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Messages - Gabarts

#41
Thanks guys. The longevity of the game is an aspect that would be of course very important when you are talking about a nice adventure game. Unfortunately at the moment I'm alone doing this. Not that I don't want a Team, but I've always considered this like a test to see how far I can try with AGS...

The first chapter is not so long, but is challenging for sure (puzzles and items are not immediate and require at least some time to get the solutions).

I really hope to complete the english translation very soon, 50 % DONE but I'm waiting for some mother-language to check it.

It's non profit and freeware of course, but when I will work again on the adventure I will need a programmer assistance (many thanks to AprilSkies that helped me out) Because I'd like to include some more tough puzzles in the game. In the next chapters you should see Indy escaping from an airplane, travelling in Mongolia to reach Ulan-Bator, fight some soldiers, and of course... find the treasure! :)

Cheers
#42
Quote from: Mandle on Fri 12/12/2014 22:40:20
Quote from: Radiant on Fri 12/12/2014 14:40:47
If anyone's in touch with the ScummVM developers, they could surely open the TLC script and see how this is triggered.

I have the theory that it's something the game designers started work on and when they presented it to George Lucas he said "What the...?! Are you all nuts??? You can't have Indy stealing the Grail!!! That would be totally nuking-the-fridge!!!" and vetoed it, and so they unlinked it from the gameplay and "forgot" to remove their hard work from the code. In which case there may be a back-door to it they put in just to show it off to impress girls at parties ;)

In my adventure Indy got the Grail somehow :)
#43
Yeah Mandle, is already out in italian, but i'm having some trouble now with the english version... :( I explain:

- I've made english GUI
- I've made the trs file and compiled with some lines translated to test it...
- Put GUI_LANGUAGE as you said
      en

Now, when I first edited my game I put default language to ita in the guiscript file. For some reason I get this:

if I leave a space under GUI_LANGUAGE and then put en the game loads the correct translated text and dialogs and hotsposts but the GUI is the default one, so in italian.

if no space under GUI_LANGUAGE with en, it loads the correct english GUI but text and dialogs remains the default one, so in italian! ???

I've messed up something?    EDIT [Don't know if is correct but I think to have solved for the moment, I've simply put this and it works for both GUI and text]

Code: ags
GUI_LANGUAGE
en
en
#44
Quote from: abstauber on Fri 12/12/2014 07:20:03
I suppose you are using the bundled 9Verb template?

Quote from: 9verb.pdf
To switch the language in a .trs translation file, tell your translators to look out for the line.

GUI_LANGUAGE
Now simply translate that line with DE, EN, ES, FR or PT to set the GUI to the corresponding language.


You can see how it's done in the globalscript's game_start function.


Thanks both for answering. Ah, yes, so basically it is done automatically with the translation file, it auto-assign the correct GUI? Yes, I'm using the 9-Verb. Don't know if I've messed up something with some lines in the GUIscript, but I have the stored sprites for GUI in all languages since the start, so I think should work without problems.
#45
Maybe in 1 room (Room_Load) this?

Code: ags
if(IsTranslationAvailable()) {


But then how to set eLangEN?

I tried this
Code: ags
lang = eLangEN();
but give me undefined token
#46
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).
#47
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
#48
I'm happy to announce that the italian version of the game is completed and playable! GABARTS Digital, anyway before providing an english version of the game, I need some feedback, beta-testing.
It's a freeware project, hope you will like it. Thanks Chris for helping me in the past years with his forum answers and AprilSkies who gave me the code for my final enigma!

Working on the english translation

#49
Quote from: Matti on Tue 25/11/2014 00:36:10
You don't need any function, just check the score like you'd do with any other variable.

Code: ags

if (game.score > 50)..
else..


Oh... I've made many tries with the text Label inside the GUI and some other variables, didn't know was this simple. Thanks
#50
Sorry, it was unclear.

First thing ok, it's how I tought. I will use
Code: ags
if (player.Room == 2)


Second thing I meant that I've already made a GUI with @SCORE@ text inside.
I used GiveScore(); in my script

I need to call a function that check if player has a certain score (let say > 50) then display text (EX. "Congratulations"), else if  < 50 display "Very Bad!"
#51
Grazie April (non ti ho mai inviato il file perchè ancora ci devo arrivare all'enigma finale del capitolo :), eheh) Daltronde lo faccio come passatempo e negli ultimi mesi non ci ho dedicato molto tempo... comunque per la traduzione non saprei da dove cominciare. Nel senso spero ci sia qualcosa da dentro il programma per accelerare il tutto, altrimenti bisogna tradurre stringa per stringa!

Ho cercato di fare un po' da me, più che altro per preservare anche un minimo di sorpresa. Ovviamente dopo un po' di beta-testing ce ne saranno di bug da correggere! Ma quello si sistemerà  via via. Il puzzle design è difficoltà  medio-alta ma gli enigmi hanno una logica definita. Nel complesso dovrebbe risultare divertente :) Ho anche inserito un punteggio IQ. I've also implemented an IQ system based on certain items and actions to solve the adventure.

translation
Thanks April (I never sent the file because we still have to get to the riddle of the final chapter :), hehe) Incidentally I do it as a hobby and in recent months I have not spent much time ... but I would not know for translation where to start. In the sense I hope there is something from within the program to speed up everything, otherwise you have to translate string to string!

I tried to do a little 'to me, more than anything else to preserve a minimum of surprise. Of course, after a while 'beta-testing there will be bugs to be corrected! But that will settle gradually. The puzzle design is medium-high difficulty but the puzzles have a defined logic. Overall it should be fun :) I also added a score IQ

edit by darth - please post in English, or at the very least provide the English translation, thanks!
#52
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
#53
I'm pleased to announce that Chapter I will be out soon, I'm planning to make a dedicated web page also. The game it's in italian language only at the moment, but an english translation will come as soon as possible once the Chapter is out.

Thanks
#54
Thanks anyway. It was easier then I tought. I've made a GUI label only visible for the scenery with OVERHOTSPOT and changing room with the normal hHotspot_AnyClick(). It's fine now ;-D
#55
Quote from: Khris on Sat 21/06/2014 15:04:57
If you want the hotspots to react to clicks, just use this in the room script:

Code: ags
void on_mouse_click(MouseButton button) {
  if (button != eMouseLeft) return;
  Hotspot *h = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
  if (h == hotspot[0]) return false;
  ClaimEvent();
  int id = h.ID;

  if (id == 1) ChangeRoom(...);
  if (id == 2) ChangeRoom(...);
  // etc
}


Khris, this gives me error: Cannot return value from void function

I think is better to use the GUI label with OVERHOTSPOT but at the moment I cannot make it...
#56
This is really good for my need. As soon as I edit the scenery I will give it a try. In this code is included the condition for the player?
I mean only ChangeRoom if the player move x,y when clicking on the hotspot.

Like the usual:

Code: ags
function hHOTSPOT_AnyClick() {
if (MovePlayer(103, 105)) {
      player.FaceDirection(eDir_Left);
   
    if(UsedAction(eGA_LookAt)) {
      player.Say("Now I can enter.");
#57
I was searching something but didn't know the function @OverHotspot@. Something like this?

Example

Or I was thinking about also to normal hotspots, placing a ChangeRoom when player move x, y to the hotspot...
#58
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
#59
Sorry if I ask, especially if it's been already discussed.

Is possible to compile our games for Mac Osx? I mean for playing only, not editing. Thanks
#60
Thanks again for the clarification.

I simply typed Object[0] instead of object[0]. etc etc
AGS has also the auto-coding function, I could make some tries before asking for help... :-X
Anyway, I learned it.
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