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Messages - hedgefield

#1
Oh that's weird. The screenshot sprite should be referencing a fixed sprite number, so I don't know why the game keeps looking for the last number in the sequence + 1...

Looks like the Quit game function is cleaning up the sprites and causing the errors you're seeing, but why that is I don't dare say. Sorry I can't be more helpful! :undecided: Maybe some other sourcecode whizz knows why this would be happening but if you removed all traces of this module I don't see why it would still be throwing errors.

Best of luck anyway!
#2
Oof that sounds gnarly!

The only thing I can think of right now is that you didn't specify the right sprite slot for the screenshot preview and now it's trying to delete a sprite that doesn't exist. But if you removed those bits of code I don't know why it would still throw that error. What does line 342 say?

Other than that maybe something changed in the saving system since 3.1.2, I haven't really used AGS since then, at least not with this plugin, so could be that something in the code has been deprecated.
#3
Quote from: Snarky on Wed 05/03/2014 13:30:07
Plus the plugin itself appears to be $70.

Oh, yeah that's right, I forgot about that... but maybe that price could go down if it was more than just one man putting his free time into it. But anyway I can't speak for what Chris wants to do with the plugin, just a suggestion. The feature set there is so robust that it almost seems like double the effort to redo it once again. But I also think the free aspect is important yeah, anything above a few dollars might scare away amateur devs.

To the point of Unity being free, the official FAQ says "you can create and sell a game with the free version of Unity, without paying royalties or any revenue share. However, the free version of Unity may not be licensed by a commercial entity with annual gross revenues (based on fiscal year) in excess of US$100,000, or by an educational, non-profit or government entity with an annual budget of over US$100,000." Which I think most of us are not in danger of.
#4
It's sad to see AGS coming to a kind of 'end point', but at the same time I think the editor is at it's peak now, able to support high resolution stuff, and it's extensible should the user so desire. It's not a bad time to draw the line, I mean it will still be useful for a while to come.

On the note of starting something new, I wouldn't nescessarily recommend building an engine from scratch. I wouldn't stop anyone if that's what they would enjoy doing, but looking at what ChrisIcebox is doing with his Adventure Creator plugin for Unity, I'd almost say the smart move would be to support him in that project (if he wants that). That plugin is almost at a point where it can do everything AGS can do (albeit with bugs and caveats) plus Unity is free and compiles fine to a bunch of platforms. It's that AGS is still easier for me to use rght now otherwise I would have already switched. An argument can probably be made for building an engine that doesn't have the infinite bulk of all of Unity's features, but as for getting average Joe to jump on the adventure game bandwagon, I think you could do a lot worse than Unity + Adventure Creator.
#5
Crazy, that totally worked! The game loads up fine now and runs normally. It sounded like a more complicated problem, but yeah I guess it was lucky AGS wasn't opensourced back then. Thanks!

When I first imported the game, the editor made note of a SpeechCenter not being installed so its data would be removed; I'm not sure if that was an editor component? It doesn't seem like it screwed anything up yet.

And I have to say I like this implementation of custom resolutions a lot more than the skygoblin style. It makes more sense. The way it throws an error when the resolution of a room is smaller than the game's resolution is cool too, instead of awkwardly blackboxing it. It seems pretty stable so far but I'll report back if I find anything. Otherwise I can recommend absorbing it into the stable branch.
#6
Hi Crimson, I tried to import a game I made with the old Skygoblin custom resolution build based on 3.2.1 and I get this error (well, first I got the custom res order so I changed it to 1024x768 temporarily but now I get this):

Quote
An error occurred whilst trying to load your game. The error was:

Input string was not in a correct format.

If you cannot resolve the error, please post on the AGS Technical Forum for assistance.

Error details: System.FormatException: Input string was not in a correct format.

   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)

   at AGS.Types.SerializeUtils.StringToResolution(String s)

   at AGS.Types.SerializeUtils.DeserializeFromXML(Object obj, XmlNode node)

   at AGS.Types.Settings.FromXml(XmlNode node)

   at AGS.Types.Game.FromXml(XmlNode node)

   at AGS.Editor.AGSEditor.LoadGameFile(String fileName)

   at AGS.Editor.Tasks.LoadGameFromDisk(String gameToLoad, Boolean interactive)

   at AGS.Editor.InteractiveTasks.LoadGameFromDisk(String gameToLoad)

Is it anything that looks familiar to you? Any advice for changing settings so that it would import, or is this a lost cause and should I stick to my old AGS build?
#7
Awesome update, some really cool features! I was just lamenting yesterday the fact that I had to reimport 23 walkcycle sprites one by one. And here comes reimport from source!
Just sad to see there's no custom resolution support. I'm building a game in 1280x720 with the Skygoblin build so I can't upgrade to this yet. Any plans to include that in future releases?

[EDIT]I was too excited, I see the thread for the custom resolution build ha, cool!
#8
Right you are, script order and everything! I'm a little rusty :) For those interested I updated the module to reflect this suggestion. Instead of the bool SC_CustomInvClicks there is now the function CustomInv(bool); I left the other one as a bool since that one didn't require any checking from the rep_ex, you can just set it directly. Further instructions and download link in the OP.
#9
You have an excellent point, looking through this old code now I was surprised I even did it that way. Changing repeatedly_execute to game_start or making it a function should work just fine and save some processing power yes.
#10
Hey Mati, I'm looking through the module script now (it's been a long time since I worked on it ha) and I see at the top some instructions that might help you. Did you:

- Make sure you have one GUI named gInventory with one inv window called InventoryWindow1 AND one existing inventory item?
- Put SC_CustomInvClicks = true; in your globalscript game_start function?

I hope either solves the problem, otherwise let me know and I'll spend an afternoon refamiliarizing myself with how this thing works exactly so I can better help you out.
#11
I certainly enjoyed the game. They got the atmosphere right and the environments felt pretty alive with all the animation and attention to detail, if still a little static. I think the character designs worked better in 2D, but they did a good job with it, I liked the main dude. Cool story too, I can never get enough of those kind of mid-1900s adventure stories. The minigames were fun, you don't see 'action-packed' things like fending off a carchase or throwing melons at the airplanes shooting at you a lot in adventure games. The escape from the sunken casket especially I thought was ingeniously done, if a clear nod to Monkey Island :) overall, yeah pretty sweet game.
#12
Played through the opening so far, will spend more time on this one soon. LOVE the character portraits. Are they modelled off of real people? They're very impressive. And the setting is great. Most scifi is more about BUHH ALIENS and not enough about man this ship is small and I hate it here.

If you're looking for voice actors I wouldn't mind trying my hand at it.
#13
Hi James, you mean you resized the screenshot button on the GUI but the image is still small? If you go into ASS.asc, at the top you should see two variables, SL_WIDTH and SL_HEIGHT. This is the size of the screenshot. Just change them to the new dimensions of the button. It doesn't have to be a proper resolution like 320x240 but just make sure to keep the aspect ratio the same (4:3) or the screenshot might stretch.

If you go even higher than 320x240, you might also want to scroll down to the game_start section in ASS.asc and increase the values for game.screenshot_width & game.screenshot_height. This is the resolution of the screenshot saved in the savegame, not the size at which it is rendered on the GUI.

As for the screenshots grid, it could certainly be done. I remember making one a long time ago, but I don't remember exactly how to do it. I suppose it would involve loading all the screenshots for the savegames at once instead of waiting on one to be selected from the list.

And if you want to cap the total number of saveslots, look in the btnSaveOK_OnClick function in your globalscript for the line
if (totalsaves < 50) {
and change 50 to whichever number of saveslots you want.
#14
I don't think I've ever seen version 3.2.0.. or did you mean 3.0.2? But it could be that older versions of AGS have a problem with newly exported GUIs. I use 3.2.1, is it possible for you to upgrade to that? It would probably fix your problem.
#15
Your wish is my command! I updated the module to fix that bug (good looking out), and added support for saving the date and time the savegame was made.
It is currently formatted as savegame name - dd/mm/yyyy hh:mm, but you can modify that if you want. The code is under the btnSaveOK_OnClick section in ASScode.txt. You may also want to resize the GUI first if you're going to use that feature since it's currently not wide enough to contain all those numbers ;)

To activate the feature, put SL_DATETIME = true; in your gamestart function. See first post for the updated download link.
#17
Oh yeah I forgot to mention I did build a non-blocking custom dialogue system to go with what I described above. I actually used PauseQueue to make it possible to interrupt NPC's when you click on a hotspot mid-sentence, but I never considered pausing the queue right before an animation or some such. I think that was because I wanted the characters to keep talking while they did stuff, but it might be worth looking into, thanks Monkey.
#18
I built the system you describe in your first post a while ago. It was possible to walk around and interact with the environment all during dialog, interrupting people and all. However the problem with a system like that is that when all speech is done in the background it is impossible to play animations or trigger blocking interactions as they will skip over any speech that is queued up. I feel like there might be a way around it but I was using the QueuedSpeech module as the backbone for the system and as I did not write that module I have no understanding of the possibilities of such a workaround.
#19
Is gStartGame this main menu GUI you speak of? In that case, from what I can tell, right after you open the this GUI you trigger music and then a long sequence of blocking ShowText commands and Wait(180) commands. Probably this is preventing you from being able to click on anything - which seems to be supported by the Wait cursor that is visible in that first screenshot.

Try putting your menu GUI in a completely seperate room so there is no other code to interfere with it.
#20
Yeah you can quite easily make one yourself. Make a gui called something like gQuit, and put a text label and two buttons on it.
Then replace all instances of QuitGame(1); in your scripts with gQuit.Visible = true;. For the button codes put QuitGame(0); on the OK button and gQuit.Visible = false; on the Cancel button. Then finally you can put whatever text you want in the label, and customize the look of the gui.
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