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Messages - alexwbc

#1
General Discussion / Re: Load vs. Restore
Sat 05/03/2016 11:11:41
Save
Load

S/L


Combined with Save, load sounds much better. The two are also 4 letter words. You can put them in a square.
Code: ags
SAVE
LOAD

Load wins.

Also first 2 of Load and last two of Save is Love.

Love wins (also).but don't invert Save and Load, otherwise is SAAD :~(
#2
Some slight addition, now working on more detailed environment... still figuring out best way to include inventory screen.
#3
Ok, I've completed all the basic features for the GUI (inventory and items), so the adventure can finally step forward :cool:. A display message will inform when player get at the maximum advancement's point of the story... so there's no risk to wander pointlessly.

please notify me if you'd find any bug, here's the solution to check if you get to the point where you're supposed to advance.

Chapter 0.1.1
Spoiler

+ Once you get the control of the Guy go "chat" with the terminal
+ [Open service data manager] > [show files] > [print ... on screen] > [use printer to print...] > [save raw data on foppy] > [pick floppy]
+ open inventory (right click on Guy) > examine floppy (right click on floppy)
+ walk left to "rudimentary elevator" > climb down
+ use "metal slider" on "Elevator's energy cell core"
= shake your own hands: you won! (laugh)
[close]
#4
Thanks Andail, as you've guessed I am not putting so much effort in art; this is because I've intended this title much more of learning exercise and while keeping the "sketchy style" I am more motivated to trash and redo some stuff while experimenting.

Anyway, in the last update I am on the way to finish the inventory/item system (rightclick on the guy to open/close) so I can finally move forward in the adventure dynamics's stuff :)


I was undecided whether to put the inventory window on top or bottom... well, in the end I though: "let the player choose through drag&drop" (laugh)
#5
@CaptainD and @Stupot+: thanks for your support, it does matter to me :)
Also, new update: some more adjusting with dialogues and animation for collect item on background:
#6
New update.. items are coming!:grin:

Experimenting a bit of inventory (right click on the guy) and some dialogue... with items!




Next step is to make inventory GUI disappear once player's cursor over inventory screen //OR// when player left-click one item (cursor is supposed to become the selected item)... meanwhile right-click is used to examine items

#7

Meteor is mainly a project I've made to learn basics and stuff on AGS, so I can't promise I will complete it but if some interest is arise I would certainly more motivated to bring this forward.






First person adventure


New update: Adventure continues in the mine







Linux dependencies: to run the ags engine on linux you need to install dependencies first, there are two way to do this:
1: download and install ags_3.30.0-1_i386.deb... the package manager should do all the rest
or 2: open a terminal and paste this:
Quotesudo apt-get install libaldmb1 liballegro4.4 libc6 libdumb1 libfreetype6 libgcc1 libogg0 libstdc++6 libtheora0 libvorbis0a libvorbisfile3 -y
#8
Hello everyone! I am just started with AGS and already loving it! But it did happne I've already got a question I've not quite found a solution by myself (lot of googlin' and searching already done) probably for the peculiarity of my question. :-X

I would like to distribute my (badly made) adventures for linux only (I don't think Windows's user are going to missing anything exceptional (laugh) ... uh, wait... this joke is supposed to demote myself :~( )... and I know the best way to do so is to making a Ubuntu LTS+ compatible .deb file
But it looks like the only compiler I did fund is the one that come with AGS Editor... which only have .exe build option.

I know I can easily build up a .deb file with the whole linux AGS engine this way:
Code: Linux Terminal
sudo apt-get install git debhelper liballegro4.2-dev libaldmb1-dev libdumb1-dev libfreetype6-dev libtheora-dev  libvorbis-dev  libogg-dev 
git clone git://github.com/adventuregamestudio/ags.git 
cd ags
fakeroot debian/rules binary

and then ags mygame.exe runs the game while I can obtain ags-setup in place of winsetup.exe from here.
But still I am not sure what's the best way to pack, distribute (even commercially, even if just out of curiosity) a linux only compiled adventure (then with no .dll/.exe at all).

Eventually if I can reduce reliance to external library download (in case future Ubuntu's main repository change name alias to some libraries and thus need me to constantly update stuff already distributed with corrected link). I know some libraries can be distributed (in a similar way windows's games distribuite zlib dlls and such).

Sorry if my question is not that clear, I'll add more detail to what's sounds more obscure.
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