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Messages - Akatosh

#1801
Shall I do something like a tech demo? Would you then continue talking to poor :-\ me?
#1802
The in-screenie text is paint translated. 'Subtitle-free quest', you see? Double ironic!  ;D

But if you're really thinking it was cool, I could do the next one - Kristmas Krisis, more a stuff-testing interlude - with subtitles 

You guys never satisfied ::)
#1803
Perhaps I should mention the game doesn't feature subtitles...

...the screenshot is taken from the 100% german version. This one basically has german speech, but it does feature an english translation.
#1804
And it's - done.
http://www.adventuregamestudio.co.uk/games.php?category=0&action=detail&id=777&refresh1156688719

direct download:
http://www.rogepost.com/dn/9lz5/KoffeeKrisis+Episode+I+1.0.zip

Post your comments in:
the Completed Games Announcement Thread (too lazy to fiddle round for url right now)
#1805
Yeah, what is there much to say... er... KoffeeKrisis - Episode I: The subtitle free quest! is released, after 6 weeks of scripting mania!

The end is a bit unsatisfying  ;D, I know, but hey - if it was *not* unsatisfying, what reason would there to be for doing Episode II?

http://www.rogepost.com/dn/au9m/Koffee+Krisis+Episode+I+1.0.1.zip
#1806
thx 'll try this
#1807
Is there a SetCursorMode for Objects?

I've just been wondering... is it possible to set the cursor mode to an inventory object with a script command like mouse.SetCursorMode[iKey]?

Why this question
This'd be nice, if you for example got an RPG which features QuickUseSlots, such as BG2 or wanted to give the player an item into the hand rather than the inventory (if you neither want him to carry it around nor waste a cursor mode for this nor just wanna player.LoseInventory[Key] on Player Leavey Room.)

If there is no such scripting command...
(which I both expect and fear), have you got a constructive idea how to Script Trickster this?
#1808
They don't break if you hold them in the right way... near the point you use for smashing, that is ;)

And anyway, instead of drawing baselines, you *could* use objects and regions instead... y'know, with object[8].SetTransparency(80); or such...

And "hard hard work" doesn't mean it's impossible - like with the shovel. If it breaks, keep using the bigger half.
#1809
Just postin' a link:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=28009.0

do you think stuff like this (isometrical!) is possible at all or should I just climb down into that 2D-adventure gutter again?  ;)
#1810
This is more a nice thought-play, but...

I lately digged out BG2 of a big pile o' trash ['Jagged Alliance 1', 'Dungeon Keeper', ... ;)] and whilst browsing the web for some nice mods, I noticed something... it's the expression 'Infinity Engine'. The point is, this engine is used for a sure lot o' Bioware games.
A strange thought made itself up in my mind... it's a huge lot o' work, but I'm kinda sure it's possible to do an Infinity-style game with the ags!

How?? you may now ask. Well, the perspective is isometrical - 2D, that is. The "rooms"'d be kinda friggin' huge, but I think one could manage that in a resolution like 800x600. The characters movement won't be as smooth as in the originals - even with diagonal loops - but you can't quite have everything.

The AGS-> RPG part is not much of a problem (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13649.180) and with the help of the CCS plugin, you could have some scripting. The GUI concept is a non-issue (already shown), and some inventory management won't be too hard to make.

Who is with me?
#1811
It should solve it... well, I think I'll use the dialog feature a lot less in future ;)
#1812
whoops sorry :(

*is now feeling really dumb*
#1813
-> I am using LucasArts speech

-> The character has NO speaking view

-> The room does jump along with the character, that is, he stays about the same position in-screen

-> Nope, the room number definitly is a different one. The character *does* change the room afterwards, just as intended. Anyway, the room transistion style is set to "fade out/in" and the screen isn't tinted.

-> I was just trying to use RunDialog because I already reached the 99-messages-maximum (in the meantime, I solved the problem with a script. Anyway, this 'jumping' is still strange... what if i wanted to use the choice thing?)

The complete script, as it used to be after I finally stopped trying (backup hooray!):

if (player.ActiveInventory == inventory[18])
{
cEgo.Walk(372,164);
cEgo.FaceLocation(370,0);
player.LoseInventory(inventory[18]);
SetGraphicalVariable("PassWord", 1);
DisplayMessage(17);
RunDialog(13);
player.ChangeRoom(19, 158, 175);
}

And I think I'll just upload it if it turns out there definitly is no other choice - 56K, you know. But I'm quite sure you can reproduce it with the script code above.
#1814
Tee hee... scripting mania... all last night.

Akatosh tired!!111!1(one)

Game finished.

Tranls...uh... well, not complete.

Coming.

Happy.
#1815
It's *talk to hotspot* and *use inventory on hotspot*.

And I've looked through the script again. There's a 'go to a different room at specific coordinates' later on, but this thing gets executed right *after* the dialog. cEgo doesn't change -> talk, he talk->changes.

Edit:

Still there?
#1816
Might sound funny, but the out-of-scale-style is about what I've been aiming at ;)
Alas, I'm continuing work, and Chapter III is *nearly* nearly complete!
#1817
I don't know whether I'm just dumb or this is an error in AGS. I'm trying to have cEGO have a 'dialog' with another character in a big scrolling room, in about first to second quarter. The whole script structure is as following:

if (player.ActiveInventory == inventory[18])
{
DisplayMessage(17);
RunDialog(13);
// goes on, but not important here
}

If I now get this situation in game, cEgo walks up to the walk-to point, and Message 17 gets displayed. Then suddenly he 'jumps' somewhat to the left, all over sudden - he doesn't walk, no fade in/out just jumping. The first message the other character says is displayed out-of-screen, that is to say - where it is supposed to be. cEgo says his text, and the next message of cOtherMan is displayed exactly in the screen middle.

In another interesting fact, one other dialog at exactly the same position works just fine. It's triggered by the 'talk' cursor, anyway, not 'use inventory'.

Of course, I then assumed it had to do with a dumb scripting error of mine, and made the commands exactly the same as with the other dialog - just changed the dialog number from 1 to 13. It still did NOT work.

So I started to assume it had to do with the not-being-a-real-dialog-ness of the dialog. So I redid it and added some actions. It still did NOT work.

Getting more and more desperate, I replaced the use-inventory-thing with a talk action inculding a check whether the item was in the inventory or not. And it WORKED, just fine and perfect. I back-changed it to use-inventory, and it nearly instantly STOPPED WORKING.

I've tried about everything - setting walk-to-points, walking, facing directions, removing walk-to-points, ... so I'm quite sure I *haven't* just made a dumb scripting.

So I assume: There is a strange bug in the use-inventory-run-dialog thing.


Other information:

Room properties - 959x200, true color, res 320x200


Position EGO jumps to:

x - about 158
y - no change

#1818
Hope you'll like it ;)

And the link is displayed in the first post. But please also read the Notes right under the demo section, too. Sorry for all the bugs... but hey, my first AGS game ever!!111(one)(one)(eleven)

Some more update stuff will follow tommorow (as well as a new screen shot! wheee!)

and Ishmael - your help is more than welcome.
#1819
( double post )
( please ignore or delete )
#1820
The demo is ready and will be downloadable as soon as I managet to get it on. dammit ftpclient.

/edit: f***ing s**t, ican't even mail it!
/edit edit: gah! f***ing JESUS, MARIA and PETRUS ON TOAST! gaaaaah!
/edit edit edit: being me really sucks. gonn go to apublic terminal and try again tomorrow.
/edit edit edit edit: ha! worked! peder johnson, we rely on you!
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