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Messages - fratello Manu

#1
Hi! Thanks for your answer! actually my aim is not only to reduce compile time, it's reduce game size. Thanks!
#2
Hi everyone!

Is it possible to exclude from final game compiling all the "un-used" resources?
Use case: I want to create a "game series" which will share many common resources (characters, rooms, etc)
So I was thinking about managing all games into a single project, sharing all common resources and scripting separated plots, etc.

Is it possible to insert some "tags" in code to define a part which belongs only to a certain game?
In order to avoid including also the un-used resources while compiling a particular game.

Sorry If I didn't make myself clear... In my head it's simple but maybe not so simple to explain.

thanks!
#3
Beginners' Technical Questions / All my posts
Wed 25/05/2022 11:37:30
Hi everyone!
is there a way to see a list of all the posts I wrote on the forums?
thanks!
bye!
#4
Hello everyone!

Does anyone know if there's available somewhere over the rainbow a nice character generator, nice and suitable for adventure games?

For a game I'm working on I'm using sanderfrenken's Universal LPC Spritesheet Generator, which is really nice but obviously more rpg-oriented...
I'm using several assets for backgrounds too, meant for the LPC world as well.
It's actually very good for this game, but for further games I'd like to have something more Lucasfilm-lookalike...

If not a proper character generator, are there any nice sprite sheets templates somewhere, in a classic graphic adventure style?
I began to draw my simple own characters but it takes a long time, then I'd have to draw also backgrounds... etc.... I'd prefer focusing on coding, storyboard and soundtrack, which I'm better at.

thanks!
bye
#5
Hi everyone.

I have the same need and I'd like to try a different solution. Let's see if it can work!

Is it possible to 'import' spritesheets at runtime?

in this way we could have a stand-alone characters sprites generator (maybe another ags application, or a c# application, or something in python, who knows) which would overlap bodies, clothes, etc to generate a .png spritesheet. It could also write a json file with some details about character (char name, spritesheet file name, etc)

Then our game would allow player to select which character (or even more than one) to be imported.
Sprites would be grabbed from sheet (in a grid-wise layout) . As an alternative, we could have several .png files, one for every frame, with proper names in order to identify them.
Then these frames would be instanced as frames in our game and assigned to our views.

Crazy?

bye!
#6
Hi everyone!

My first post on advanced tech forum, I apologize in advance if the topic was already faced and I missed it.

I'd like to find a way to "compose" sprites at runtime. For example: I would draw all my characters without the head, and then in a separate sheet all the head animations, for example for speaking anim.
Then the 2 objects (head and body without head) should be merged at runtime.

If you take a look at Monkey Island sprite sheets, they're like that. Does anyone know if it's possible in AGS? This would prevent me to draw extra animations to replicate just one part of the body, for example if I want my character to speak whille walking, or while doing anything else.

Thanks a lot!
Have a nice day
#7
Example:

  String sText = "";

  sText = sText .Append(this is a very long text and in a future version of the game it may change[");
  sText = sText .Append("and this one too[");
  sText = sText .Append("to mention this one, it will take you years to read it[");
  sText = sText .Append("bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla[");
  sText = sText .Append("bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla[");
  sText = sText .Append("bla bla bla bla");

if I should use the GetTranslation every time, I should call something like .GetTranslation("this is a very long text and in a future version of the game it may change[");
So the first problem is that it's very uncomfortable calling this for every long dialogue or description in game; but most of all if I decide lately to modify texts and dialogues, I also have to open translation files and put hte new exact translatable sentence, and so on...

anyway, it's not a problem, I'll manage long appended texts out of the translation files system, I just wanted to know if someone already faced and solved the problem

Have a nice day everyone!
#8
Hi everyone,

I just read on the manual (..too late!  :P)

QuoteWhile most in-game text is translated automatically, there are a few instances when this is not possible. These are when a script uses functions like Append to build up a string, or CompareTo to check some user input. In these cases, you can use the GetTranslation function to make it work.

is there any workaround for this? I have a game with a huge amount of long strings and I obtained the text merging several lines with the .Append function. And (as I discovered just after) they are not automatically translated when calling Game.ChangeTranslation("language"). Eg:

Code: ags

  String sText = ""; 

  sText = sText .Append("bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla[");
  sText = sText .Append("bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla[");
  sText = sText .Append("bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla[");
  sText = sText .Append("bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla[");
  sText = sText .Append("bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla[");
  sText = sText .Append("bla bla bla bla");


and it is not easable using the GetTranslation every time, because of the huge amount of text

So I tried using the standard C# operator + to concatenate the string, avoiding the .Append function, but in AGS script is not available (that's why probably I wrote all these .Append  :P)

Any suggestion?
Thanks!
#9
Quote from: heltenjon on Thu 18/11/2021 21:45:18
Quote from: manu_controvento on Thu 18/11/2021 21:25:49
Quote from: arj0n on Thu 18/11/2021 14:23:32
I think his blog was here (http://cmioe.blogspot.com), but it's gone...

Yes, I meant I couldn't find the blog where I expected... did anyone download all the stuff before it went down?

At http://www.g4g.it/2011/11/21/the-curse-of-monkey-island-classic-edition-demo/ the download zip is nearly 80 Mb, and it looks like it contains both compiled and raw data. But the upload date seems to be 2011, so I'm not sure everything is there.

I enjoyed the raw files but they are related to the short demo...
Can anyone find a more complete version too?
Thanks
#10
Quote from: heltenjon on Thu 18/11/2021 21:45:18
Quote from: manu_controvento on Thu 18/11/2021 21:25:49
Quote from: arj0n on Thu 18/11/2021 14:23:32
I think his blog was here (http://cmioe.blogspot.com), but it's gone...

Yes, I meant I couldn't find the blog where I expected... did anyone download all the stuff before it went down?

At http://www.g4g.it/2011/11/21/the-curse-of-monkey-island-classic-edition-demo/ the download zip is nearly 80 Mb, and it looks like it contains both compiled and raw data. But the upload date seems to be 2011, so I'm not sure everything is there.

thanks a lot!!!
#11
Quote from: arj0n on Thu 18/11/2021 14:23:32
I think his blog was here (http://cmioe.blogspot.com), but it's gone...

Yes, I meant I couldn't find the blog where I expected... did anyone download all the stuff before it went down?
#12
Hi everyone!

a few days ago I bumped into the "Classic edition demake" of Curse of Monkey Island, I found a small playable demo, some threads also announcing some language translations, etc.
then I found out that the programmer dropped the idea and the game  :(

And he wrote that source code and original assets could be found on his blog, along with latest release (95% complete, what a pity!)
But I couldn't find this blog and all the stuff

Coud anyone help me?
I loved the MI series but I couldn't stand the MI3 style... So when I found out this demake, I was very happy to finally play the game in the old style way!

Thanks! Have a nice day
Manu
#13
Hi everyone,

is there a way to catch the modifiers keys pressing as stand-alone keys?

I'd need something like:

Code: ags
// called when a key is pressed
function on_key_press(eKeyCode keycode)

    if (keycode == eKeyAlt) // 
    { }

    else if (keycode == eKeyCtrl) // 



Use case: I control my character with keyboard and I'd like to use Ctrl for looking, Alt for talking, Shift for pick up, etc...

Thanks!
#14
Ok, I was wrong:
F7 is working during intro

but I still have the error and can't start the game on my PC
#15
F7 doesn't seem to work during intro..
but now I got another problem,

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00000000 ; program pointer is -3, ACI version 3.4.3.1, gtags (41,19)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


Now I got this error while running the game on another PC (my personal one)
Can anyone help? please
#16
soooooo cool!!!
Just 2 questions:
- is there any way to skip the initial intro (from the fake code protection with no checking to the proper game start) and immediately load a saved game?
- I just played the first few minutes and I enjoyed a lot the new additions (the vulture in the Scumm bar, etc) I noticed the dialogues are without choices, and characters keep talking without user interaction; I'm just curious to know if all dialogues are that direct or there will be user choices somewhere.

really enjoying this!
#17
Hi everyone.
I've got a problem on this.

I implemented the algorithm and everything was fine.
Something like:


Code: ags

void SetStepSoundForView(int viewNumber)
{

  int loopCount = Game.GetLoopCountForView(viewNumber);
  
  for (int loopIndex = 0; loopCount - 1; loopIndex++)
  {
    int frameCount = Game.GetFrameCountForLoop(viewNumber, loopIndex);

    ViewFrame* frame;
    
    switch(loopIndex)
    {

      // Down, Up: 3, 7

      case 0:
      case 3:
        frame = Game.GetViewFrame(viewNumber, loopIndex, 3);
        frame.LinkedAudio = aStep;
        frame = Game.GetViewFrame(viewNumber, loopIndex, 7);
        frame.LinkedAudio = aStep;        
        break;
      
      // Left, Right: 1, 5

      case 1:
      case 2:
        frame = Game.GetViewFrame(viewNumber, loopIndex, 1);
        frame.LinkedAudio = aStep;
        frame = Game.GetViewFrame(viewNumber, loopIndex, 5);
        frame.LinkedAudio = aStep;         
        break;
      
    }
  }  
}



...so, I pass a view to this function and depending on direction (case 0, case 3, case 1, case 2)  I want to assign the step sound to the desired frames (3 and 7 for walking up/down, 1 and 5 for walking left/right)

The walking views just contain 4 loops.

As I wrote, it was working, but suddenly I got this error: "invalid loop specified", on statement

Code: ags
int frameCount = Game.GetFrameCountForLoop(viewNumber, loopIndex);


I think the only thing I changed was uninstalling AGS 3.5.0 and installing AGS 3.5.1 (Build 3.5.1.8)

May it be possible?

Thanks!
Have a nice day
Manu
#18
Thanks a lot!
#19
Hi everyone!

Is it possbile to assign at run-time a sound to a specific frame of a loop of a view?

Basically, in a game with many characters, all of them with many frames for walking animations, I'd like to assign the footstep sound using a loop, instead of entering every single frame of every character view:

for [every view]
{
    if [View is a walking animation / I'll check with a specific name prefix....]
    {
        for [every loop of the view]
        {
            loop.frame[3].sound = step.ogg
            loop.frame[5].sound = step.ogg
            loop.frame[7].sound = step.ogg
        }
    }
}


Any idea?
thanks!
Manu
#20
Hi everyone!

is there any known issue concerning big sprites (exceeding screen size) moving?

E.g. I want a *big* spaceship, helicopter, plane.. etc.. to fly accross the screen. At the moment, its height exceeds the screen height.
I create a character for the spaceship and it is correctly displayed. But as soon as I call cShip.Walk(........) it disappears (blocking or not, walkable areas or not.)

Any ideas?

Thanks!
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