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Messages - Crimson Wizard

#11341
Quote from: Ali on Thu 19/09/2013 11:21:43
I just wanted to follow up on the progress with custom resolutions. Is there anything a non-programmer could do to support this aspect of development? I'd be keen to help test any experimental builds which appear, for instance.

Sorry if this sounds like hassling, I just want to keep encouraging this!

Okay, here's the test build with 1280x720 resolution I made by Mehrdad's request (he wanted it really bad) :D
http://www.mediafire.com/download/z52tkkuynk8z3sb/AGS_3_3_0_customres_test.zip

This build is a combination of:
AGS 3.3.0 beta 7 +
Custom display resolutions build +
1280x720 resolution may be selected in the Editor.

WARNING! not thoroughly tested. Code-wise it potentially supports any resolution, but I did not have time to make a proper setup yet, so you can only set 1280x720 in the project settings. Also WinSetup displays incorrect information on resolution (this should not have any impact on gameplay).

I am working further on this in my free time, but there are few improvements to the internal engine architecture (mostly gfx filters/renderers) I want to make first, so it will take some more time.
#11342
Quote from: maximusfink on Wed 18/09/2013 16:32:30
Can anybody name some games that present themselves/control in the same way that Puzzle Agent does? (where the player character is unable to be moved around in the background)
There's a whole subset of first-person-view adventure games like "Shadowgate", where you just switch between rooms by clicking on exits and manipulate with objects without seeing player character at all.

Quote from: maximusfink on Thu 19/09/2013 04:45:36
Hey thanks for your reply. I'd say the most important advantage of 'movement' is the feeling that the player is controlling the character.
Immersion really varies depending on view (camera angles) and other factors. In my opinion, "Cat Lady" has one of the best examples of how camera & controls create immersion. Since you control character by keyboard, you "feel" her every step.
#11343
Quote from: Volcan on Wed 18/09/2013 20:28:04To Khris:

If I write display("You can't doo Dat."); 200 times and later I discovered I spelled them wrong, I would need to correct those things 200 times.

With global messages, I only need to correct one thing and the whole game is fixed.

I hope you understand that.

Lol. ;)
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48998.msg636468002#msg636468002
#11344
Quote from: Radiant on Wed 18/09/2013 18:30:34
Hm, I'm not allowed to view that link.
Oh no! :(
Cat had same problem... IIRC that was related to "AGS Baker" group rights. AGA should know better.
#11345
There were similar requests some time ago: http://www.adventuregamestudio.co.uk/forums/index.php?issue=391.0
#11346
Yes, it is an obsolete function, but I'd figure it will take some time and effort to upgrade the module to AGS 3.2.1.
Therefore I suggest you to enable compatibility mode (this permits usage of obsolete functions in script).
Go to project's "General Settings" -> "Backwards Compatibility" section -> and set "Enforce object-based scripting" to FALSE.
#11347
Ah, sorry, I thought you... thought we were using them somehow in 3.2 :). So it is a misunderstanding on my part.
I guess Volcan just wanted to have some global strings? but he will explain better of course.
#11348
Quote from: Khris on Wed 18/09/2013 10:40:47
I'm curious, because I always thought that Global messages are completely obsolete, hailing from back when everything was referenced by numbers.

How are you using them?

Hmm, I think there's some misunderstanding.
I was referring to Global Variables, that may be of numerous possible types, including int, String, float, bool, and some pointer types too.
#11349
The Rumpus Room / Re: *Guess the Movie Title*
Wed 18/09/2013 10:25:02
Jaws? (heh).
#11350
Quote from: Stupot+ on Wed 18/09/2013 10:08:36
@CW Can't you just set the global message as the initial value of the string when you create it in the Global Variables pane?
Yes, but Volcan just found that in such case the initial value is not included to translation file (see few posts above).
#11351
Quote from: Volcan on Wed 18/09/2013 03:29:52
The translation does not seen those variables. Any suggestions?

I assume you used the "Global Variables" panel?
Sounds like a bug really. It really does not go to translation files.


I'd suggest to define variables manually in global script similar to how I explained here, just of "String" type:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48992.msg636467928#msg636467928

How stupid of me. You can actually ignore this, and continue using ones from Global Variables pane.

You'll just have to initialize values in some function, preferably game_start() in GlobalScript (or any of your custom modules).
Code: ags

function game_start()
{
   MyGlobalMessage1 = "This is global message text";
}

Just make sure it is actually becomes initialized before being used.
#11352
You can create Global Variables of type String and use them by their name.
#11353
Quote from: KNOX on Tue 17/09/2013 22:30:18
Ah no I got demoted to Colonel
Opps, a typo! Fixed.
#11354
Engine Development / Re: Other Resolutions.
Tue 17/09/2013 21:32:59
Quote from: Rulaman on Tue 17/09/2013 21:26:44
I didn't read the whole thread, but what about dynamic resolutions?

I mean, I create a room with 1680 x 1024 and on a monitor with this resolution it shows in its original size, but on a monitor with only 1024x1024 (only assumed resolution) it is a scrollable room.

I think that this is theoretically possible to do, but if ever implemented this must be optional setting either global or per room.
Thing is that in 2-d game the screen size is often deliberately used to limit what player may see. Such as to make whole room cutscenes, or, vice-versa, hide part of room to make surprises for player.

EDIT: But really, this is not so simple anyway. This way GUI will look different depending on display resolution, and many screen-coordinates based calculations will work differently.
This is a very big topic, and should be thoroughly discussed before even thinking about putting it in the AGS.
#11355
I see.
I was asking mainly because there was a short discussion about improving Editor's compilation process by dividing it into number of customizable steps (similar to how programming IDE does this, I guess). Uh ...I was supposed to give a link here, but cannot find it yet.
Ideally we need to move (at least) part of the compilation/packing code from AGS.Native to make this properly...
Anyway, this seem to be offtopic, so I'll cease talking.
#11356
@General Knox
Regarding your grass-cutting minigame -
http://www.adventuregamestudio.co.uk/forums/index.php?topic=47666.msg636467623#msg636467623

I found that this happens only with WFN fonts (TTF work properly). One silly mistake in 3.3.0. Will be fixed in the next build.
#11357
Quote from: monkey_05_06 on Tue 17/09/2013 20:09:50
Even though the scripts can be placed in folders, the compiler still treats them from a top-down perspective. Having these shortcuts makes perfect sense, I wasn't even aware they were removed. Even if the compiler were changed to allow forward declaration (or rather, allow proper linkage for a reference to a forward declared but as yet undefined item), the shortcuts would still be just as useful.

Okay. Maybe tzachs will do this? ;)
#11358
Alan, is this source a working one: https://github.com/AlanDrake/Adventure-Game-Studio/tree/Draconian ?
I have couple of compilation errors there, nothing too serious (meaning I could fix them), but that makes me wonder if it is really the last working version?

(Also this is a bit annoying that include paths are not set in the acwin project, but oh well...)
#11359
Add a global variable.
Somewhere at the top of GlobalScript.asc (outside any functions):
Code: ags

bool IsGeneratorWorking;   // new boolean variable
export IsGeneratorWorking; // export our variable from the global script so that others could use it


Somewhere in GlobalScript.ash:
Code: ags

import bool IsGeneratorWorking; // tell every other script there's such variable


Now, in the Room 2, just where player removes spanner from generator and new item is added:
Code: ags

player.AddInventory(iSpanner); // you might have something like this there now
IsGeneratorWorking = true;     // <--- add this line, this will set variable to 'true'


In the Room 1:
Code: ags

function room_AfterFadeIn()
{
  if (IsGeneratorWorking) // <-- check variable's value
    {
      SetBackgroundFrame(1);
    }
  else
    {
      SetBackgroundFrame(0); 
    }
}


Also, some general information on variables: http://www.adventuregamestudio.co.uk/wiki/Scripting_tutorial_part_1#Variables
#11360
I don't own an Android, so I won't be able to test :).

What I am really curious about, though, are you adding new "create android game" functionality to the Editor?
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