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Topics - Abisso

#1
First of all, this is the message I get:

---------------------------
Adventure Game Studio
---------------------------
An error has occurred. Please contact the game author for support, as this is likely to be a scripting error and not a bug in AGS.
(ACI version 3.12.1074)


Error: Single word too wide for window

---------------------------
OK   
---------------------------

This happens whenever a GUI containing a listbox becomes visible while OPT_RIGHTTOLEFT is set to 1. As a quick explanation, that option displays the game's text from right to left, in the style of Hebrew and some Arabic languages.

In addition, the text of buttons isn't influenced by this option at all. This exception can actually be put to good use in some situations, but it's still an unexpected behavior.

Workarounds for both issues are already in place in my case, so consider this just a bug-report, not a help-request.

I don't know if the issue has been addressed already in newer version of the engine, in which case I apologize for the waste of time. If you think I should add this report to the bug-tracker as well, please tell me and I'll do with pleasure. So much time passes between one visit to this boards and the next that I tend to forget AGS-etiquette and customs.
#2
Hello,

I'm Gabriele "Abisso" Nannetti, fellow AGSer. Some of you might have heard about me in relation with Forge: Loom Sequel. Are you interested in that? Well, this is not the right topic. Check THIS ONE instead.

As a matter of fact I'm also working with another company as project-manager and game-designer for another project. It's a rpg browser-game set into a world with fantasy, cyberpunk and steampunk elements.

The game-design is almost complete and I'm currently working together with a couple of artists on some of the graphics, but we are still looking for someone to take care of the website graphics.

What we're looking for is someone who can draw all the graphical elements for the website. No coding is required and / or useful as we already have a programmer.
Design isn't necessary as well, as there already exist detailed documents and sketches, complete with proportions, size, position and overall looks of all the required elements.

Those elements are mostly: interfaces, panels, buttons, and three logos. Design is not very basic, so it's more of an artistic job than a technical one.
Style aims at semi-realism, so no cartoonish or photorealistic graphics. Just to get you an idea, the following are all decent examples of what we're aiming at:

Deadline is not very strict and so the pace can be quite relaxed.

We will provide a contract and the job is paid of course. Exact details depend on further agreements and on parameters like the country where you live. No discrimination meant, but sadly our country makes it incredibly more complicated (and less convenient) for us to work with non EU members. Still, this is possible, so don't make that stop you from contacting us. I'm sure we'll find a suitable agreement.

More details available on request, of course. Feel free to reply here or PM me, but the most recommended place to contact us is at this address:

info*Symbol you usually put between an email name and the provider*quillothewisp*Symbol you usually put between provider and domain*com

With no asterisks, of course.

Please add a portfolio and / or curriculum vitae as an attachment.

Thanks to for reading,
-Gabriele "Abisso" Nannetti
#3
Hello colleagues.

It's been a while since I asked for something related to scripting but after several frustrating hours spent with no significant result, I decided it could have been worth asking. I truly hope this matter has not been asked elsewhere, but a thorough search didn't reveal anything relevant.

What I need is to implement a script that works EXACTLY like Game.InputBox, but with a custom GUI. Hehe, now most of you would probably think it's the same old question about a custom InputBox. Well, it's not, of course.

If you use the breakdown debug feature in AGS and you place the breakpoint on this line of code:

Game.InputBox("Type in something");

you will see that after the line is executed, no other script will be, until the user presses Return or one of the buttons in the InputBox.

I haven't been able to replicate this effect no matter how hard I tried. PauseGame() is not a good option as the code still gets executed and the same thing happens if I set the GUI Visibility as "Pause game when shown".

To elucidate more on why I need such a thing, the reason is I want this GUI to become Visible when the user presses a certain key and this should be possible in any room and even during blocking scripts. No other line of code should be executed until the user has pressed RETURN and of course he should be able to type in the textbox before that happens.

Thanks for reading.
#4
is proud to share the launch of the new Forge fan-game website and domain. Unfortunately "forge.com" wasn't available, but I think "forgegame.com" is simple and clear enough. This choice comes with some changes in the website: don't expect flying swans and interactive distaffs though. There's been a complete revision of the text and some invisible yet useful changes in the code.

For those who aren't familiar with the project, please visit the Story section in our website. There you will find a synopsis of Forge's mother-game, Loom, along with a brief explanation of what our fan-made sequel seeks to accomplish.

But since I've posted here, the least I can do is giving a brief explanation:

Forge is an adventure game in the style of early nineties LucasArts' games. It's a full-length game, which will require some hours to be completed. Following the steps of his predecessor, Forge will be less interactive than most of the adventure of those days, because there will be neither a text-parser nor a verb GUI as the main interface. All basic interactions will be done with a single-click, but a special GUI will be used to "draw schematics". Schematics are some sort of spells that can be cast by the main character thanks to his special gauntlets, allowing him to control reality and achieve wondrous effects.

But I think it's time to give you something to "nibble". Let's start with a couple of backgrounds:


Here you can see GUI and the home of Prof.Penumbra, that will help Rusty in his quest.


This is the Guild of Miners, in all its splendour.


And this one's a charming view of one of the caves.

You can find some more in the Gallery section of our website of course.

Some tech info:

Resolution: 320x200
Colour depth: 16 bit (there are rarely more than 256 colours on screen at the same time, though)
Music&SFX: ogg, 128kbps
Dubbed: complete, only English
Translations: multi-language
Engine: Adventure Game Studio

Current team members:

Abisso: game designer/coder/touch-ups
Selmiak: webmaster

A lot of other people have been outsourced in these years: graphic artists, animators, musicians.

We're in desperate need of:

-Spriters (pixel-art)
-Background artists (pixel-art)
-SFX technicians
-Public relations publicists / journalists

And we gladly accept also:
-English voice-actors
-Translators
-Beta-testers

I strongly encourage you to check our Tech Demo, visit our Forum and drop a message in the Project Assistance Sub-Board. Or just send me a PM or an email if you don't intend to sign in.

The plan is to release a demo this Spring: that will be the last demo before the full-game release and it will look exactly like it, except it will only be playable until the end of Chapter One.

I hope the demo will trigger a cycle of enthusiasm and help us fill the missing positions in our team. Even now any contribution is more than welcome, be that a Donation or an offer to volunteer your skills.

Donors will receive:

  • CREDIT! It goes without saying that you'll receive credit for your generosity on our website / forum / completed game.
  • CUSTOM REQUEST! Want to see something personal in Forge? You'll have the chance to ask our team to include something meaningful to you, be it a bit of dialogue, an item, a special animation, etc. We do have to keep this within reason ( e.g., no chickens with pumpkin heads ;p ), so conditions do apply; but we'll work with you to make it special.
  • BRAG! You have the right to tell people: «Hey, I worked on that game!» wink.
  • PERSONALIZED THANKS! I'm in no way a fan of standardized "thank you" messages written by bots, so you'll receive a heartfelt and personalized one. The answer will be sent to the email address linked to your paypal account. In case you didn't receive any reply, the email probably got lost in the web jungle, so feel free to contact us and claim it!
  • PRIDE! Even without the perks above, you'll know you contributed to a project that means a lot to a group of Loom fanatics out there; and supporting art and creativity is something anyone can feel good about.

To donate, please click on the button below. Thanks for your kindness.



Here is the link to our website (new domain): http://forgegame.com/

Stay tuned for more information, and please visit us often!

*********
February 25th, 2013 - Update:
We're close to the ending of the first beta-testing stage. There will be at least another one, but as soon as all the bugs have been killed, Forge: Chapter One will be released publicly. This is the last demo-step before the release of the complete game, but it's a crucial one, as further development of the game will depend on the success of this demo. Not only we hope to see a huge crowd downloading and enjoying it, but we hope someone in that crowd will decide to join the team or at least allow us to outsource and pay an artist thanks to some donations. With the current money we can afford outsourcing only 4 backgrounds, which is about one fifth of what we need to complete the game; and then there are in-game sprites and animations.
Speaking of money, I'm proud to announce a new section of our Donations page that shows and explains how each cent has been (and will be) used. We also introduced a way to help us even for those who don't feel skilled enough to join the team and can't afford donating some money: since the team relies on Dropbox for backups and project related file-sharing, we offer the chance for you and us to increase our web-storage space by signing in (for free) to the same service.
Check our Donations page to know more about all these news.

Since the last update on these boards, the team has lost one of its members, Valecene, our proofreader. We're looking for a possible replacement but there already is a candidate. Though it's not official we can also announce that Jamison Alderson, the musician that has composed about 85% of the original soundtrack, expressed his interest in continuing to donate his skills to the project for the next Chapters. A good thing, since he's a great guy to work with and, most importantly, a really talented composer.

This is more or less everything. Stay tuned for more, but please don't forget to check our website at forgegame.com for frequent updates.

See you there,
-Gabriele "Abisso" Nannetti

*********
October 3rd, 2013 - Update:

Some good news: a talented artist has completely reworked one of the backgrounds for Chapter One, which only served the purpose of a short cutscene before. I had to paint it by myself previously, and the result was only decent. Now it's gorgeous, and the new design called for some extra features. Now there are really interesting elements of gameplay and some cool features which make that room different from the rest of the game and yet coherent with it.

Of course, all of this required time: not just for the extra design, coding and sfx creation, but also because when you start working with someone on such an important part of the game, you need to instruct him about the game's back story, the atmosphere, and the technicalities.
In the end it was worth it, I believe, especially if the guy will be available to work on Chapter 3-5 backgrounds. I'm still unsure if this is the case.

Another potentially interesting news is I'm working with a lively amateur film director, who's also interested in doing some PR work for the game. A position far more crucial than it might seem, as spreading the word seems to be our best chance to find more and more people to help us developing Forge. Art is still a huge issue, and what slows up development the most.
Still on the topic of news, I've been recently interviewed about Forge, but I'll tell you more about that in the next update.


Some bad news about voice-acting: several unexpected issues and some of the suggestions of the beta-testers required some dialogues to be added, and some to be reworked from scratch. Some people didn't do what they were supposed to, and so I had to do some scouting for new voices. That meant a lot of selective work, with extra bad surprises from some of the contacted people. Not many choices are left now, but some good ones with professional equipment, and the lines that have to be recorded are not that many, so I think everything will work out fine, in the end.
I still haven't contacted the new guys because I have to be totally sure there won't be extra lines to be recorded.


Bugs: I think I've fixed all the ones spotted during the 2nd beta-stage, but I definitely need another beta-stage because of all the extras and to check the fixes. I'm totally positive that this is going to be faster and smoother than the previous tests, to the point that I'm finally going to make the long awaited announcement:

Forge's release date has been set to the first half of December!

And I'm talking about 2013, so this should be great news for all of you weavers. Or so I hope.


I'm not sure I'll manage this beta-stage as the previous ones, with open subscriptions. Somehow that didn't turn out that well, so I'll probably come up with a different approach. I'll let you know in the next few days, and anyway I intend to begin the testing in the third week of October.

Stay tuned and please visit our official boards for further info and updates.

May the Forge be with you,
-Gabriele "Abisso" Nannetti

*********
December 16th, 2013 - Update:

Chapter One has finally been released! Download it NOW before it's too late!

CLICK HERE FOR THE DOWNLOAD PAGE

Dec 17th, 2013 quick edit: in case you have trouble with the installer version, I've added a simple archive just below the standard download.

*********



P.S. The previous thread has been abandoned because the first post wasn't mine and so I couldn't change the topic's title. The old messages are still there though, but the topic is locked: link to the old AGS topic about the game
#5
My download link of my game is tagged as broken, but it isn't, and I never found that it was, in fact. I really didn't know where to report this, so maybe some mod can just move this thread where it belongs. I really think it should be nice if there was more info about the right place to ask for this kind of things, btw.

Thanks.

P.S. The game is Mickey Mauser: Wrath of the Rat
#6
Hints & Tips / The curse of life
Wed 11/06/2008 17:44:38
I'm sorry, my PC is totally crazy, I didn't mean to post a new thread, I just wanted to answer in the topic with the same name.

Please delete this post.
#7
When I used the translation file (another person compiled it, since I'm just the game translator), I got the following error message:

"An internal error has occurred. Please note down the following information.
If the problem persists, contact Chris Jones.
(ACI version 2.55.560)

Error: unknown block type in translation file"

The strange thing is that the game author says it works fine for him. I tried on two different PC's, both on Win98 and WinXP, and got the same error.
I downloaded the file two times already, so it's not broken, I suppose.

Any clue?
#8
I know, some of you may have noticed that this game has been made some months ago, for the Feb 06 MAGS (which won).

Anyway, since the game was very poor when I entered the competition, I decided to upgrade it and submitting it to the Games Main Page.

I added a lot of animations, SFX, dialogs, GUIs, manual in both English and Italian, an Italian translation, and I fixed bugs.

The main character, Mickey Mauser, wakes (one morning) with the ambitious project of conquering the world, and getting rid of the inferior races (the cats). Will you help him in this heroic task, or are you going to make him gnaw your bones to the marrow?
The choice is up to you.





For games informations, and to download, go here:

http://www.adventuregamestudio.co.uk/games.php?action=detail&id=741

Post here for any suggestion, insult and anything else.



edit: I fixed the bug and I'm uploading the new version of the game.
#9
I drew this char for the same game of the topic "BG: A rich man's house". I hope it fits the BG, and anyway I would like to know if it's decent enough.

he other problem I have, is the name. In the italian version, it will be "Perry Nason", which makes a reference to the tv-series "Perry Mason". In italian, "Nason" makes a joke about the nose, it can be translated "Big nose" in english. But then I lose the similarity with "Mason".
Any ideas on how to solve this?





edit: Now the image is PNG, and it looks a lot better.
#10
Critics' Lounge / BG: A rich man's house (C&C)
Thu 05/05/2005 09:33:53
I've done this for a game I'm making. I decided to stop ripping (or, at least, lower the percentage of ripped bg's in my game) and so I tried to do this.

The statues, pictures, vases are scanned images. The rest is original.



edit: Paintovers are welcome, especially if I can use them in the game!
#11
Adventure Related Talk & Chat / Rob Blanc 2
Thu 21/04/2005 15:58:08
The .zip file for Rob Blanc 2 (downloaded from the main ags games page) is corrupted, I tried to download it several times, but this has not helped.

Anyone can try please, or gimme another mirror to download it, or even e-mail it to me?
#12
I was wondering if it's possible to see the results of the MAGS voting.
It's just curiosity (I was one of the March competitors) because my entry was also my first game, and I wanted to see if anyone voted me.

More important: my topic "7th Sense - betatesters needed" in the "Games in production" section, has been locked. So I'm asking if it isn't normal that a game made in a hurry (for a MAGS, there is) needs betatesting even if has got to be COMPLETE to compete in the contest. And so, where should you ask for betatesters if you want to release a bug-free version of your game?

Anyway, this time I decided to skip this part (seen that noone could answer my request, and I don't want to lose time, and, instead work on other projects) and do the betatesting by myself. So, I just want to be informed the next time.
#13
Since no-one answered my question in the "Completed games announcements" (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=19927.0), I thought it would have been wise to post here. You can already download the beta version of this game from that post, but since I'm releasing a 1.5 version of it, I would like betatesters to make sure it's bug-free, and then insert the game in AGS main site.

So, if you want to betatest my game, write your name here, and I'll contact you, sending you the 1.5 version of the game.

Due to connection problems, I'll upload the 1.5 version about the 10th of April.
#14
Adventure Related Talk & Chat / Profile change
Thu 24/03/2005 17:08:01
I don't want to seem too impatient, but, how do you change you're profile to show you released a game? Or is this automatic?

And, just to know, how do you put your game in the AGS games main page?
#15
This is my entry for the March MAGS, THE 7TH SENSE.

Is based upon the Saint Seya anime. For any other information you could simply read the Manual.

Sorry, but I forgot to take screenshots: I will edit this post as soon as possible.

Resolution: 640X400
Music Pack available
AGS Version: 2.62

This game has been made in ten days, and it is my first attempt ever.
I would like a bit of feedback please, even if you want to offend me or pray me to never make a game again!

Hope you enjoy it!

edit: Here are 2 screenshots:





***********************************************************


Version 1.5 (and probably the last one) is now released!

New features:

-Custom SAVE, LOAD, QUIT, SKIP INTRO, MENU GUIs!
-New "what's under mouse cursor" GUI
-Custom cursor graphic
-New Manual, with a lot more infos
-Various bug fixes
-Various graphic changes and implementing
-Some different puzzle
-Some dialogue changes


I strongly recommend you to download the whole game in .ace format, cause it's slightly bigger than the .zip file and contains music, too. The reason for my decision to put .zip files too, is that not always people care for downloading WinAce just to unpack a game, while everyone has Winzip.

Downloads:

Whole Game (it's in ace format, use WinAce link below to be able to unpack it)
http://www.adventuregamestudio.co.uk/games.php?action=detail&id=541

WinAce link (needed to unpack .ace files)
http://www.tucows.com/preview/194310.html


I also put the game in the AGS main site.

************************************************************

15th of March, 2005: Added an italian translation, and the italian manual, both in the .ace file, but also available separetely on my website.

To use the translation, simply put it in the game's folder, and choose the "Italiano translation" from the Winsetup.exe file.

************************************************************

10th of May, 2005: Due to problems on my website, now you can only download the .ace version of the game, complete with all the files, manuals, and translations.
#16
I know Prince of Persia 2 is not an AGS game (uhmm... interesting idea...) but anyway I thought that some of you guys, could help me as well.

I'm playing the level with the big spider, the chess-board and, yes, Jaffar.
I absolutely don't know how to win. I also downloaded a walkthrough, but when I found the phrase "turn in Shadow Mode" I understood there is something I don't know. I haven't found anywhere how to activate this Mode (the Walktrough doesn't help).

Can you help me? (please)
#17
I think some time ago I found a post talking about a secret ending, or maybe t'was a bonus scene, obtained when finishing the game in a particular way.

I played and finished Loom for the first time a week ago, at "Expert" level (in about 2 days): can anyone redirect me to that post, or tell me again what's this special feature and how to unlock it?
#18
I wonder if there was a function like this, or maybe one about Walkable Areas. I tried (and tired) to search it in the manual, with no results.
I need it to change some interaction when the player is on an hotspot (or w.area) instead of another.
#19





Finally I understood how to post screenshots! So...

This is an adventure game, with some RPG qualities. It`s called "White Dragon Black Magick", and is about a boy that (due to a fact happened during his infancy; i prefer to keep this secret until a demo is released) learns the Black Magic.
He begins a trip to test his skills with the final hope to find the White Dragon Kolbrenymar, one of the most ancient and expert practicers of necromancy.
But then , thanks to the dragon, he will discover that is old master is not the one he thought.....

The game is based upon "Alea Iacta Est", a RPG (paper&dice) of my creation (together with oteher people), and so its rules will be briefly explained in a readme file. As I said, the RPG elements are few, so this will be only an adaption of the RPG. The setting is based on the fantasy world we and the "DragoBianco" team created (more details are welcome, to those who can be interested; I prefer not to spam, putting links to our site).

The interface is made by:

- a single cursor: left click to walk; right click popups a Gui, with the buttons: talk, get, look, interact, cast spell, magic book, use inventory, sense magic.
Clicking on an hotspot, object or other char with the right click, and then clicking on the desired button, performs the action on that hotspot, obj etc.
Cast magic instead, opens another gui, with the list of spells currently known, Book of Magic displays a dialog (use to know information on each spell learned); Use inventory opens the inv interface.

-in the bottom part of the screen, a permanent Gui shows: what`s under the mouse; the PM (Points of Magic, like Mana, used to cast spells); the PAv (Advancement Points, similar to experience points, in this game only used to increase PM); the Level of Power (the measure of the wizard`s casting power. You can cast certain spells only if you are at a certain level of power. The more PM you have, the more your Level is high).

You may have noticed that I also posted on the "Adventure related talk and chat" forum, asking for someone to draw characters and background. I'm still in need of them, but now I've got a possible partner, and, anyway I decided to go on with the project (even if it means that I've got to draw bad graphics myself!).

So, I think that a possible (final) release date is September-October 2005.

P.S. The images are from the Italian version of the game (the original one, in fact, seen that I'm Italian!); an English version of the game will surely be released together with the other.

modified on Feb 15, 13:27: I welcome the fact that putting the name of a website is not considerd spamming. So, if you want to know the site of the group of people who contributed in the creation of RPG and Ambientation which my game is based, visit
http://www.dragobianco.net
Sorry but the site is in italian only.
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