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Messages - Crosco

#1
Quote from: Gabarts on Tue 06/01/2015 11:42:26
- What you mean with Venedig, the panorama view? There are 3 changing areas and should be working...
- I've used SayBackground for the fruit seller but the problem persist, don't know how to fix it...
- Passages on rooftop are hotspots and need the "look at" action, cannot use "go to".

Anyway the pixel hunting series will be fixed once for all with the next version.

With Venedig I meant that the street entries (to enter the street in another room) do not have a mouseover text. So, it was difficult for me to detect that when my character goes there I will change the room. Also this circumstance made it difficult to me to distinguish these room changing areas from background areas (for example the archways in background of the bridge).

I think that at some time I also had the problem with "SayBackground". I moved the "SayBackground" calls into the "repeatedly_execute_always()" function of the room. There it does not block the character. Maybe you want to give it a try.

Too bad that the "passages" on rooftop cannot use the "go to" action. I needed some time to figure out.

Once again, thank you for the game.
Waiting for the next chapter... ;-D
#2
Thank you for providing this game! I enjoyed the Indy-adventure atmosphere and the lovely character paintings. (nod)

Some things I noticed during playing:
- Pixel hunting (especially wallet, apple, rhododendron)
- Interaction GUI didn't hide during dialog speeches
- Room changing didn't work every time because of curious borders (character was outside of room 1 but stayed in the room)
- Some room changing areas miss mouse over text (for example street entries in Venedig)
- Fruit seller blocks the game when shouting first sentences
- Allow also "use with" beside "give to" when using breadball with seagull or ID card with nazi guard
- Allow also "go to" beside use when entering passage

Keep on creating the next chapter! I'm looking forward. :)
#3
Quote from: Soxbrooker on Sun 28/12/2014 11:23:51
Man, I was playing this last night and got stuck in the first room... I can't find the wallet anywhere!

Puuuh, thought I was the only one because nobody complained. :-[


EDIT:
Argh, Monsieur OUXX already complained in the first posting. I missed that because I just read the "game finsihed" thread and didn't realized that this was another thread listed in "unread posts".
#4
He, the new built-in enum CharacterDirection is very interesting.
When I started to use AGS I began with a game template from Maniac Mansion Mania (http://www.maniac-mansion-mania.com). In this template they defined such an enum: eDirection. They used it at a Character extending function FaceDirection( this Character*, eDirection dir ).

So, maybe a function FaceDirection( CharacterDirection direction, optional BlockingStyle ) is a useful extension to the FaceCharacter, -Object, ... functions and should make it into AGS?

#5
Quote from: Crimson Wizard on Mon 10/02/2014 17:33:02
1. Change level of indentation to at least 4 spaces.
I personally favour 4 spaces and Alan's explanation is fine.
But at the end I think 2 or 4 are the same. It is more important that everyone sticks to the final amount of spaces.

Quote
2. Explicitly mention if and when it is allowed (if it is) to omit curly braces, like if there's only one line after "if".
(wrong) It should NEVER be allowed to omit braces! It's simply to dangerous!
It's a kind of habituation, if you do it always you will never forget to do it.

Also, do you remember Apple's security bug at the beginning of this week? Omitted braces were one reason why the code failed.  8-0

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3. Abbreviations in class etc naming. There are two ways to write abbreviations: always caps (GUI), CamelCase (Gui), or depending on some factor.
I like "always caps" because it's an abbreviation (and naturally used in this way).  ;)

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4. Expand "Use of const" paragraph adding the use of const local variables as the way to improve readability and prevent yourself from occasional mistakes (changing precalculated variable that should not be altered later).
"Maximum constness" is excellent!  (nod)

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5. Explicitly state that it is allowed (if not preffered) to use the existing code style when making minor changes in the code which does not yet uses our convention. The idea is to keep style consistent, so, unless you are rewriting bunch of old functions, you can use the "old" AGS style.
This does not mean you can write "dirty" code ofc.
I agree.
#6
I can't say anything to the Direct3D stuff. I'm not enough experienced with it.
The "for()" statement would be a nice-to-have feature. (I can't say why I didn't missed it so much.)

To having pointers as member variables of structs would be fantastic!

Quote from: Crimson Wizard on Thu 20/02/2014 11:26:04
Quote from: Monsieur OUXX on Thu 20/02/2014 11:13:23
OK guys, you win, I'll stop being stubborn and switch to 3.3.0. I'm very attracted to source control and re-importing sprites from original source.
I was not forcing you to use 3.3.0 :), in fact the non-working undo is something I would be concerned about as well.
Regarding source control, I mean it can be used normally without connection to AGS. You may just make a repository out of the game project folder.
I don't know how source control API works myself.

Crimson is right. A version control system will resolve your problem to determine which code lines you changed. And, it will allow you to keep a history of all your changes.
I installed a subversion repository on my machine (using TortoiseSVN) and added the project folder as trunk as Crimson also mentioned.
The repository also allows you to branch and try out another AGS version.
#7
To hear this made me also sad.

I started to became more active in the forum before the 3.3.0 release.
In this short time I was impressed from your awesome work with AGS and helpfulness in the forum.

Great job!
#8
Congratulations! :)
#9
I detected an issue with the cursor position when deleting a whole line and saving the file afterwards.

How to reproduce:

1) Implement a function at the end of an .asc file containing already some functions. e.g.:
function myFunction()
{
}

2) Add two new lines into the body by pressing "ENTER" two times.
As a result the cursor is now positioned at the second empty line.

3) Save the file via "CTRL" + "S".

4) Press "Shift" + "Cursor Up" to mark the whole line until same position in line above.

5) Press "Del" to remove the line.

6) Save the file via "CTRL" + "S".
As a side effect the cursor position was moved several lines upwards.

Beside this it would also be great if the already opened "Find and replace" window would overtake a new text markup when pressing "CTRL" + "F" once again.
#10
Download................................PASSED
Installation..............................PASSED
Game conversion from 3.2.1...PASSED
Compiling game......................PASSED
Running game.........................PASSED
Detecting bugs.......................FAILED

Thank you. :)
#11
Quote from: Crimson Wizard on Thu 23/01/2014 12:40:51
Darn, I feared something like this. It needs exactly the one I am using when making a distribution.
We must update this file in the AGS package (currently it has version .4148).

Wow, what a tricky issue. :-\

Are the "VC Redistributable" part of the installer?
#12
Thanky you for your hints and links (especially cat for the Kafkas Koffee tutorial).
#13
Hello all,

I've seen many impressing images (background, characters, objects) at the forum.
But I didn't find any answer to the quesiton:

What are the real basics when starting to create backgrounds, objects and characters?
How to start drawing them?

Some time ago I found a tutorial website linked at AGS index site. But this page was very old and full of corrupted tutorial links. But there was one which has shown how to create a character sprite from a photo. This was very interesting. But I can't find it anymore.

So, if you know tutorials like that one which point out the basics I would be very thankfully.
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