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Messages - Cogliostro

#121
AJA -

Don't worry about it.  If I was going to let it bother me, I would have said something months ago. 

- Cogliostro
#122

I had the same problem with resolution not supported.  Manually edited the acsetup.cfg to this:

Code: AGS

[sound]
digiid=-1
midiid=-1
digiwin=-1
midiwin=-1
digiindx=0
midiindx=0
digiwinindx=0
midiwinindx=0
[misc]
gamecolordepth=32
defaultres=3
screenres=1
letterbox=0
defaultgfxdriver=DX5
gfxdriver=DX5


Now it starts... sort of.  The game screen runs off the edge of my monitor and I can't get it to start.  [Had the same problem when I bought it with the Summerbatch.]

Any suggestions? 

- Cogliostro
#123

The main idea was the spell check.

Google Translator is nothing great, however, in a game with 3000 lines most of them are along the lines of "The pencil is yellow" and Google can translate that just fine.  The villain's monologue, the exposition dump, the techno-babble, et cetera, contain considerably more complexity and having a translator is preferable.

- Cogliostro
#124
I came up with a clever idea, and after a quick search, discovered it had first been posted nine years ago by Pumaman himself -- how to easily do a spell check in AGS.

Short explanation for SPELL CHECKING
1) Create a translation file.
2) Export it into MS Word, or whatever spell checker you want to use.
3) Find each typo in MS Word, switch back to AGS, do a "FIND" in "CURRENT PROJECT" for that typo and fix it.
4) Repeat step 3 until all of the typos are gone.

On the same note...

Short explanation for LANGUAGE TRANSLATION
1) Create a translation file.
2) Open it up and paste the results into Column A in EXCEL
3) Copy those lines into the Google Translator
4) Paste those results from Google into Excel in Column B, but shift down one cell.
5) In column C copy the results from the first two columns
    i.e.   [Cell C1]=A1, [Cell C2]=B2, et cetera.
6) Copy the results from Column C back into the Translation file.
7) Save.

Thought I'd bring it to the attention of those who hadn't thought of it yet.

- Cogliostro

EDIT: I just posted this to the wrong forum, could one of the moderators move it?
#125

I can get the fire module to work just fine with a 16-bit game, but I love transparent PNG images and those only work with 32-bit games and so far I have been unable to get the FIRE PLUG IN to work with the 32-bit game.  Have I just screwed up my images and it really should work? Is there a newer version?

On a similar note, does anyone have a copy of the ParticleSystemManager v1.01 - I tried to download it and couldn't find one anywhere.

Thanks,
Cogliostro
#126
Crimson Wizard -
The only one I'm using the the Dynamic Sprite Rotation and - if this is causing the trouble - I'll eliminate the module.  It's only being used in a "READ ME" room.

Khris -
That's the perfect fix.  Thanks.

- Cogliostro
#127
Okay, doing a lot of my own GUI's for my third game.  It's been quite the learning experience, but now I have a problem.  When a saved game is restored, all of the SpeechAnimationDelay values drop to ZERO. 

I did a work around, and added this code to the GLOBALSCRIPT.ASC

Code: AGS
function on_event(EventType event, int data){
  if(event==eEventEnterRoomBeforeFadein) {
    // RESTORED games upset the speech animation #  -- Trying to fix
    int x=0;
    while (x<6) {
      character[x].SpeechAnimationDelay=4;
      x++;
    }
  }
}


Have I come up with the best option?  Is there a fix?  Is there a more elegant solution?

- Cogliostro
#128
Grim,

I'm in! 

You enjoyed Nine Hours to Dawn, so you've seen where my skills lie and, more importantly, how my art style will clash with most others. 

Two suggestions, which combine nicely.

1) Consider doing a smaller collaborative game first.  Spaceman in Space wasn't the best thing ever produced with AGS, but it was the chance for 304 & Grundislav to see if they could work together.  Independent talent does not guarantee collaborative success. 

2) Make that smaller project a PREQUEL.  When I did Nine Hours to Dawn I had a much larger game in mind, but ended up doing the prequel first.  The prequel gave me the chance to develop the background for the main characters, foreshadow upcoming threats, and actually finish the project without going nuts.  Smaller games may not make money, but they can be used as advertising for the following commercial release, and you end knowing how much you can rely on your team.

- Cogliostro
#129
SSH -

Okay... trying to get this to work with AGS Ver 3.2.1 and it won't import any of the GUI files.  I did a search and this seemed to be the most current "Save Game Module"  I *assume* I could manually create the GUI's but a little help would be greatly appreciated.

- Cogliostro
#130
Akril15,

PNG Transparency doesn't work in the GUI's.  Use is as an object or a character and everything is fine.  Use in in the inventory screen and things go wrong.

- Cogliostro
#131
"Between the Pillars of Creation" is back in active development.  Creating entirely new GUIs had been a MAJOR hassle and slowed progress to a crawl.  Anyhow, I will need a few beta testers to give the new GUIs a thorough look-see.  Please PM if you're interested.

For the record this was part of the April 2012 MAGs competition, so it does have an ending â€" but the arc, challenges, story, et cetera will grow beyond what is currently shown in the DEMO.

- Cogliostro

EDIT: I have the beta testers I need... for the moment.
#132
Well, the module never worked, but between the two comments I do believe I have the GUI that I was after!

Thanks to both of you,
- Cogliostro
#133

Thanks!  Even if I never get the animation to work, that bit of code will definitely come in handy.

- Cogliostro
#134
Okay, figured it was time to start building GUI's from scratch.  Just want a icon in the upper left that ANIMATES, and when you click on it, a separate inventory screen slides into view.  Most of this has NOT been a problem.  I only run into an issue when I try to animate it.

Here's the code:

function room_AfterFadeIn()
{
  //Start the GUI SPINNING!
  gGui1.Visible=true;
  gGui1.LockView(32);
  gGui1.Animate(0, 1, eRepeat, eNoBlock);
}

It shows up, but never animated.  So, what am I doing wrong AND where should I put it if I want the GUI to animate in every room without having to setup the code in the room_AfterFadeIn()?

VERSIONS:
AGS Editor .NET (Build 3.2.1.111) / v3.2.1, March 2011
GUIAnimation_VERSION 2.0

- Cogliostro

#135
I think I've solved my own problem.  All I have to do is add the screen offset to the X value.

function hFloor_AnyClick()
{
  player.Walk(mouse.x + GetViewportX(), mouse.y, eNoBlock, eWalkableAreas);
}






#136
Wanted to reduce my game to one type of click, no walk, no talk, just click.  So far it's a pretty good setup.  However, several rooms use scrolling.  In these rooms, I have a hotspot called "hFloor".  When I use the following code:

function hFloor_AnyClick()
{
  player.Walk(mouse.x, mouse.y, eNoBlock, eWalkableAreas);
}

The character walks just fine... until the screen scrolls.  Then he keep walking around in the originally defined room space, and will not continue into the rest of the room.

Help!

- Cogliostro
#137
Was wondering if that would trip anybody up.

Hint
Spoiler

The answer uses the following letters: C E E P R S T
[close]

Answer
Spoiler

Respect
[close]

- Cogliostro
#138
The project was completed this week so she could test it - see if it helps other 5th graders with Critical Thinking / Problem Solving.  NEXT week she'll turn it in and get graded and judged.

- Cogliostro
#139
Baron -

It was an amazing game when you released it for MAGS and the extra polish you gave it, upped the ante nicely.  Since I didn't say anything at the time, let me say it now, I considered it high praise when you said that my game had offered you stiff competition for MAGS.

- Cogliostro
#140
My daughter - 11 years old - put this together for her 5th grade "Invention Convention".  She designed it and the puzzles and drew the pictures.  My wife went coaxed/urged her into making it a complete storyline.  I did all the scripting.



Download it here.

Storyline: Lilly has just graduated as a wizard, now she needs to roam the land trying to right wrongs and help people. She finds herself in Valeria, a village which seems to have more than its fair share of trouble.

- Cogliostro
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