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Topics - Revonx

#1
Hi, quick question, apologies if this should be in General Discussion rather than Beginners.

Been experimenting, attempting to find the best possible DIST and EAGERNESS when a character follows another character. Obviously I realise it depends on the type of game you're creating,  resolution, e.t.c. But wondering if anyone whos created or is creating an AGS game found a good balance between the two.

At the moment I'm using:
cNPC.FollowCharacter(cPlayer, 1, 10);
When cNPC has a uniformed movement speed of 5
And cPlayer has a uniformed movement speed of 4

Which isn't bad, but could perhaps be better. I appreciate this question might be difficult in answering as I've given you no other information, but any kind of input would be appreciated.

Revonx.
#2
I have music for each room, each mp3,ogg lasts approximately ten seconds and then repeats itself so it sounds like one piece of continous music, if that makes sense. (Think of one of those annoying pieces of repetitious music you hear in supermarkets) All works great except in the transition from when the mp3,ogg ends and the same mp3,ogg starts again. There is a gap of silence lasting around a second maybe less.

My question is therefore, is there any way to remove this 'gap of silence' so that the transition of the mp3,ogg to the next is smooth and uninterrupted. A solution to this of course would be to create a longer piece of music already repeating itself over. But this would mean extra unecessary data and it would have to come to an end at some point, even if it was after five minuites. Hopefully someone knows the answer, whether its the fact that AGS can't fix this or a simple script to correct it.

Thanks in advance,

Revonx. :)
#3
How to Move player character to a still moving NPC?

Probably a simple answer, couldn't find anything out about it though. I've been using a changing variable everytime an NPC walks onto a region and moving the player character accordingly. However, there must be a simpler way to do this out there. Also, is there a default distance or can you reset the actual pixel difference between the playable character and an NPC, when performing such tasks as looking, talking or using an inventory item on a still moving NPC.
#4
Beginners' Technical Questions / GUI Fade in
Thu 30/10/2008 19:10:26
Fade out code is provided by the manual and works just fine.

int trans = gIGui2.Transparency;
while (trans < 100) {
  trans++;
  gIGui2.Transparency = trans;
  Wait(1);
}

What would be the exact code in this instance for the gGui2 fading in?
#5
Pretty sure this is not a beginners question, apologies if the admin deems it to be.

I use Animation Master V11.0 to create some of the characters and objects views. This creates a files known as .ACT (Actor files). I know alot of old SCI games used this feature, but I couldn't find anything about it being compatible with AGS or even how to intergrate it. If anybody is familiar with ACT files, please help.

Thanks in advance.

Revonx. ;D
#6
I'd like to continue a dialog between characters while switching rooms. I've been trying to do this using the new-room X command, but this unfortunatley aborts the whole conversation. To show you what I mean here are two screenshots from the game I've been making.



This is the player characters dialog options, works fine.



The problem occurs here where the new-room X command cuts off the converstaion before this character 'Granny' can reply to one of the dialog options in this case option 2 'Tell me about the caged child'.

Does anybody know another solution , I've experimented with global variables and annoying popup text boxes, I'm sure theres a module out there that will correct this problem, if anybody knows it.

Thankyou, in advance. Revonx.
#7
Couldn't find anything in the tutorials, all I want is to increase the width and height and position it so its a rectangle at the bottom of the screen rather than a square in the middle of the screen. Thanks in advance.
#8
I thought that this might correct it, but apparently theres something wrong, keep in mind that I've already edited the rooms property schema for EXIT, Bool, with a default value of 0.

function repeatedly_execute()
  {
if (EXIT==true) {
Mouse.ChangeModeView(mouse.Mode, int EXIT = 1; view); 
}
else {
mouse.ChangeModeView(mouse.Mode,-1);
}
}


Any Ideas?
#9
The problems just seem to come from all directions when it comes to dialog.

1st problem: Can't get a simple script to work. It doesn't play @1 even when all the essentials are there, it just skips straight to ROOM 4.

// dialog script file
@S  // dialog startup entry point
return
@1  // option 1
new-room 4
stop

2nd Problem: When it does get to room 4 the player character ends up in some crazy XY coordinates (Up in the top left corner) I've been looking in tutorials for and haven't found much except a module ( claiming to fix this) which I couldn't correctly set up.

There are more problems, but I think this is enough to deal with for now. Thankyou in advance.
#10
As soon as I enter the dialog it takes me straight to a different room (accessed by clicking on one of the options) without even seeing the dialog options themselves, anybody got an idea?
#11
I have made animating FLC background, I found out that you couldn't import them into AGS. So i converted one into GIF and imported that, still not animating, anybody got ay ideas around this, much appreciated.Revonx.
#12
Pretty much self explanatory, thankyou in advance
#13
Its basically an animating exit sign, I can get it to animate on all hotspots but I want it to only animate on specific ones i.e a hotspot which will exit the character into another room, thankyou in advance.
#14
Kingdom O' Magic (Remake)

KOM Demo 1.1 Now available ------------ 116.35MB
http://www.megaupload.com/?d=UDEBAX6O

Progress

AS OF 19th JANUARY 2009

Art
Backgrounds 100%
Characters 100%
Animation 100%
Inventory Items 100%
Cursors 95%
GUI's 80%

Scripting
Story 100%
Puzzles 80%
Dialogs 10%
Functions 10%
Messages 5%
Additional 5%

Sound/Music 50%



Sorry about the file size but it is a huge game, the demo in itself qualifies as a full AGS game. Do I dare say that, once finished, KOM will be the largest AGS game ever made?

I had to look around for a site that'd host such a large file, as I don't have one of my own. Does anyone have any suggestions for what to do for the full version? I estimate that the size will be around 1.2GB. I don't know if Adventuregamestudio.co.uk will support this.

For additional info view the quickly thrown together readme contained in the download. Any additional questions will be answered here or you can contact me at Revonx@gmail.com.

Hopefully Movies/Music and sound effects are compatible with most machines, I don't know what to say if the formats below don't work on your PC, all I can tell you is that they work on mine. Google for the formats below if you experience problems, but (hopefully) you probably won't. I've included a video plugin just in case.

Movie clips are MPEG and are coded with ffdshow.
Music is OGG/
Sound is MP3 and WAV.

Will post a bug report here and make necessary changes. I'd like to keep updating the demo but in larger bursts. I also want to enter it into the AGS demo competition eventually, but I haven't really looked into it yet.

The demo is still missing door animations over Flake Town and Bakers Isle which is why it sometimes look odd when Thidney walks into a room because its allowing space for a door.

Demo contains:
---92 rooms (Not all are rooms are where the player actually walks around in, as rooms are used for talking to characters, menus e.t.c)

---24 characters

---22 Inventory items

---91 Dialogs

---Over 7000 lines of script

---Several puzzles

--- And one red herring/crazy ass wild goose chase

If I asked you to test or you offered to test, please keep in contact though I'll be around less coming up to New Year. I'm making good progress on the full version but I wont say when the full version is, until I'm very close (I made that mistake before).

IMPORTANT

KOM is very much your game, you have the ability to voice your own opinion wether you are happy or unhappy with the material thats there. If you want to see something added or something removed you have only to tell me in any format you desire and I will very likely make necessary changes. Upon playing the demo you might have figured that I was a bit of a perfectionist and therefore I won't release the full version until all voices have been heard. Some may complain (be in support) of certain views that are expressed through the medium of humour within the game. And I apologise if you are offended by these perhaps new age views. It is not my intention to enforce my opinions upon you, but wether its music, movies or games that we are making or have made, we leave behind an imprint of ourselves voicing our personal opinion. Sometimes the best way to express these views are through entertainment, and in KOM's case concealed by a curtain of consistent sarcasm. However if there are parts of the game that you felt were just plain offensive (maybe talking to Krystal) please tell me in confidence and I will certainly take it on board.

BUG REPORT:

1. Talking to Terrence/1st time/Second Dialog/3rd Option/5th line ==Spacing incorrect.
2. Walking off Flake Town Bridge at night ==  Flase demo completion

ENJOY!

What is it?

For those that haven't heard of it before, it was released by SCi in 1996. It is a comedic point and click adventure game, filled with bizarre humour.
The game is a parody of J. R. R. Tolkien's Middle-earth, as seen in the names of some of the places in the game such as Rivendull and Minar Tragedy.It was designed by Fergus McNeill who became famous during the eighties for games such as Bored of the Rings (influenced by, but not adapted from, the Harvard Lampoon book) and The Boggit.
KOM was planned for release on four different systems: MS-DOS, Sega Saturn, Sony PlayStation, Apple Macintosh but fell through for the Sega Saturn.
The origional recieved very mixed reviews, some stating that it was terrible, while others swear by it being right up there with the top dogs of point and click adventure. For those of you that remember it,  might agree that the game itself was a real landmark for adventure games and had the potential to be rather extraordinary, but there were so many improvements that could have been made.

Whats going to change from the original?

Again for those that have played the game, you will remember there were two playable characters 'Thidney' and 'Sharon', my version will only feature 'Thidney' as a playable character, but will also feature 'Sharon' as an NPC within the game. You may also remember three seperate quests, I intend to combine all three plus an and more to form one whole version.
I don't want to spoil  the original game, only improve and add on. For example the fighting mechanism of the original was very basic and I was thinking of a more 'Quest for Glory' approach rather than its former 'point and smack'.
I want to keep the sprites in 3D.
The story will change though not completely.
Some sprites will be kept, some thrown, some added.
All original rooms will be kept, a few added.
Obviously alot more, that my brain can't fathom at the moment.

Start Screen

Map

Some characters in KOM

The Ferryman

Flake Town at Night

Options

The Pier

King Afro's Palace

Talking to the Jolly Mutant

Beer

The Mysterious Bakers Isle

So who the hell are you?

I'm not a designer at all, just a big point and click fan, which forced me to learn the 'Tricks of the Trade'. However you're support wether it be offering suggestions or attention will be key to completing this project. I also promise to thankyou in the credits.

When can we expect the game?

I will hopefully release a demo  by December 14 purely for reaction purposes, you could probably expect the full game late Jan early Feb. These are estimates and I don't consider myself on any kind of deadline, so if its later, its later. ;D

Is it gonna cost anything?

Not a dime.

Finally!

Enjoy.

Revonx.
:o
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