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Topics - Dualnames

#201
Ok, I have this weird thing.. I'm using AGS 3.1.1 stable and I have this inventory GUI with an inventory window.
Normally when you right-click having an inventory item I have it get deselected (player.ActiveInventory=null;)

When I right-click having an inventory as cursor, over the inventory window, the interact/look action occurs, which I don't want it to happen. I have handle_inventory clicks option set to false.. I've tried to put a code on mouse click section but it just won't run.

Any ideas where I should put something like this to have it work? I've placed on a top of a mouse_click section but it refuses to work..

Code: ags

if (button==eMouseRightClick) {
if (gInventory.Visible==true) {
if (player.ActiveInventory!=null) {
InventoryItem*greif=InventoryItem.GetAtScreen(mouse.x,mouse.y);
if (greif!=null) {
Display("Got it");
return;
}
}
}
}
#202
This might not really be the perfect place to post but well.
Well, it's been a while that I've been thinking about this, and it's not my obsession with blogs.We all know that newbies tend to ask the same thing over, and over , and over again. That's why I decided to write posts on a blog, that can be found easily via label cloud. So I'm taking all problems(common and not so common) that were solved in the beginners and technical forums and making a huge blog about it.

I'm sort of trying to create a warm comfy place full of useful information.

If anyone cares to join it, let me know, the more the merrier.

If anyone cares to read it here's the link:

http://guidetoags.blogspot.com/

The name of the blog has really nothing to do but the similarity to HHGTG.
#203
General Discussion / Converter for OGG movies
Fri 26/12/2008 23:18:46
CJ , just a newbie question, but well, any programs that could help me convert wmvs to ogvs? I know there should be a thread about my question, but well. I just ask CJ because I'm too stupid/bored to post about it.
#204
Well, I'm mostly satisfied with my background art and now that I've removed lens flares blurs and all that rubbish, people considered my graphical style to have been improved. However my character spriting abilities still not feel as satisfying as I want. For one reason. I make them as fast as possible without taking care at detail. So I know some guys around can sprite. So in case you want to improve my sprite and tell me how you've done it, I would definetely appreciate. A redirecting to tutorials is nice, but I would love if you didn't. I won't mind though.

So enough talk, here's the sprite.


Link
#205
Well, since I can't post all of the stuff concerning gaming in SSH's blog, of course not because he won't allow me, but because they are not AGS related, my blog is up again. Not the same adress, but well.

Here's the new address

What I'm not planning to do on this post:
AGS Related stuff(just go to the wonderful SSH's Blog)

What I'm planning to do:
Just put anything from programs to articles, that might really enhance your gaming,either as a player, either as developer.

Just letting you guys know.
#206
Through my own eyes, see the world of AGS and not only that..
Well, hope someone likes it, but either ways I'm stilll gonna post in weekly basis.

Some of you might say, that I'm ripping SSH's brilliant idea. But in case you think, I do well, it's a good idea, and I can't help it.

Go Here
#207
Since HHGTG is taking a little less time from me I decided to go and make a game.
So I present you thy:


-Warning- Adult Material- Please Behave-

The game contains FPS styled sequences, and the control method is similar to Space Quest 0. It's a short game, so it should take you around 2-3 hours maximum. The game is about Catron, a soldier of the 4th military unit of Uranus, that finds himself in the middle of a terrible event in the Starship Poseidon. The game has nothing to do with Poseidon 14, an older AGS project, and/or Space Quest. Instead it was inspired whilst playing Alien 3 for SNES and the idea was later developed   while watching soap operas. Hope you enjoy it.



Entirely created by James Spanos.

Download(3.6MB):HERE

Version 1.06

-Fixed Savegame system bugs.
-Zombies are now easier to kill.
-Fixed sound staying there.(Thanks Leon)
-Fixed restart game process(Thanks Leon)
-Added ability to be able to look at your weapon(laser/smg), so you can read the instructions again.(Thanks Leon)
-ENTER skips speech. Nothing else.(Thanks Leon)


So I'm actually planning to add Starship some voice, so till now TwinMoon has filled up the position as the zombie in the hall, and I hope that the rest two roles will be packed. One of which is female(Kyara).
#208
Ok, well, first I'm using AGS 3.02, I'm using a 640x480(low-res coordinates(320x200)) resolution, the backgrounds are 320x200, I'm using lucas arts speech style.

Problem: I'm having a narrator that has an empty 1x1 normal view, baseline = 480, clickable,solid=false, and his only visible when he's talking. Also I'm using this part of the code in the rep_exec section of the global script:

Code: ags

if (player.Room!=cNa.Room){//script name of the narrator is cNa
NewRoomNPC(player.Room,cNa.x,cNa.y);
}
//the above line just transports narrator to the players room so that when he talks he can be seen.

//also the below lines set narrators position if the room is scrolling/able
cNa.x=GetViewPortX()-280;//or something similar anyway..


So when I want something to be said by the narrator I use this:
cNa.SayAt(40,cNa.y,100,"whatever");

-So what's the problem:
Well, narrator's position is fine, everything seems to be fine but the way text is displayed.
It doesn't go over the narrator, but it gets wrapped up..

Example:
                   Big day today
NARRATOR  so anyway I was
                   walking down the
                   street singing do                                                 <Screen Edge(320)
                   ah die dieadadsd
                   and the fish went dea.


And when I use bigger width than 100:
It appears like this:

  NARRATOR   Big day today so anyway I was  walking down the street singing do ah die dieadadsd  <Screen Edge(320)
                                                        and the fish went dea.

Instead of that I want to have something like this:


  NARRATOR   Big day today so anyway I was  walking down the street singing do ah  <Screen Edge(320)
                     die dieadadsd  and the fish went dea.

I don't mind reshaping all my code, if it has to. So any ideas are welcome.
#209
Critics' Lounge / Whatevery background
Tue 14/10/2008 10:01:50
Well, I've been trying quite a little bit with photoshop and here's what I came up with.. I still think it needs stuff. This is not a game's style just some random art I need critic about:


Second version



Note: If you see it in a a reduced size it looks much much better
#210
I'm sure many of you might protest about me not posting about this elsewhere, but what the hell.

So ever seen this:Ulysses
or my favorite: Saber RIDER

Anyway, if anyone of you, didn't bother to watch just Batman while he was a small human, you probably have seen enough 80's cartoons/animes. So aout those, I always liked their songs, intros. I mean people would go take a piano, guitar and write such a song and then go sing it, adding all the typical lyrics.

Ok, so I'm reaching  to a point, would anyone care doing some of the singing and lyric writing, but posting the files here, or the lyrics here, so it's more of a community project. I've written a tune, but if anyone wants to go and write one be my guest as well. I'm planning to use it on HHGTG game, so please try and at least make either something that refers to that,or it would do for any sci-fi game.

I hope I'm not stupid enough, or at least hope I don't seem that way.

So first we go for ideas about what the lyrics should be about.:
#211
Advanced Technical Forum / Problem with Midis.
Mon 29/09/2008 21:58:39
Well, ok, I create all my midi files using guitar pro 4. Now that I've updated a created a single midi file using guitar pro 5. When I play the midi file, the next music (if it's a midi) it will play weird, really weird, like the file is corrupted. However if you play the midi files externally they have no problem, if you also don't play the midi file created with Guitar Pro 5, all seem to work just fine. I think you should have a check on that. just create a midi file using gp4 and then one using gp5.
#212
Well, ok so I'm really a little troubled with selecting the right font. I find that the font I'm currently using on HHGTG might be a little of a trouble to read, so I'd rather have a clear than a cool font. Whereas clear means that you can see it clearly. So any fonts you'd like to share?
#213
Ok, so.. translations, well we all like em. I was thinking that it would be cool to add as many of those as possible to HHGTG. Thus creating a sort of a Babel Fish. So I came up with the idea of you know just making either an exterior program or something interior. However the only way of changing translations is only via winsetup.. So question:

There's really no way to do it via AGS? Can I ask if it's possible to create a function like SetTranslation? Or someway to change the winsetup program?


However I noticed this on the acsetup.cfg.

Code: ags

[sound]
digiid=-1
midiid=-1
digiwin=1096302880
midiwin=-1
digiindx=0
midiindx=0
digiwinindx=0
midiwinindx=0
[misc]
gamecolordepth=16
defaultres=1
screenres=0
letterbox=0
windowed=0
refresh=0
gfxfilter=None
[language]
[b]translation=Spanish//that is the filename(Spanish.tra).[/b]



So how is this possible via AGS File functions? I can think of something to code at this point, and I might actually do it. if you remove last line translation becomes default. But will the game be able to edit in-game without crashing?

#215
Well, remaking a classical is actual a thing that a few guys from the forums have done many times, with success and without and with controversial feelings. I'm not talking specifically at this point. So well, what are you doing when you're remaking a game?
You stick to the game and add things that won't drop but instead improve quality? Or just remake it as it is?

I'm trying to do the second. The problem is that it's actually one thing remaking a graphical game and one thing remaking a text-based game. I've yet but added something quite important to the game except for interface addons,and well I don't know. Anybody's thought on that?
#216
KeySwap  v2.00 Module Script Header

Author: James Spanos (Dualnames)

Abstract: Remember all those cool games that you can change the controls , then exit,
           and still the controls remain the way you changed them? You can do the same.

Dependencies:
   AGS 3.1 or later(probably backwards compatible up to 3.0)

Revision History:
  Sep 08: v1.0  First release of KeySwap module
  Dec 08: v2.0

Download:
Click


#217
DN Games Presents:



STORY:
The story of the Bookish Hunt Down Event is surely one of the least breathtaking and surely one of the most boring stories for someone to hear about. However this event, lead to the destruction of all books for a not so serious reason for many people ,but totally serious for a few, who actually are important, or are considered as so. Concerning books, people always loved to read them. This was never the problem, unless you were blind and nobody would bother reading a book for you. The problem about books was writing them. Most people that bothered writing were quite good at it, at least all those who are not totally unheard of. Some however had troubles obeying all the known rules about writing books. Some laws to their opinion were bizarre and difficult to get along with. They tried to talk about that fact, but no one bothered to listen. They claimed that even if you wanted, you couldn't but use something non-original and non-creative. A certain group of individuals felt a little pissed and depressed by that. They felt like their fantasy, inspiration and all those things you can't easily describe, being violated. And they felt pissed and depressed about that too. Writing the prologue of a book was a thing you were obliged to do based almost entirely on a book, full of rules about books. So you couldn't even squeeze in a little bit of what you wanted without editors noticing it. Same for the epilogue of the book. This created a cult that decided to provoke chaos, anarchy and the like. They decided to exterminate each and everyone of the books. In any form. This action/event is defined as the Bookish Hunt Down Event.It occurred on Mars. So with all the books burned down, knowledge was being altered or lost as the years passed. Nowadays no one knows anything about anything at all. In the year 218 ABHE or 2348 AD a problem in the main computer occurred. No one knew what to do. Because no one knew a shit about anything. Surprisingly enough humanity survived for a couple of centuries. So the story begins...

SCREENSHOTS:





DEVELOPMENT PROGRESS:
Story: 45%
Puzzles: 28%
Art: 10%
Scripting: 10%
Total: 23%

ESTIMATED DAY OF RELEASE:
RELEASE DATE: 22/12/08


CREW/TEAM:
Dualnames: Art/Animation/Music/Scripting/Story

ARCHIVE/NEWS:
3/9/08:Started working on this. This is an adventure game. Interface will be almost like Broken Sword. If anyone wants to help with anything part from scripting I'd be delighted. Anyway, I'm keeping the backgrounds less blurry this time. And more detailed.

MATERIAL:
#218
Not really really happy with those, but I made them and don't know what to do.



I do find this one very weird and blurry.I  think the tree should be coloured as the rest of the pic,  but instead it's dark. Making sort of a bad contrast.



I actually do like this one. But I think it would do..
Anyway, I'm open to opinions.
#219
Advanced Technical Forum / AGS 3.02 Crash dmp.
Tue 15/07/2008 22:19:46
Well, I didn't know where to put this and pming Chris Jones wasn't a solid idea. Anyway, well i got those dmp files whilst checking the game. Here's a link to them

http://dualnames.diinoweb.com/files/CrashInfo.3.02.1025.dmp

I got nothing else the game just shut off and those appeared. I'm using AGS. 3.02
#220
Well, ok, this isn't not a thread I'm asking help with, I've bypassed the restart command which causing severe problems on the game. At first I thought I was doing something wrong as it usually happens, but then some other people told me that they share the same old problem. So I've bypassed it. It matter not the way, however I'd rather have the old RestartGame() function instead of my code if it's possible. I had the same problems with AGS 2.72. Anyway, I created an empty game with a restart game code and set restart point thing. I tested the restart about 10 or 12 time can't really be sure and at some point the hotspots got weird, some integers that got value instead of turning back to zero kept on their current value. Sorry if this will cause frustration Chris. I know you're working more than you actually should on this, I just thought I'd rather mention this. So anyone had any ideas what causes Restart to bug and when? because it seems random all and all.
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