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Messages - Gilbert

#6781
Trailer? For Snail Quest? I think there was no trailer, it was teh FULL game!
#6782
Quote from: redruM on Fri 27/02/2004 06:22:55
BTW, AGA, I noticed you renamed the file. Is it still the install program? Daft question, probably, but I'm a suspicion person, don't read me the wrong way.

Yes it is, I had downloaded it from AGA's mirror, he probably just wanted to rename it to better reflect the content of it.
#6783
But but but... that's teh Mac version!
#6784
Karius:

Quote from: redruM on Thu 26/02/2004 22:16:20
And here's a message for Timosity - Do you realise that thanks to us, ALL Larry games are now Point and Click? Way to go!

So, yes and no, he's not making a LSL3 point'n click but Timosity IS, I think currently there's a playable demo already, read this thread.

I just downloaded this LSL2 and had a sneak peek, nice work! Seems to be very faithful to the original, I think I won't get that parser bug nightmareon that game anymore!
#6785
Because by default a new game is using the internal inventory window which is NOT the GUI one, you have to edit the scripts a bit to enable the customizable GUI one.

Choose scripts --> Edit Global Script...

Look for the following portion of code:

function show_inventory_window () {
 // This demonstrates both types of inventory window - the first part is how to
 // show the built-in inventory window, the second part uses the custom one.
 // Un-comment one section or the other below.
 
 // ** DEFAULT INVENTORY WINDOW
 InventoryScreen(); <-- comment out this
/*  <-- remove this
 // ** CUSTOM INVENTORY WINDOW
 GUIOn (INVENTORY);  
 // switch to the Use cursor (to select items with)
 SetCursorMode (MODE_USE);
 // But, override the appearance to look like the arrow
 SetMouseCursor (6);
*/ <-- remove this
}

Just do as instructed in red
It should become something like:

function show_inventory_window () {
 // This demonstrates both types of inventory window - the first part is how to
 // show the built-in inventory window, the second part uses the custom one.
 // Un-comment one section or the other below.
 
 // ** DEFAULT INVENTORY WINDOW
//  InventoryScreen();

 // ** CUSTOM INVENTORY WINDOW
 GUIOn (INVENTORY);  
 // switch to the Use cursor (to select items with)
 SetCursorMode (MODE_USE);
 // But, override the appearance to look like the arrow
 SetMouseCursor (6);

}

Save the script and recompile, enjoy.
#6786
Heh no, in that case he will only use teh default sprites or draw new graphics look very much like the default ones (strange...), teh result is, many people dare not to play that, even though it can must be a true masterpiece.
I'll just recommend him to rest, not to work hard for a game, if he decides to take a break from updating AGS, hmmm maybe updating teh DOSUser page is an even better idea...

BTW this version had been released for a month+, so he's actually not updating it that frequently at the moment.
#6787
Quote from: BOYD1981 on Fri 27/02/2004 01:17:31
not adding anything to this post, just suggesting that it gets moved to the Technical Archive forum, somebody just asked this question in #ags and i had to go through 6 pages before i found it, seems to be quite a common question too...
I don't think so, maybe add to this post.
#6788
Just add more contents to dialog request if you want more.

eg.

function dialog_request (int dialog) {
if (dialog == 1) {blah bla bla
} else if (dialog == 2) {blah bla bla
} ...

Then it will respond to run-script 2, ... etc
#6789
Because the dialog_request() function should be like this (didn't check other things tho):

function dialog_request(int value) {

if(value==5) {
MoveCharacterBlocking(KAVERI,200,150,0);
MoveCharacterBlocking(KAVERI,120,75,0);

}
}
#6790
heh eric, are you aware of teh fact that my co-workers were saying "The graphics in 6DA were CRAP!" ?
#6791
Yep, if the room file is large, it can also be the cause I think.
#6792
General Discussion / Re:monkey island remake
Thu 26/02/2004 03:26:51
Quote from: Kairus on Thu 26/02/2004 03:14:39
There's already been a "remake" of MI1, it was first in 16 colors graphic and then it went to 256 colors.
Damn I thought that the game was originally 256 colours. I bought MI1 CD together with LOOM CD some 10+ years ago, and that's teh only version of MI I had played and seen, I know Loom was 16 colours but I never played teh original version tho (I did have teh PCE CD version of it bought even earlier).
#6793
Maybe it's specific problem with certain graphic card drivers, I can't reproduce it aand is not sure of the real problem.
#6794
Hmmmm... Just checked the changes.txt in the docs folder, available since V2.6:

Quote
- Added ability to have only left/right walking frames for characters (just delete all frames in loop 0).
That might be what you're looking for, did you upgrade your package to V2.6SP1 yet?
#6795
More appropiate places are either the Adventure game related general forum or the Beginners' Technical forum.
#6796
I didn't read all of this, but it's a good idea anyway, so go for it!
#6797
Just setup the game to run on 640x480 an dretry.

To go to setup, if the game was a windows compiled game (AGS games can be windows or DOS compiled, since this is an old game it's posisble it's compiled for DOS), launches winsetupexe (or setup.exe, whichever available) contained with the game to set up the resolution, if that file was not included with the game (either a DOS compiled game or a windows one without the setup launcher), consult this page for how to set up the game.

By the way this is not the right forum for this question.
#6798
* Gilbot V7000a calls in eric to put the rope jumping girl back to his signature...
#6799
Download SCI Graphics Studio, not SCI studio (The Graphics Studio was in fact an older version of SCI Studio, also available in the same site), it's been said that the "Graphics" one was much stabler than the newer versions while editing fonts.
#6800
Just set the player character to start in room 0, then the game will start in intro.crm, that's how the engine was designed.

For the globalint problems, there are actually 50 globalints already defined by the engine, not something you defined yourself in the scripts.

So, for example if you want to set globalint #6 to 500, just do in dialog script:

set-globalint 6 500

I'm not sure but I think you cant use variables for the globalint # in dialog scripts.

For more info on globalints and how to manage them in text scripts, read the SetGlobalInt() and GetGlobalInt() function entries from the manual.
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