst_CustomLevels.Items[lst_CustomLevels.SelectedIndex]);
  File *input = File.Open(fileName, eFileRead);
  
  if (input == null) Display ("the file seems to be empty...");
  else if (input != null) 
  {
    while (!input.EOF)
    {
      Line = input.ReadRawLineBack();

      checkAuthor = Line.Substring(0, 7);
      checkTitle = Line.Substring(0, 6);
      if (checkAuthor == "Author:") LineAuthor = Line;
      if (checkTitle == "Title:") LineTitle = Line;
    }
    if (LineTitle == null) LineTitle = "title unknown";
    if (LineAuthor == null) LineAuthor = "author unknown";
    
    finalInfo = LineTitle.Append("[");
    finalInfo = finalInfo.Append(LineAuthor);
    lbl_LevelInfo.Text = finalInfo;
    input.Close();
  }
}
#12
I have a gui that does not contain any guicontrol.
I would like to create a new guicontrol as button via script (without first creating an empty button in the gui editor), is this possible?
#13
Mortville Manor remake

This is a remake of the 1st-person-perspective adventure game from Lankhor (1987/1988).
Mortville Manor is the predecessor of the probably better known Maupiti Island (1990).


In this game you play a private investigator who's on a case in and around Mortville Manor.
You're there to investigate the death Julia Defranck, a childhood friend.


You conduct a detective investigation by wander through the manor, search around for clues and items,
have conversations with family members who live at the manor, and try to solve the case.


Some differences and similarities compared to the original version:
  • dropdown action-menus in top of screen plus questioning system are changed into a modern style point 'n click system.
  • no time limit, so no huries while playing
  • original text-only player inventory accessible via action-menu is now an always visible graphical inventory
  • play the game in Atari-ST, Amiga or DOS (EGA Mode) palette and switch between these 3 anytime during gameplay.
  • player moves via always visible 'where to go' list' instead of via dropdown action-menu on top of screen
  • persons present list is now graphical instead of textual
  • better and much, much more textual responses when clicking on stuff
  • original Amiga sound-fx included
  • while the original had none, this remake features background music for almost every area, all created by Eric Matyas

Question family members:


The list of voice actors/actresses:

game character  | voice actor/actress
LeoMandle
JuliaCanadian VA
MurielleLeonie
MaxDkobylarz
GuyDurq
Lucheltenjon
BobCaptainD
PatCaptainD
IdaDeborah 'Dythlind' S.
EvaBrenda

The game's 8 NPC's:



Attic scene in the 3 palettes:
Amiga:

Atari-ST:

Dos (EGA):
#14
Hi, I'm looking for English voice actors/actresses (6 male & 2 female) for my project Mortville Manor (remake)

Mortville Manor (1987/1988) is a first-person perspective adventure game and the predecessor of the probably better known game Maupiti Island (1990)
This remake can be played in Amiga, Atari and MS-DOS (EGA) palette (you can switch anytime during gameplay)

The original version had speech synthesis, and while quite a feat at the time it was quite hard to understand what was exactly said.
Therefor I'd like to add real speech and therefor I'm looking for voice actors/actresses.

As detective you can question the 8 NPC's:
There are 46 questions for each NPC character and each answer has a length between 1 to 3 lines.
Max has a couple of extra lines outside the questioning though, like when he welcomes you to the manor.


If you're interested, please let me know by PM.

some more info on this project can be found in the AGS Games in Production thread













game charactervoice actor/actress
LeoMandle
JuliaCanadian VA
MaxDkobylarz
GuyDurq
Lucheltenjon
BobCaptainD
PatMarnix
IdaHanaIndiana
EvaBrenda

The game's 8 NPC's:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/00_MM_persons.png[/imgzoom]

Some screenshots:

Diningroom:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/01_MM_dining_room.png[/imgzoom]

servant Max welcomes you:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/02_MM_Max_welcome.png[/imgzoom]

Selecting a question for Ida:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/03_MM_Julia_select_question.png[/imgzoom]

Ida answering a question:
[imgzoom]https://dam1976.home.xs4all.nl/AGS/Mortville/04_MM_Julia_answering_question.png[/imgzoom]
#15
As I can't seem to find the Bug and Suggestion Tracker and the link in the FAQ (https://www.adventuregamestudio.co.uk/forums/index.php?action=projects) isn't working, I hope it's ok to post it here:

I had a couple of tabs (room and a few scripts) open in AGS (Build 3.5.1.11)
When I selected 'close all tabs' an 'Specified argument was out of the range of valid values' error popped up (see below)
A red cross was shown over the whole area where normally the tab names are present.

Code: ags
Error: Specified argument was out of the range of valid values.
Version: AGS 3.5.1.11

System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
   at WeifenLuo.WinFormsUI.Docking.DockContentCollection.GetVisibleContent(Int32 index)
   at WeifenLuo.WinFormsUI.Docking.DockContentCollection.get_Item(Int32 index)
   at WeifenLuo.WinFormsUI.Docking.DockPaneStripBase.TabCollection.get_Item(Int32 index)
   at WeifenLuo.WinFormsUI.Docking.VS2005DockPaneStrip.EnsureDocumentTabVisible(IDockContent content, Boolean repaint)
   at WeifenLuo.WinFormsUI.Docking.VS2005DockPaneStrip.OnPaint(PaintEventArgs e)
   at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
   at System.Windows.Forms.Control.WmPaint(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at WeifenLuo.WinFormsUI.Docking.DockPaneStripBase.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
#16
Site & Forum Reports / game search broken?
Sat 06/11/2021 20:02:22
I tried to search up Heartland deluxe, which does exist in the db (https://www.adventuregamestudio.co.uk/site/games/game/813-heartland-deluxe), but no results.
instead it leads to: https://www.adventuregamestudio.co.uk
Any search seem to result this way.

Repro:
#17
When having a custom inv. window handling and I set an item as the player's active item, I expected the item to be 'auto-removed' from the inv.box but I can still click with the now active item on the same item in the inv. box
(e.g.: select key, can click with key on key in inv box).

When I currently select an inv. item via left-mouse click (see line 20 & 21 in code snippet below):
- the item is correctly set to the player's active item,
- the mouse-mode is correctly showing the item's mouse cursor image when in useinvmode
But:
- the item is still shown in the inventory item box

Am I overlooking something? Do I need to update the inv.box after setting an item to be the active item?

current settings & script:
In general setting 'Override build-in inventory window click handling' is set to True
And in the Global script I have this on_event function:

Code: ags

function on_event(EventType event, int data)
{
  if (event == eEventGUIMouseDown) 
  {
    if (mouse.IsButtonDown(eMouseLeft)) 
    {
      GUIControl *theControl = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
      if (theControl==invCustom)
      {
        InventoryItem *item = InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
        if (item == null) {}
        else if (item != null)
        {
          if (mouse.Mode == eModeLookat) item.RunInteraction(eModeLookat);
          else if (mouse.Mode == eModeInteract)
          {
            if (player.ActiveInventory != null) {}
            else if (player.ActiveInventory == null)
            {
              player.ActiveInventory = item;
              mouse.Mode = eModeUseinv;
            }
          }
          else if (mouse.Mode == eModeUseinv) item.RunInteraction(eModeUseinv);
        }
      }
    }    
    else if (mouse.IsButtonDown(eMouseRight))
    {
      if (player.ActiveInventory != null)
      {
        player.ActiveInventory = null;
        mouse.Mode = eModeInteract;
      }
      else if (player.ActiveInventory == null)
      {
        if (mouse.Mode == eModeLookat) mouse.Mode = eModeInteract;
        else if (mouse.Mode == eModeInteract) mouse.Mode = eModeLookat;
      }
    }
  }
}

#18
Using ags v3.5.1.10
My game has a resolution of 320 x 200
I have a topbar with label, both 320 width
The label uses @OVERHOTSPOT@ as Text which uses the default font eFontNormal
I have an inventory item with the Description "newspaper article from the box"

Now when I run the game and I hover over this item, the label shows "newspaper article from t" instead of "newspaper article from the box"
"newspaper article from t" takes up about only half of the total screen width aka available label space.

This happens with all inventory items that have a name that is over 24 characters long
Is there a restriction on @OVERHOTSPOT@ of max 24 characters (spaces included)?
I haven't noticed this before in previous projects, but I might never have used such 'long' inv.item names before...
#19
I have a scolling room and a character following the player character using 10 for dist and 60 for eagerness.
Now when the player character walks and the room is scrolling, the following char always walks in a stuttering way.
Is there a way to make the following char walk as smooth as the player character?

Here's the movement values for both characters (both have the same values):
AdjustSpeedWithScaling: True
AnimationDelay: 4
DiagonalLoops: False
MovementLinkedToAnimation: True
MovementSpeed: 4
Solid: True
TurnBeforeWalking: True
UniformMovementSpeed: True


When turning off MovementLinkedToAnimation for the following character, he still stutters while following the player character.

EDIT:
Mmhh, never mind.
Turning off MovementLinkedToAnimation for both the player char and the following char (and set movement speed to 1) seems to fix the issue.
#20
Completed Game Announcements / Desolate
Sun 23/05/2021 17:31:17
Desolate

>download for Windows & Linux<



Story:
'Desolate' takes place in the distant
future. A time when long distance space
travel is possible and frequent...



You must escape the derelict space craft.



On the way you will have to overcome
various challenges and obstacles
throughout over 70 rooms.



Your struggle for survival is escalated
by your need to figure out two things:
What happened to the ship, and who 'you' are...



Introduction:
Desolate is a top-down perspective
adventure game with arcade and puzzle
elements  served in a hybrid TI83-Game
Boy monochrome green palette.

Or in short, a spaceship crawler.



This is an official port of the original
game made in 2004 by Patrick 'tr1p1ea'
Prendergast for the TI-83 & TI-83+(SE)
calculators.


Shortcut-Keys:
Specific action-keys per key set:






Key-set 1Key-set 2
Walkup, down,
left, right
arrow keys
w,s,a,d
Look/Usespacebare
Fire gunzq
Open inventorytabf

General shortcut-keys:











helpF1
Redefine action keysF2
Switch between Fullscreen
& Windowed mode
F3
Save gameF5
Restore (load) gameF7
Restart gameF9
Make screenshotF12
Close popup screensESC
Show room numberCTRL-R
Show game versionCTRL-V


Hope you'll enjoy Desolate
-BrocantyGames




Version update history:

v1.2 fixes:

  • music was still audible when set to 0.
  • pressing ESC during splash logo crashed the game
  • character movement is again set faster
v1.1 fixes:

  • removed testing message "doorcode vis so do nothing when pressed Return" which was shown when trying to open a door without using a code.
  • character movement is now slightly faster
  • When binding the letter 'y' in the redefine-keys-screen, the letter 'y' could not be used anymore for confirmations on questions like "are you sure you want to quit"
SMF spam blocked by CleanTalk