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Messages - Crimson Wizard

#14281
Quote from: monkey_05_06 on Thu 27/08/2009 20:19:29
Perhaps since this is a recently released game the author could take advantage of the Game.SetSaveGameDirectory function and you could install the game directly to a path that doesn't have the unicode characters?
I guess there's some misunderstanding. Game itself is installed (rather simply unarchived) to the path without unicode characters. Problem is (afaik) that it stores saves in the standart Windows folder that has them (Russian version of Vista, at least).

Quote from: monkey_05_06 on Thu 27/08/2009 20:19:29
I'm not sure, were those other games compiled in 3.2?
Hmm.. let's see.
"Heed" is 3.1.2.1072
"Shifter's Box" is 3.1.1.1057
"Limey Lizard" is 3.1.0.1047
"This Game" is 3.0.2.1025

"A Night to Remember" is 3.1.2.1074

So, funny, the game that doesn't work has the most advanced version   ::)
#14282
Quote from: monkey_05_06 on Thu 27/08/2009 19:32:36
Edit: Nevermind. I just tested it and the 3.2 engine says it can only run games from 3.2+. :-\
Yeah, me too :) :(
#14283
Quote from: Crimson Wizard on Thu 27/08/2009 02:10:01
I have following trouble: I cannot load previously saved games, because they are not shown in the saves list.

Okay, I found it WAS an AGS problem, as described here:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38196

Unless The Author of the game is going to update the game to latest AGS version, I'll have to play the game without saving/loading.
Thus, I beg you, tell me, is it possible to die in this game?  ;D  Jst to be prepared for such... annoyance.
#14284
Heh, I just stumbled upon this problem.
I downloaded "A Night To Remember" game and following occurs: I can save game, but it doesn't appear in the saved games list afterwards.
(I am using Windows Vista)
What is strange, however, is that in other recently released games which store saves in Users/<Username>/Saved Games everything works.

Following games worked fine:
Heed
Limey Lizard Waste Wizard!
Shifter's Box - Outside In
This Game

So, I wonder, what could be the difference between these four and "Night To Remember"? Maybe checking this difference help solve the problem?


EDIT: Oops, looks like I missed something
Quote
Changes in 3.2 beta 3:
Fixed error running game and problems with save games if there were unicode characters in the folder path
So it's not a problem anymore for AGS? I wish there could be a way to fix this for existing game though. Otherwise I'll have to make it through without saving/loading :)
#14285
I have following trouble: I cannot load previously saved games, because they are not shown in the saves list. I found where they are stored, that is Users/<User Name>/Saved Games/A Night to Remember folder (I am using Windows Vista), but it looks like application just don't read them. At the same time I have played few other recently released games (like "This Game" and "Shifter's Box - Outside In") which also store saves in that standart Windows folder, and had no problems with it.

Does anyone have any ideas?

EDIT: basically, game saves only one file all the time, agssave.001, because, as it seems, it cannot detect there're any savegames.
#14286
Quote from: Trent R on Sat 25/04/2009 05:32:03
Crimson1, this was brought up in the beginning of the thread (pages 2 or 3 I think), but CJ said it would require rewriting the script compiler, so it won't be coming soon. (If I'm getting your suggestion right. You mean to view the values of variables at runtime, right?)
Yes, that's it.
Well, frankly, it isn't that much critical, at least for me (do not have too much complicated scripts).

Quote from: Trent R
Crimson2, what do you mean by OnShow? What's wrong with if(gui.Visible) check?
I mean an event handler that is run as soon as GUI became visible. Nothing wrong with "if(gui.Visible)" check, I just suppose it would be more convenient that way.
Well, it could be also something like "VisibilityChanged" to cover hiding GUI event as well. Maybe.
#14287
What about extra OnShow event handler for GUIs? Could be handy for GUIs with complex usage.
#14288
Quote from: KhrisMUC on Fri 24/04/2009 20:05:05
As for the technical side: it's pretty heavy to code a client that'll keep in sync and will display own actions and those by the other two players, all without any blocking code.
I may not take into account some things, anyway I have a thought that to a first approximation this could work using event handler that gets a message about other player(s) actions. Yes, actually I believe that only player-originated actions need to be shared (sent between machines), because all other game events either depend on those actions or are independent and, since each machine has same copy of the game (that is copy of game logic), these resulting events could be processed by each machine on its own without synchronising them beyond starting point.
(I hope my thoughts are explained well.)
Ofcourse, there shouldn't be any blocking processes, as was mentioned, unless all player-controlled characters are participating in the same cutscene, for instance. Not sure yet will this cause any real difficulties. I'm afraid my AGS-scripting experience is not big enough yet to see all possible troubles here.

Quote from: KhrisMUC
Coding a dialog system alone would be hell.
As a simplified version it could be made so that only 1 real player could participate in conversation with non-player character(s). Not very realistic, ofcourse. And ofcourse it should be made real-time. Uh. Yep  :P

I have a suggestion, this interesting idea just came to my mind. Would it be possible to make a multiplayer (or a rather 2-player) simulation, simply to uncover any potentional problems, as a game where user(s) can control 2 characters for example one by mouse and another by keyboard?
#14289
Quote from: Pumaman on Fri 24/04/2009 18:25:26
In theory you can stop the problem by pressing TAB on its own after you return to the game.
Nope, unfortunately that does not work.
#14290
Actually I think it would be cool to have an multiplayer adventure made as a story with predefined begining and some amounts of possible endings, where each important character is controlled and role-played by different player.
In fact such game could be more role-playing than many exisitng RPGs.

I have a crazy idea of a detective story where one player choses a character who will be a criminal and tries to make a crime, and another player is a detective who has to detect who's the criminal, and, along with that, does not know what character is controlled by opponent (other characters could be controlled using AI), or something like that.
#14291
Quote from: Ali on Fri 24/04/2009 13:21:38
To save anyone jumping in and trying to defend my shoddy writing. The joke* is simply that people often fatuously compare unfair situations to Soviet Russia.
Hehe, weird, wasn't much aware of this.
Anyway, thanks for explanation :)
#14292
Okay an update :)
I found it rather non-obvious that you have to click on Sue's email to make Colin read it and understand what to do next.

Quote from: Dave1985
The character was a hateful little bitch too, blaming his misfortunes on everyone but himself. <...> Well, excuuuuse me, but I've got little sympathy for the guy.
I'd like to comment that I personally do not mind playing a bitch or an idiot :)... although sometimes I thought it would be nice if Colin had a shotgun. and enough guts to use it ;D
#14293
This happens to me as long as I remember playing AGS games, that is I am really not sure which run-time version this referes to. Latest game I played and noticed this bug in was "Colin Simpson Leaves Employment".

Bug itself occurs as soon as I change to another window by hitting ALT+TAB, then return back to the game. All displayed text, speech and messages, begin to dissapear a moment after they are shown, as if game thinks that user constantly presses a key or something.
This happens both for Fullscreen and Window mode. Interesting thing is, that if igame was launched in windowed mode and I change window by clicking on "minimize" button or just clicking outside game window, then switch back, this bug does not occur. It occurs only if I use ALT+TAB combination.
#14294
Owww... office nightmare  ::)

Haven't finished game yet, but I already have couple of notices.

First of all, it is a bit annoying you cannot skip title cutscene and go straight to main menu and restore the game. I suggest you add an ability to skip it by pressing Esc or something.

Second thing I'd like to mention is that I could not locate the passage to last corridor section, the one with WC and Kitchen doors, until I saw how "Pierre" walked there during the cutscene. I mean, it was not quite obvious for me that there is any passage at all. Good thing is that it isn't needed for solving any puzzle before the cutscene with Pierre. Maybe it is because cupboard is standing so that it makes an impression that the way futher is unavailable.
#14295
Quote from: monkey_05_06 on Thu 23/04/2009 22:58:32What the suggestion you were quoting was actually referencing is that sometimes when you're trying to skip a line of speech that is being automatically removed by the timer, you may accidentally remove the next line of speech instead of the one you were intending to skip.
Yes, I did understand that.

Quote from: monkey_05_06 on Thu 23/04/2009 22:58:32
There's really no practical need to have this setting in the setup configuration settings; rather, you should suggest that game authors provide methods (i.e., a GUI) to control these (aforementioned) settings. ;)
Well, I assume that the chance that all authors will take this suggestion into account would be not very high :)
And I suppose it would be nice to have a 100% chance to have this option for any game you like to play. That is the reason I am asking what I am asking.
#14296
On another thread I found this piece of discussion
Quote
Quote
Basically, I'm asking for a way to disable the text skip button(s) for a short moment right after a line change, but only if the previous line timed out. Thereby ensuring that if the line you want to skip times out just as you're clicking, you don't miss the next line. Personally, this is a feature I wish all games had. (If I finish reading a line a bit early, I'm often afraid to click to skip it, because this might happen and I'll miss the next one.)

That is a very good idea actually, I have the same problem when playing games. I'll look into it.

I had something similar in my mind as well for quite some time, but now I have different proposal. What if a new option will be added to game setup, that will allow player to customize the text skipping method which matches his/her own preference? It could also include "Game Default" selection.

I ask this because along with problem mentioned in an excerpt above, I sometimes could not read speech fast enough (I am not native english speaker, and most games are in english). There were times when I had to re-read same lines to make sure I understood them properly and - blam - speech is gone. I remember I had reload few times because of that.
#14297
I finished the game some time ago and I wanted to ask this question, but was continiously forgetting to do this :) So, sorry for bringing this thread up again... but can anyone explain me the meaning of the joke (or maybe it isn't a joke?) about "Soviet Russia" and "vodka"? I cannot understand a sense of those lines Nelly sais in the context when Bartender tells her she should pay for entering a pirate museum.
#14298
Quote from: SSH on Wed 22/04/2009 20:16:41
I created the GUI Portrait module to let you do speech with the portrait on a GUI so you could control its Z order...
Hmm, okay, if this won't be fixed until I (hopefully) finish my game, I will use your module :)
#14299
What about a head-to-head where each player has a limited number of time per turn; then see who solve the puzzle first? :)
#14300
Here goes another bug. If game uses Sierra-style dialogs and character says something when GUI is open (I guess any gui, that pauses the game; I had this with inventory window), then speech text will be drawn over the gui, but character portrait stays behind.

This could be easily seen if window is placed where character portrait usually appears. At first I thought that portrait is simply not displayed, but then I made GUI 50% transparent and saw there IS a portrait, but beyond GUI.
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