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Topics - Gabarts

#1
I'm searching for the original LASSIE adventure studio installation files, the very first one not the last updated in flash actionscript 3.0
Someone who can share here those files? I'd like to see how it worked for creating online browser content, I had it but never really tried, then used AGS...
Cause I'm still using Flash 8 to create online games.

Any help much appreciated! Thanks!  :)
#2

Europe, 1939: Indy finds himself once again hot on the trail of an ancient treasure. A famous diary, thought lost to the world forever, has been found. This discovery leads Indy to Venice to seek out the book, and then onwards to the East, deep into the mysterious Oriental kingdoms which once lay under the iron-fisted rule of Genghis Khan.

In this bitter time, overshadowed by the threat of cataclysmic war and the power struggles of two meglomaniacal fascist leaders, Indy must tread his way carefully through the political intrigue of war-time Europe, while also attempting to solve the ancient puzzles which could ultimately lead him to: The Lost Gold Of Genghis Khan.

The game takes place just after Indy has returned home from "The Last Crusade". The player steps into Indy's shoes as he must steel himself for the coming struggle against Mussolini's fascist forces to reach Ulan-Bator first, armed with enough knowledge to beat them to the treasure.





Remember to download also the instructions text!

BETA Version 2.5

Indiana Jones and the Gold of Gengis Khan - Chapter I
CREDITS

Main Concept, Graphic, Music, Programming : Gabriele Ciucchi "GABARTS"
Additional Programming : "AprilSkies"
English translation, Proofreading and Text editing : Ross Kevin Moffat -AKA "Mandle"-
Beta-Testing : "UtDefault"

A big thanks to all the people who supported me and helped me creating my game. And MERRY CHRISTMAS to all! ;-D
#3
Just to know what's the Link description in game database. I want to upload my game but don't know what to put there.
And for the download there is an internal upload or I need to use my link?

Oh, and what about the screenshots links?

Thanks
#4
It's almost done, I just need a revision from a native english-italian speaker or whoever is capable. I will post here the file.
Please, make the corrections you do in the trs file in BOLD, so that I can understand my mistakes. Thanks.
#5
I've made the Translation file with all the ingame text and dialogs for translators. I've imported a custom italian GUI and set my default language to italian (the game you know is "Indiana Jones and the gold of gengis khan").

I'll make an english custom GUI too, how can I tell the program to load the correct GUI ( I assume all the text, dialogs auto load switching from winsetup.exe).
#6
Engine Development / MAC OSX publishing
Wed 10/12/2014 13:01:55
A simple question, maybe a difficult answer.

Can I export my game for OSX? How eventually?

Thanks
#7
Hello guys,

it's quite a while I don't ask for help (this can be positive, I learned something :))
Anyway, I cannot find a thread about this, maybe I'm searching the wrong code or scripting.

What I need to do:

-Checking if my player is in a certain room and then if item is used start the code.

At the moment for that item is assigned a basic action (like player.Say or whatever)
I need the condition to tell if player is in a room. Could be something like this?

Code: ags
if (player.Room(2)) { //OR if (player.Room == 2)) {


The second thing is totally different:

What scripting I need to use to check if the player has a certain score (I've used GiveScore(); to assign a score) and then made a GUI to return it.

Thanks
#8
I'm creating a scenery. It's not like this but similar.


Basically I have 3-4 doors and I want that white text "door" or "entrance" appear when mouse is over. No GUI, no inventory, no interface, just the player moving in the scenery and cursor. Then I want a ChangeRoom when clicking in the hotspots.

Any idea on how to create this? I'm using the 9-Verb, you know the game I'm doing... Thanks
#9
It's first time I try to animate an object. But I need to operate from the Global Script since it's inside a character interaction.

It gives me Undefined token oEffetto1

Here part of the code I have:

Code: ags
cGabbiano.UnlockView();
       Wait(40);
       oEffetto1.Visible = true;
       oEffetto1.SetView(38);
       oEffetto1.Animate(0, 4, eRepeat, eBlock, eForwards);
       Wait(60);
       oEffetto1.Visible = false;
       aGabbiano.Play();
       cGabbiano.Walk(220, 45, eBlock, eAnywhere);


I've tried using the object[0] ID but cannot find how to call from global script. I've used once to call from inside a dialog and it works but here it's the first time I face this error.
#10
How does it work precisely? Because I've used this function inside inventory items and at the moment isn't working.

I mean it auto assigns USE item WITH instead of USE only (that I need for certain items).
#11
I've set a character speaking with a Timer and put the code under
function repeatedly_execute

In the manual it says it's better to use function repeatedly_execute_always() if the actions are not involving the player.

But anyway, I'd like to know 3 things:

- I've seen that the action is done but when my other character is speaking it blocks the cursor and GUI. Is there a way to avoid this?

- If I would make the action looping after timer is expired? For example in my case this character says something after timer 1 and something else after timer 2. Then I want the timers restart after a certain amount of time (looping the all thing).

- I want this function only executed when player interacts with hotspots for example and stopped when player is in dialogue mode of course.

#12
I'm testing in another pc the things I still have to learn...
I can do this with an object but I wanted to know if it's working also with hotspots:

I want player add item from an hotspot only once, checking if that item is already in his inventory, in that case he cannot pick it up again. With this code he collects the item each time (overwriting the item in the inventory)

Maybe there is a mistake in the code:

Code: ags
function hMolliche_AnyClick()
{
  if (MovePlayer(242, 116)) {
     
     if(UsedAction(eGA_LookAt)) {
      player.Say("This is a must to collect.");
      }
      
      else if(UsedAction(eGA_PickUp)) {
        
      if(player.HasInventory(iMolliche)) {
          
          player.Say("Already taken some.");
          }  
      else
      player.Say("Sure.");
      player.AddInventory(iMolliche);
      dDialog1.SetOptionState(5, eOptionOn);
    }
  else Unhandled();
}
}

#13
Hello,

I've switched the player of my adventure for the first time. I've set a new character and made him the main character, loading him at the start of my Room_7

The problem is that the other guy (main character from Room_1 to Room_6) can collect items and the new character starts with empty inventory in Room_7

How to keep tracking the items collected with the other main character and give them to the new one?

Thanks :)
#14
As a digital music lover, for many years I've tried collecting all kinds of vintage VST-AU software to compose my favourite music (Vangelis, 80's synths, 8-bit, vintage keyboards).

I've found this site which offers a module to load external SF2 files (Sound Fonts files). You can load your SF2 Roland MT-32 in this VST software and play with the instrument Michael Land had to compose music for most of the Lucasarts games.

Roland MT-32
#15
I was wondering if is possible to modify the black transitions between rooms, both in terms of effect and waiting time.

I've seen it's kinda instantly fade in-out. Maybe with 2 seconds all black and then back to the new room would be better, is possible to tell AGS this?
Thanks
#16
Question for advanced programmers or game creators:

Suppose you need to design a standard puzzle as seen in many games, like for example a 5 digit-code to open a door or like in Last Crusade, a skull-organ to play to open the passage...

Ok, I can do single sprites for the objects to click that I can animate and each object will have a condition.
What kind of code you would use? Where to start... just the basics to start making this kind of puzzle.

I'm using the M9 verb, that one with function_item_AnyClick(); and verbs

Thanks
#17
Need help again... :) thanks for your support

It's first time I use dialogs, managed to complete it and is working but I noticed the script for the room keeps running.
I tried to put the code into the dialog, after the last option, but it cannot find oPorta2ap (object for the room) and returns with error.

It gives me this error: Undefined token 'oPorta2ap'

Here the code I have in the room:

Code: ags

  cMarcus1.Say("Si, che c'è Indy?");
  mouse.Visible = true;
  dDialog1.Start();
  
  cMarcus1.LockView(22);
  cMarcus1.Animate(2, 10, eRepeat, eNoBlock);
  Wait(80);
  cEgo.FaceDirection(eDir_Up);
  cEgo.Walk(213, 101, eNoBlock, eAnywhere);
  player.LockView(19);
  player.Animate(3, 3, eOnce, eBlock, eForwards);
  player.UnlockView();
  oPorta2ap.Visible = true;
  aDooropen2.Play();
  Wait(40);


I have this dialog running directly in the cutscene, but I want the action only after the dialog ends, any solutions? Thanks

#18
Hi, I'm trying to make this cutscene working but need to clarify some problems...

Check this picture...


And here the code:

Code: ags

function room_Load()
{
RemoveWalkableArea(2);
Overlay* myOverlay = Overlay.CreateTextual(6,135,300,eFontFont1,65504,"Qualche minuto dopo...");
Wait(200);
myOverlay.Remove();
}

function room_FirstLoad()
{
 
cMarcus1.Walk(150, 100, eBlock, eWalkableAreas);
cMarcus1.LockView(22);
cMarcus1.Animate(2, 3, eRepeat, eBlock, eForwards);
Wait(240);
cMarcus1.UnlockView();
}


-The cursor still appearing in the cutscene, don't know if possible to remove it at all...
-Marcus character is blocked in the loopDown view.
-The text overlay should appear while Marcus complete his actions but at the moment is not working

What I'd like to have is:

-Marcus walk to a zone x, y starting from outside the room (right)
-Indy (main cEgo character) entering the room from outside after a certain time

It's quite a while I don't use AGS, any help is much appreciated, thanks!
#19
Hello guys :)

I recently decided to continue my game (slowly...) and make some good progress, hopefully. I'd really like to remake the classic fighting-arcade mode as seen in "Indy and Last Crusade". Just old-retro like that, no need to add more details.

(you find the game here http://gabarts.blogspot.it/

Would be really helpful if any of you can give me a link or something to start with, even if it's really basic module, I can work on it... thanks!

(I've David Fox on my twitter friend list! ;-D I can ask also him, who knows...)
#20
Is possible to export or create a stand-alone version of your game made in AGS for Android-OSX?

If not, will be a feature for the next AGS updates?

Thanks
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