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Topics - Crimson Wizard

#321
This happened when I tried to import the font: http://www.1001freefonts.com/font/Shrewsbury.zip

Quote
Error: Попытка чтения или записи в защищенную память. Это часто свидетельствует о том, что другая память повреждена.
Version: AGS 3.2.0.97

System.AccessViolationException: Попытка чтения или записи в защищенную память. Это часто свидетельствует о том, что другая память повреждена.
   в drawFontAt(Int32 , Int32 , Int32 , Int32 )
   в AGS.Native.NativeMethods.DrawFont(Int32 hDC, Int32 x, Int32 y, Int32 fontNum)
   в AGS.Editor.NativeProxy.DrawFont(IntPtr hdc, Int32 x, Int32 y, Int32 fontNum)
   в AGS.Editor.FontEditor.imagePanel_Paint(Object sender, PaintEventArgs e)
   в System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
   в System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
   в System.Windows.Forms.Control.WmPaint(Message& m)
   в System.Windows.Forms.Control.WndProc(Message& m)
   в System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   в System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   в System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   в System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

After receiving this, AGS usually crashes in about 5 seconds.
#322
AGS 3.2 RC2 manual states:

Quote
readonly bool AudioClip.IsAvailable;

Gets whether this audio clip is available on the player's system.
This will normally be true, unless the clip was bundled in the external AUDIO.VOX file and the player does not have the file on their system.

You do not normally need to check this property, since the Play command will silently fail if it cannot find the audio clip to play.

However, if I remove VOX from game's folder, game crashes:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00407C4B ; program pointer is +1004, ACI version 3.20.1099, gtags (0,49)



Just in case:
This happen if I write Audio.Play.
This does not happen if I make IsAvailable check first.

So, either it is a bug, or manual is wrong.
#323
I am really not sure if it is right to post this here, I remember Calin Leafshade posted his Platform Arcade demo in this subforum. Maybe I should have post this in "Modules" forum, but my module is not ready for public release yet: there are many features that must be implemented and it lacks documentation greatly.
On other hand it is not a demo of actual game.

What is Shooting Gallery:
http://en.wikipedia.org/wiki/Shooter_game#Shooting_gallery
http://www.youtube.com/watch?v=088y5VDQFzA

Current demo version:
http://www.mediafire.com/file/jamm30qmmxm/ShootingGallery_Demo2.zip

Current module features:
+ It uses monkey_05_06's Stack Module :)
+ Can be used either for making minigame inside bigger game, or whole game in this genre;
+ Any number of enemies in play; Enemies are represented by characters;
+ Any number of "rails", lines along which enemies move around; Rail is defined by room Y value;
+ Command to set new enemy in play running either from left or right side of the screen;
+ Simple enemy AI: walk along the rail, change rail in any direction, melee attack when on the fist rail (closest to player); Missile attacks not implemented yet;
+ Easily programmed scrolling along the room;

Demo features
+ Silly graphics and animation :P
+ 3 enemies with melee attack;
+ "Slow" moving crosshair;
+ Player can't die and gathers no score yet;
+ Music, ripped from "Golden Axe 3", sound ripped from "Doom", "Heretic" and "Carmaggeddon" games
+ Mouse controls crosshair, hold or click LMB to fire; Use left/right cursor keys to move player character.

Well, basically, I would be glad to know what you think about how it works, and also hear any suggestions. Just remember that this is only the beginning ;)
#324
I am seeking for people who could draw 66 cyrillic letters (33 capital and 33 small) having standart latin TTF font as an example.

I could do that myself, but I never used any tool for drawing TTF; I downloaded FontForge (mingw version) and I think I understand how to use it, but yet I lack practical experience greatly. So if anyone can give me a hand, please tell.

You can look at a sample of cyrillic alphabet here: http://en.wikipedia.org/wiki/Windows-1251, it starts from symbol 192 ("А"). I have a TTF font which has only base latin characters and I need cyrillic letters of same style. Since some of the cyrillic letters are very similar (if not identical) to latin ones, this task becomes slightly easier.

EDIT: font is really simple, no curves, only straight lines, as far as I can see.
#325
I need to know, when translation file is filled and then imported to the game, in which text format text is stored? Is it ANSI or other? How much bytes for a symbol?

I ask for following reason. I am interested in translation a game to russian language. I downloaded 1213 russian version made by Sledgy, and found an interesting thing there. He added a TTF file named agsfnt1 in the game folder, and inside the font (opened it using FontForge) I saw that cyrillic letters there are actually copied over "extended" latin symbols like letters with slashes, dots etc. When I put one of the Windows fonts there, any of them, like Arial, TNR etc, game actually uses this new font, but mentioned extended latin letters appear instead of cyrillic. So this gave me an idea that in game russian text is stored as "cyrillic" ANSI (Windows-1251).

Is this text storing is natural for AGS in general? What about latest versions of AGS?
Can someone give me more information on this topic?
#326
Heh, never thought I'd do this, but here it goes, I was practicing making the sprite that (in theory) may be used in a game and I want people criticise it ;)




Some sort of military or policeman from the "third world" country.
#327
What is AGS transparent colour?

When I import sprites there's an option for transparency "leave as-is". When it is selected, a hint appear saying that pixels matching AGS transparent colour will be made transparent.

I tried classic magenta (0xFF00FF) but it did not work.
#328
I know there were some threads on making RPGs in AGS, and also questions about RPG Maker around here. While I am really sorry to exploit AGS community this way ( ;)), I am seeking an advice here because I feel it will take a while to figure correct answers by googling/reading documentations, etc.
Currently I am considering making a small RPG-try (or whatever you can name it); I have a sort of RPG system of my own invented for maybe 10 years or so, but I never had enough time or dedication to really work on a game itself. Perhaps I could have tried coding one from scratch using C++, but since there's already a number of game makers, I suppose it is better to use existing "engine" for that. The problem is, however, that I am worried that some of them won't satisfy my needs.

Stating this straight, is there a "game-maker" that will allow me to make a classic-style RPG (not jRPG), where I can...
1) ... define my own base character attributes, derived parameters and formulas that connect them;
2) ... make battle-system similar to cRPG, like Forgotten Realms, Realms of Arkania (or maybe even like Arkanum/Fallout) and alike; that is - not a plain background screen with sprites of monsters drawn over like in all those jRPGs, but where you have a proper tactical battleground and can move characters around, make formations, perform some strategical tricks etc.
#329
This may be rather not very original, but what the heck. We already had Lexicon Daemonica, Pirates, Spies, Undead, and lots of sprites with boobies. So, this time it will be

The Saint

Draw a sprite of a man, woman or creature dedicated to holyness. It may be a furious demon-battling angel or an old blind prophet, a perorating preacher or a humble nun. Or something totally extraordinary, whatever your imagination can produce.

Restrictions
1. Sprite must be AGS-compatible, i.e. it should be usable in adventure game.
2. No chicks with large boobies. I won't let you desecrate this sacred thread, you, sinful infidels!  >:(

And don't forget to have fun read the Holy Writ thrice a day.



Trophies:

   

(Hopefully they aren't too ugly)
#330
I mean on_mouse_click.
It doesn't, even though I have "Handle inventory clicks in script" set on.

Why is it bad?
For example, imagine I want to make RMB make active inventory removed (like cancel using item). Then, when in inventory, you can only click RMB on other items to make it work, but if you click on empty space nothing happen.
#331
This may be considered silly, but I want to know, are there any disadvantages of using larger-height resolution? Obviously, if you choose 320x240 over 320x200 or 640x480 over 640x400 then your game screens will have more space. But are there any drawbacks of choosing that kind of resolution (except for using a little bit more memory to store game backgrounds)?
#332
AGS standart inventory window aligns items to top-left. Thus, if your item sprites are smaller than item size parameters set for inventory window, then they will appear "shifted" up-left. The only workaround I know is to make all items have same size by adding transparent boundaries where needed.

So, what about making inventory window automatically align items to the centre of each corresponding item box? Or, perhaps, add an "alignment" property to the inventory gui.
#333
Encouraged by tzachs's example (and Tijne + Helme's example circa august '09), I decided to put my MAGS game here too. The game is second to my previous MAGS game, "The Deed", but it is, I guess, my first AGS game which could be actually considered completed (although I still had to cut out a good number of things from scenario because of lack of time). And I wish people to play and criticise it.

The game has "MAGS Edition" subtitle because I am planning to work on a longer version of this game in the (hopefully nearest) future (and thus it is an extra reason to know people's opinion of the shorter game).

Updated to version 1.2.1 (check download links below)
This game in AGS games database: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1222


One of A Kind
(MAGS Edition)

Length: MAGS
Genre: Pseudobibleic quazisteampunk comedy
Parameters: 320x200, 16-bit colour


STORY

Can you imagine a realm, where everything seems a little bit wrong?
Wrong God...
wrong Deluge...
wrong prophet...
and the wrong Ark.

Yep. The God brought down his wrath and summoned Deluge. Only Noah and three of his sons: Shem, Ham and Japeth, - are to survive and carry one divine mission, which is to save the life and repopulate the Earth. But as Ark commences its journey across the global ocean, Noah's family finds out something dreadful.
There's a creature without a pair on the board!


ACKNOWLEDGEMENT
Since game is loosely based on religious material and introduces bibleic characters in an unusual way, I hereby state that I have no intention to offend anyone's feelings. If you are actually offended, then I'm seriously sorry.


Screenshots:







Version 1.2.1:
http://www.mediafire.com/?lywathvp2jg

Mirror link
http://www.filehosting.org/file/details/70144/OneOfAKind_1_2_1.zip

Version 1.2:
http://www.mediafire.com/?dmbjytmand3

Mirror link
http://www.filehosting.org/file/details/69248/OneOfAKind_1_2.zip

Mirror link 2 (credits go to OneDollar):
http://www.onedollarproductions.co.uk/hosted/OneOfAKind_1_2.zip



RANDOM QUOTE

"Cannot we just do something really quickly before anyone noticed?"
Japeth


CREDITS
Story, scripting, art and music by me, Crimson Wizard.

Following tunes were used as a base for in-game music:
"Go down, Moses" by author unknown;
"Yellow Submarine" by John Lennon and Paul McCartney.

Powered by AGS Engine 3.1.2.1074 © 2006-2009 Chris Jones.

More info can be found in the game's readme.
#334
Recently on some occasion I remembered I once tried to play adventure game "live", in a way similar to how table RPGs are played. I was... maybe 11-13 or so years old then, and that were summer holidays; I was trying to explain what "adventure games" are like to my friend, who, as far as I can remember, did not have his own PC then and never played adventure games before. Back then I got an idea that it is better to simulate how game is played. So, I took "Maniac Mansion 2" story as a sample. I drew a plan of dr. Fred's mansion on the soft ground, and played a role of narrator/"dungeon master". We haven't get too far though, since I had few problems remembering whole story, and my friend had trouble solving the puzzles, maybe because my poor descriptions did not allow him to see all the picture of surroundings. Nevertheless that was amusing experience.
So, I wonder, did anyone tried doing something like this? What do you actually think of the concept itself?
#335
Adventure Related Talk & Chat / Games Showcase
Sun 11/10/2009 18:42:42
I wish to raise this question, sorry if it will sound silly; There's a "Games Showcase" panel on the home AGS page, which shows same two games for as long as I remember ("A Tale of Two Kingdoms" and "Ben Jordan 6"). I wonder, is it supposed to show only these two for some reason? Or maybe it is supposed to show random games, but fails, or my browser fail, or something?...
#336
I have couple of questions, one bothers me for quite a while... well, maybe not quite bothers, but slightly bothers ;); another became relevant recently.

First, how much legal it is to use other people's music in non-comercial AGS games? I heard quite famous tracks in AGS games few times, but I never knew did authors simply use them as they want, or maybe there's some rules about using these?

Second. I was writing MIDIs for my game, and some used exact or almost exact pieces from famous songs: I simply downloaded piano notations for them and used these as a reference when typing in midi editor. Then, I changed musical instruments, added some extra pieces & tracks here and there. So question is, how should I refer to used material in credits, what is better to say to make it clear that I did't just take someones music, but .. umm, wrote it down manually and slightly edited?

That's it.
#337
This is quite an exotic one. Found in 3.1.2, haven't checked 3.2 RC yet.

I was shutting down my laptop with Vista, while AGS Editor was still open. Vista told me there are applications that are still working and gave an option to cancel shutdown to close them properly. I hit "Cancel", opened AGS window, hit "Exit". AGS suggested I save a game. I hit "Yes". Following exception occured:

Code: ags

Error: В экземпляре объекта не задана ссылка на объект.
Version: AGS 3.1.2.82

System.NullReferenceException: В экземпляре объекта не задана ссылка на объект. ---> System.NullReferenceException: В экземпляре объекта не задана ссылка на объект.
   в AGS.Editor.Components.SourceControlComponent.AGS.Types.IPersistUserData.Serialize(XmlTextWriter writer)
   в AGS.Editor.ComponentController.NotifySavingUserData(XmlTextWriter writer)
   в AGS.Editor.ApplicationController._events_SavingUserData(XmlTextWriter writer)
   в AGS.Editor.EditorEvents.OnSavingUserData(XmlTextWriter writer)
   в AGS.Editor.AGSEditor.SaveUserDataFile()
   в AGS.Editor.AGSEditor.SaveGameFilesProcess(Object parameter)
   в AGS.Editor.BusyDialog.RunHandlerOnThread()
   --- Конец трассировки внутреннего стека исключений ---
   в AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   в AGS.Editor.AGSEditor.SaveGameFiles()
   в AGS.Editor.GUIController.QueryWhetherToSaveGameBeforeContinuing(String message)
   в AGS.Editor.GUIController._mainForm_OnEditorShutdown()
   в AGS.Editor.frmMain.frmMain_FormClosing(Object sender, FormClosingEventArgs e)
   в System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e)
   в System.Windows.Forms.Form.WmClose(Message& m)
   в System.Windows.Forms.Form.WndProc(Message& m)
   в System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   в System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   в System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Error translates to english like "There's no reference to object in the instance of an object.". Sounds weird for me, but that's literal translation. Then again, I am not much profecient with C#.
#338
First found in 3.1.2, still present in 3.2 RC 1.

If you have at least 2 loops in a view, and there are no frames in the second one, the "Run the next loop" checkbox is still enabled for the first loop.

In my case this led to an error in game when I actually deleted all the frames in a second loop, but forgot to uncheck this checkbox for the first loop:
"The character could not be displayed because there were no frames in loop X of view Y."

I suggest disable checkbox if there are no frames in the next loop yet or anymore.
#339
I think I saw something similar in a couple-of-years ago thread, but in AGS 3.1.2 I am using it is currently not possible, and there's no tip that something like this is planned in AGS 3.2.

So, basically, I ask would it be possible to allow getting DrawingSurface for Overlay?
Why this can be needed? Imagine you need to change Overlay's picture often. To do so you will have to

1. Create Dynamic sprite.
2. Draw something on it.
3. Create an overlay copying sprite's graphic.
4. Draw something new on the sprite.
5. Delete old overlay and create new one copying sprite's graphic
etc, etc.

If one could draw on Overlay directly, not only it would be simplier for scripting, but,I guess, I would require less memory (since no copying of graphic).
#340
Hints & Tips / Minor Minion (MAGS game)
Fri 25/09/2009 14:49:12
Have anyone played it through? I am stuck in a worst kind of stuck... I know what I need to do, but I don't have a clue how, and although I have a whole bunch of items, none seem to be useful.

In my inventory I have:
Spoiler
Plane, Glove, Sock, Shrunken Head, Wood (pierced one), Spike, Ink, Feather, Wooden shavings, Cheese and Torch with earwax.
[close]
I am certainly supposed to do one of the following now:
Spoiler
1. Open chest with princess inside
2. Open desk with a pentagram
3. Pay landlord debts.
[close]

Can someone give a small clue?
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