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Messages - Jigen Daisuke

#1
Quote from: Crimson Wizard on Wed 15/01/2020 16:15:09
When crash dump is created, this means there's a problem in the engine too (it cannot handle some situation and crashes).

These crash dumps can be seen my Microsoft tools, such as MS Visual Studio or WinDbg. To analyze their contents you'll also need engine source code of corresponding version, and also *.pdb files (usually attached to AGS release).

Thank you for the clarification, but I havo no experience at all in debugging...  :confused:
From which I can remember the crashes happened mostly in the first part of the game (approximately in the first 25-30 minutes) and during dialogues with a precise NPC.
The strange thing is the crash frequency depends on which OS you use... Almost no crashes in Win7 Professional, many crashes in win8 and win10

Quote from: Crimson Wizard on Wed 15/01/2020 16:15:09
AGS saves not full crash dumps, but "minidumps", and they are mostly only capable of pointing to the crash location in the engine. So, usually context is very important. If you don't remember what were you doing, or player was doing, when it crashed, which point of the game it was (at least room, and some actions), then it's mostly useless.

So, which is the use of "minidumps"? Do I need real programming skills to analyze them? :sad:

Quote from: Crimson Wizard on Wed 15/01/2020 16:15:09

The best case is when you can repeat the crash (know which actions lead to it, at least approximately).

I never managed o repeat a crash repeating the same actions... Maybe I can try...
#2
Hi everyone,

During my free time in the last two years I made and develop an AGS game (my first one  :-D )
Unfortunately, even if the game code seems to be ok, I experienced several crashes during the gameplay. The same happened to several people played the game.
I collected some crash report files but I don't know how to use them... :(

Could someone help me, please?
I can share the crash report files and also the game source code, if necessary

Thank you in advance!
#3
Hints & Tips / Re: This City at Night
Wed 03/07/2019 11:54:18

Spoiler
I managed to find the light button! LOL (laugh)  Unfortunately I'm not able to locate the cell phone battery...
[close]
#4
Hints & Tips / Re: This City at Night
Wed 03/07/2019 07:57:05
Hi Paolo!
Nice game  :-D

Spoiler
I'm stuck in the dark room searching for my mobile phone... I think I've inspected all and try to use the 3 objects I have (ruler, scissors, candlestick) on all hotspots
[close]
#5
Completed Game Announcements / Re: Broom alien
Fri 31/08/2018 18:41:13
Great! I'll try your game for sure! :)

By the way, I'm from Italy, too. :grin:

If you have time you may try my game :grin:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=56406.0
#6
Quote from: TheFrighther on Fri 31/08/2018 09:33:39

Are you involved in "Slap 'n Beans" game?

_

Nope :wink:

I borrowed sprites from here and there (all credited on ending credits) because I'm not a graphic artist :grin:
Big Trouble in Little Imola is only an amatorial "educational" FREE game born to tell a story (all the screenplay was written by me) and to allow Imola Town exploration ;)

However the Slaps 'n Beans team is located in a city near Imola in Italy :grin: I love their work they're great programmers!
#7
Quote from: CaptainD on Fri 24/08/2018 10:46:48
I love the title and a tribute to the 80s and 90s can never be a bad thing! :-D

Also, many congratulations on finishing your first game, it's a really great feeling and looks like quite an achievement in terms of ths size of the project.  Nice one!

Thank you very much!
You're right, it's a great feeling be able to complete a videogame :grin:
I hope people may enjoy playing the game as much as me, even non-italian peoples!
I tried to explain everything on the game so a foreigner can also explore the town without problems :grin:
#8
Fixed, thank you.

You may see the same screenshots following the "Database entry" link :wink:
#9
Grosso guaio a Imola Town (Big Trouble in Little Imola) [ITA-ENG]

Hi everybody,
after several months of work (alone) I'm proud to show you my first game. :grin:
I love the art of storytelling but when I decided to create the game I was not a computer programmer nor a graphic designer so I studied and did my best! :wink:
"Big Trouble in Little Imola" is a free amatorial game imagined as a tribute for the eighties and nineties pop culture (including adventure movies, videogames, famous characters etc.) set in my hometown.
My only goal is to make the player relax, smile and enjoy the experience :-D

Story
You're Joe, a famous Adventurer called in Imola, Italy (do you know? the former venue of the Formula 1 San Marino Grand Prix) to recover a legendary treasure.
During your visit to the town you will come in contact with several unexcpected mysteries that may help you (or not...?) :wink:

Written & Programmed by: Jacopo Salvi (original work)
Backgrounds and sprites: Jacopo Salvi (partly original work, partly picked from existing games -credited-)
Music: Various Artists (picked from existing games -credited-)

Features:
   -Full game with full story and -maybe- easter-eggs :-D (Approx. duration of the game 2h 30min)
   -NO unfair puzzles
   -'80s and '90s flavour with many references
   -REAL locations and legends (some minor mods for story needs), you can explore Imola and get many real infos about it.
   -Certainly several imperfections caused by my little experience with games and because I'm not a native English speaker

Screenshots:








Database entry/Download: http://www.adventuregamestudio.co.uk/site/games/game/2279/
#10
I hope here is the right forum room for this question...

I've made a game with AGS 3.4.1. and I need to run it on a 2012 Mac (owned by a friend of mine).
I never used a Mac so I don't know how to proceed: I read several topics on the forum and maybe the solution is to install "WINE" on the Mac because it's a sort of virtual machine.
Is it true? will it give a 100% compatibility of the game, including saves and mp3 background music?

Or maybe I have to use a different software/procedure to play it?

Thank you in advance for the answers!
#11
Hi Abstauber!

I tried to import the module but my AGS version is slightly older than the one you used for the module... so the importing failed
do you know if is it possible to use it in another way?
#12
Quote from: Khris on Tue 02/01/2018 18:13:11
If you're using an Object and thus the room script, you need to import the function first.

Open the Global Script's header and add this line:

Code: ags
import function show_restore_game_dialog();


Thank you very much, I didn't know the "import" thing :wink:
#13
Quote from: Khris on Tue 02/01/2018 13:25:12
May I assume that in order to show the Load GUI, you're using
Code: ags
  gRestoreGame.Visible = true;


Replace that with
Code: ags
  show_restore_game_dialog();

a function in the global script that populates the list first.

I have a object (quit button) in the "title screen room" and in "any click" event I put the line you suggested but it doesn't work...

AGS says "Undefined token 'show_restore_game_dialog'... :sad:
#14
Quote from: Khris on Tue 02/01/2018 13:25:12
May I assume that in order to show the Load GUI, you're using
Code: ags
  gRestoreGame.Visible = true;


Replace that with
Code: ags
  show_restore_game_dialog();

a function in the global script that populates the list first.

Now I don't have my pc with me but I think you're right because I remember that I used the script from this message on the Forum:

Message from forum

I will try to follow your advice ASAP!

Thank you very much!
#15
Hi friends,

as you can see on the tile I have a problem on LOAD GAME GUI from the title screen.

AGS version: last one (3.4.0 patch 4)
LOAD GUI: The original one.
Problem Description: When I try to load a previous saved game from the title screen load button, the LOAD GUI appears but previous saved games are NOT shown. :sad:
                     If I try to start a new game and LOAD an old saved file using the game menu button, the LOAD GUI appears and I can see the saved games: loading works fine! :shocked:

I don't know how to fix it... According to theory when the load gui starts correctly I can Always see the old files...(wrong)

Thank you for the help!

#16
Quote from: Khris on Fri 15/12/2017 13:51:12
I hope you aren't planning on deselecting the item regardless of whether the attempted action was fruitful?

No, only after a successful action that do not cause LoseInventory of the object :grin:
I will create a "deselect" button on the icon bar for other situations :smiley:
#17
Quote from: abstauber on Fri 15/12/2017 12:37:39
Hi,
as long as you know your ways around AGS, it should not be too hard. The whole GUI stuff is already pretty much modulized.
You need to export the optiongui module from the template, as well as the GUIs: gSave, gSaveConfirm, gLoad (and optionally gOptions).

In gOptions you might want to remove the Layout slider and the code behind it, since this is the only(?) template specific thing in this module.

Thank you very much!:-D
I'm at my first game and I'm currently Learning Scripting but I'm confident to be able to do it (nod)
#18
Quote from: Khris on Fri 15/12/2017 11:09:29
Sure, just call
Code: ags
  player.ActiveInventory = null;

This should automatically move on the cursor mode to eModeWalkto as well.

Thank you, I will try ASAP!

If I understood well, I have to put this line after all "use inventory" events
#19
Hi Abstauber!

Is it possible to use your save/load GUI (with screenshot/date/hour mode) on other templates?
I'd like to use it in a game I'm currently developing!
#20
Hi guys' I'm new to the forum and I'm developing my first game.
I would like to change the behaviour of the Use inventory item cursor (I'm using AGS 3.4.0 with the standard template, where the mouse-mode change right-clicking).

Explaination:
When you don't have an object active in the inventory you don't see the use_inventory cursor when you right-click.
When you use an inventory item to do some action (e.g. The player use a screwdriver on a screw) the game activate the object cursor of mouse-mode "Use inventory" and you can click with this on hotspot/objects/etc to interact.
After using the object you can be in two situations:

1-You lose the object--->the game deactivate the "Use inventory" mouse mode and hide the cursor so when you right click it's not available.
2-You do NOT lose the object--> the "Use inventory" mouse mode is still active when you right click and the cursor mantain the shape of the object. 

Request: Is it possible to force the game on ALWAYS deactivate the "Use inventory" mouse mode after using an object? (like the situation 1)

Maybe it's a silly question but I didn't find answers on old topics :(
Thank you in advance!
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