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Messages - Joseph DiPerla

#741
Quote from: theRedPress on Tue 12/02/2008 20:17:48
Quote from: Joseph DiPerla on Tue 12/02/2008 20:02:20
Neat! I look forward to a tutorial.

Can I ask for some other improvements in the game????

1) Can we take control of Keith?
2) Can we have a dialogue system where we can converse with other characters ala Indiana Jones and the last crusade adventure game?
3) A text parser to ask witnesses and people about other characters, eg: "ask about Don Colby" etc...
4) Can we please not have to drive ourselves to a location or can we atleast have an option to just pick a location off the map and it drives us there?
5) I would love to see the inside of Sonny's apartment...

These were elements missing from the original game that I wish were there...

1. Sure, I'll add it as something to unlock, how does that sound?
2.  I haven't played this game, I'll look into it.  I'm not locked into a certain style, but I do want to use a gui of some sort for dialogs.  Can you give me a sample of this or link me to one?
3.  I was just going to add a dialog list instead, but maybe an Ask/Tell/etc menu and then type in what you want to ask about in a box? I guess I could try that out?  I'll think about it anyhow.
4. Sorry, I can't really get rid of the driving bit, but I can make it more fun....or die trying.
5. He has an apartment?

1. An unlocked feature of controlling Keith would be pointless unless controlling him served a purpose. Thats what I was requesting. I always hated that whenever Sonny would get out of the car, Keith would go do something else. What was he doing? Was he really doing anything at all? I think being able to control Keith would be great. For instance:

If sonny needs backup for a certain situation, the player can take control of Keith and position him with his gun ready and then go back to Sonny for Control and take the next action. Or scenario two: Sonny gets trapped in a room and cant get out. You take control of Keith and let Sonny out...

2) for this I mean that when Sonny talks to someone, they say something, then on a gui, you have a list of options to choose so that you can pick what Sonny says next. Depending on what you pick will reveal different things or make things easier or harder for the player.

3) Personally a system like in LSL 7 would be nice. You have a GUI and a text parser for special functions. Something like that would be nice in PQ2. I mean think about it, You are interrogating a suspect. You click the talk icon on him several times and he tells you everything. Or you use the dialog tree (Suggestion 2 above) and eventually you easily find all the answers. Rather, if you had a parser which allowed you options to enter other commands in addition to whats on the gui, it would make the game more interesting. I mean "ask about" "Tell" or "warn Colby" needs to be used in a parser.

Can you immagine calling Don Colby, clicking his face a few times and have it go something like this:

Click!
Colby: Hello
Click!
Bonds: Hi
Colby: What can I do for you?
Click!
Bonds: Bains is seeking revenge for those who testified against him...

OR even immagine the dialog tree system for this particular scenario:
Click talk icon on Colby!
Colby: Yes?

Your options:
1. Hi, my name is Sonny Bonds
2. Whats your favorite hobby?
3. Would you mind coming to the station to have a few words with us?
4. Bains might seek revenge on those who testified against him... Be careful!
5. I need to go now.

I mean come on, for the serious gamer, we all know to pick option 4 when we get to that part of the game. Where is the challenge in that?

Dont get me wrong, I think using the talk icon and having dialogue tree's should be in the game, but for certain elements, it should be up to the user to figure out all on his own.

4. Ok, if your not going to get rid of the driving, please dont put that stupid option of having to walk around the car before getting into it. Also, can you have the option to activate the police siren so that we can go through red lights and have high speed car chases without getting killed????

5. This has been discussed. But I do think we should allow Sonny to go home and be able to dig deep into his personal life. Judging from the way he keeps his locker and by the vibe I get from him in the original game... I think he is a neat freak personally!

I wanted to request three other things for the time being...

1) No speed cheating. What I mean by this is that in the original game you could just go to characters and ask them about other characters without getting any information on them. For instance, in PQ1, you can go up to one of your fellow officers (This is just an example of what I mean. I didn't try this particular scenario) and ask about Sweet cheeks Marie. And both you and the other person act as if you already encountered her in the game when you didn't. Can you make sure thats not possible? Like if you havent met the witness in jail that saw bains escape or even heard of him, dont just allow yourself to go the prison, and ask for the witness before having the event occur in the game.

2) Ok, when you pull your gun out and shoot, it would be fun to actually see if the bullet hits something or someone rather than jumping directly to a newspaper article that says you went nuts.

3) Walkie Talkie usage would be nice to since cops do use them. If not walkie talkies, maybe cell phones. It would be a good feature since this is common nowadays for people.

I wanted to ask also if Adjusting your sites on your gun and accessing the departments computer would be featured in the game?

By the way... Great graphics! Awesome job. I really hope this is another game that will be released fully. Plans for a talkie?
#742
I will provide references and response to those on another day. I am leaving work right now.

But in regards to Sonny's apartment... In-game, type "drive home" and he goes there. I dont think he lives with Mary, or does he?
#743
Neat! I look forward to a tutorial.

Can I ask for some other improvements in the game????

1) Can we take control of Keith?
2) Can we have a dialogue system where we can converse with other characters ala Indiana Jones and the last crusade adventure game?
3) A text parser to ask witnesses and people about other characters, eg: "ask about Don Colby" etc...
4) Can we please not have to drive ourselves to a location or can we atleast have an option to just pick a location off the map and it drives us there?
5) I would love to see the inside of Sonny's apartment...

These were elements missing from the original game that I wish were there...
#744
The only reason why I support bringing back the dos version is because I live off my PDA's and so does everyone else I know. Dosbox and other emulators are available for phones, windows mobile and even palm. It would really allow for maximum portability. On top of that, Steve and etg are busy as well and they cant constantly keep updating AGS for Mac and Linux at the same speed as Chris releases AGS and thats understandable. So a dos version would work on those emulators for those platforms as well while we wait for a release to the other ports.
#745
Very cool! Keep them coming...
#746
Yeah it is. I feel bad for asking it. But other than at work, I dont even have a pc anymore. I live off of my handheld. And I finished all the ScummVM and sierra games already, all except for Indy jones and the last crusade and fate of atlantis. And I would love to play the hundreds of AGS games on my PPC. And this has been something that a lot of people would have wanted.

Perhaps someone who knowledge in C++ can offer to help Chris like Steve and ETG did who could do a port. I would love to take a shot at it, but I Am not that good at c++. I can get it done, but you wont even see a beta for atleast a year and a half to maybe two years with me working on it.

But your right again. Chris, this is of course just a suggestion of how using those libraries might improve portability. But I am in no way trying to force a port. Just thought I would bring some more insight on this and see what more insight others can offer (even though we have done this before). Sorry if I offended you.

If I did, I beg forgiveness
#747
Actually I remember in one of those other threads, Chris actually said that he wasn't sure which processor to port the software too (Arm, MIPS, Xscale, SH3). Plus, as a programmer, your only familiar with porting software to the platforms you work with.

But your right, it could be mis-interpreted and mocking in a way. But that was not my intent for it all. I hope Chris does not take offense for it.
#748
Now before I get flamed or locked... I am well aware of the following threads:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=33302.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18492.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=17818.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18486.20
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32935.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32940.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=14344.0

But I want to talk about a few things here. First off, having a cleaner code for AGS interpreter, maximizing portability and Windows Mobile pdas/phones. Actually, this is really going to be directly for Windows Mobile PDA's I just didn't want to continue this in another thread and make it look disorganized. So I threw a few topics together, looked up the prior forum posts and linked them in here for references. So, I apologize for bringing up this topic once again...

I have read all the forum posts as best I could on this, but I am pretty sure Palm and Iphone ports are out of the question, and I dont really care about those anyway because I do not usually use those handhelds. Windows Mobile is my preffered choice of handhelds.

To be honest with you, I live and breath off of my ipaq hw6515. It had built in GPS, Bluetooth, infrared... Its a touch screen and just has so many more features than a palm. I even have a 2 sd slots, one for my wifi card, the other for my 2 gigs memory card. It has highspeed internet access and is a Quadband unlocked GSM world phone. I take it every where with me. And since it has a built in camera, I use at work as well.

These things are the wave of the future. More and more phones and PDA's are being built with Windows Mobile. I mean I use it to play my video's (you can get an hour and a half of video on this thing in just 128mb's!!!) I use it for my music, I listen to internet radio and watch online TV. I use my office suite on there. And with emulators and such, I play my games on there. I have over 10,000 nintendo games I can play! (Check out http://freewarepocketpc.net and http://www.freewareppc.com for all the free stuff for these things).

The reason I bring this up is because of how popular these things are. I feel a port of AGS to windows mobile would be better than a port to linux... And in not too long from now, it may be something in demand for AGS, more so than it has already. Besides that, since the iphone is a macOS, it should run AGSMAC and there are Linux phones that support the linux verion of AGS as well. The major port that is required is the WindowsMobile port.

There are a few things to take into consideration regarding porting AGS into PocketPC/Windows Mobile world. For one thing, the OS to port to should be as early as Windows Mobile 2002 or WM2003 at the very latest. Porting to one of those OS versions would increase the number of users AGSMobile would be available to.

If you use those operating systems, you would have to compile AGS to be ARM compliant. As of wm2002, ARM is required to run it. So this would not bring up the question of whether or not AGS should be compiled for ARM, Xscale, SH3 or MIPS. It should just be ARM.

Something else to bring up on this subject is the resolution and graphics. There are no Pocket PC's that can run 32bit graphics. The best setting would be 16bit, which I do not think will be a problem if AGS automatically converted AGS mobile games graphics to 16bit from 24/32 bit. The resolution is normally 320x240, 320x320, 240x240 and some other VGA/QVGA resolutions.

Now as far as libraries and things you use for AGS, Allegro is something that definetly will not work for windows mobile. I searched the net high and low for a port of Allegro to WM200? There exists nothing.

I really do like Allegro, but honestly, I am starting to feel that its outdated nowadays. Also, it seems to also slow down and limit the ports of AGS to Mac and Linux. I think thats a big problem. I mean, to download it for linux we have to download Allegro and install it and stuff... Thats a hassle.

I feel that more can be done with SDL than Allegro. Plus SDL is portable to many platforms. More so than Allegro. And it does have all the features that Allegro has and possibly more.

I also think the WXwidgets are also portable to Windows Mobile. As far as DirectX goes... There is something called GAPI which was first introduced by Microsoft and improved by another group of developers. So porting DirectX code to Windows Mobile would not be all that difficult I would think.

I think really, a way to go about this is to compile AGSMobile to ARM. Change the graphics library to SDL. By doing this, for every new version of AGS compiled, it would allow the MAC and Linux versions to be ported just as easily because there wouldn't be much to change in the source. Plus, this opens the door for many other ports easily if ever needed.

Then the only things that would change when coding would be going back and forth from DirectX to GAPI.

Now to compile this application on Windows Mobile, you will need a few software packages. For one thing, Visual C++ .net would compile to mobile device. Visual c++ embedded (Which is free) would also do that. I want to include some links  just to help us (specifically Chris) out on this:

Pocket PC Wiki: http://en.wikipedia.org/wiki/Pocketpc
GAPI: http://www.wincesoft.de/html/gapi_for_hpc_s.html
Visual c++ Embedded: http://www.microsoft.com/downloads/details.aspx?familyid=1DACDB3D-50D1-41B2-A107-FA75AE960856&displaylang=en
SCUMMVM which uses SDL and has a port to Mobile phones: http://www.scummvm.org
A very small article on SDL: http://mobilephonedevelopment.com/archives/503
Windows CE/Mobile ports of SDL: http://arisme.free.fr/ports/SDL.php
Main SDL Website: http://www.libsdl.org/
A PocketPC Emulator from Microsoft so you can test developed applications: http://www.freewarepocketpc.net/ppc-download-standalone-device-emulator-v1-0.html
Graphics library links: http://www.thefreecountry.com/sourcecode/graphics.shtml
Pocket Allegro discussion: http://www.allegro.cc/forums/thread/552755

I know that this may not be feasible for you Chris at this time. But in case you were ever going to consider it and just wanted to know if it were possible, here is all the items I can gather. I hope this provides some insight.

What else do you all think is necessary to clean up the AGS code, make it easier to port to MAC and various versions of Linux and to port it to Windows Mobile?

#749
Oh how I love Star Wars games!!!! I am anxiosly awaiting Shadows of the Empire and am sad that Rebel spy was never completed :(

KEEP ON GOING!!! Looks GREAT!!!!
#750
You know what the sad thing is? Those kids have better skills at art than I do. Really cool SSH!
#751
Quote from: GarageGothic on Sun 16/12/2007 21:46:18
Quote from: Joseph DiPerla on Sun 16/12/2007 21:37:17Actually Chris, if there  was some way of detecting which language is running within AGS, you would then just be able to script this somehow right???

You mean such as checking Game.TranslationFilename ? ;)

I definitely support the localized speech files idea, since it seems to be quite a simple fix (just changing the filename that AGS reads voices from). I guess the only major programming task would be to implement winsetup support for it.

HEHE. Told you I havent touched the scripting in a while... ;)

But yeah, if you have that, couldn't you just script the sprite thing?

And KhrisMUC brings out a very good point..
#752
Quote from: Pumaman on Sun 16/12/2007 20:59:35
I should just say, I'm not a great fan of "wishlist" threads. They tend to grow and grow with increasingly wild suggestions that people think up, and end up being pretty much useless (which is what happened to the old AGS Suggestions thread a couple of years ago).
But if we keep it sensible I guess it can't do any harm.
I am just glad I did not start the thread this time.... :-X

Quote
Quote- sprite-en.pack ( contains some sprites, shown in-game that was translated )
i.e. in-game a sign shows "Le Bakery" and in the translated version "Bäckerei"

I like this idea as well, but I haven't come up with a good way of implementing it yet.


What if after you load the translation files of each language, you can then edit in the properties pane which image to use for that particular language. Actually Chris, if there  was some way of detecting which language is running within AGS, you would then just be able to script this somehow right??? EG: If Curr.Language == Italian, then object9.sprite = 30.
Forgive me, I havent touched the editor in a while so the scripting I just put there comes up like crap. Right now I have been trying to improve my Simpsons games graphics. They really need some work.


Oh and just for organizational reasons, I just added the two liked suggestions that Chris mentioned above to the feature/bug tracker. Dont know if you still use it Chris, but just in case...
#753
Oops!!! The ultimate wish list... Err I mean tracker, is actually here: http://www.adventuregamestudio.co.uk/tracker.php
#754
The other thing is that some of these things might actually be on the bug tracker: http://www.adventuregamestudio.co.uk/tracker.php

We ought to give Chris a lot of credit for the crap we asked him to implement... Each your heart out SCRAMM and GLUMOL!!!!
#755
subspark, your on to something here with the vox file thing. Maybe you can put VOX files in the directory that the Language is spoken in. EG. Voice.vox in Italian directory for Italian...

Anyway, Since this is a wishlist, maybe this might be one of few times I wont be in trouble for saying something...

1) Higher resolutions

2) Use of 3d files, particularly halflife/quake 3d files for characters. Those things are a dream...

3) point plotting in the AGS room editor. The Gimp has an idea of what I am talking about.
#756
I agree, an easy option to change languages for sprites, and for voices (just like for text) would be sweet. But all of this can actually be done by some extra work and scripting. You can actually even have an option where it all changes in game if someone wanted to by scripting it. Use variables:

Speechlang(speechlangnumber)
TextLang(Textlangnumber)
SpriteLang(Spritelangnumber)

Then do if's for every piece of dialog, sign and voice file (Forgive me, I havent touched the scripting in AGS for a few months) that would look like this or somewhat similar:

if textlang = 1 'English then displaymessage ("I speak English!")
elseif textlang = 2 'Italian then displaymessage("Io parlo Italiano!")
end if

Catch what I am saying? It can be done, its just more tedious and annoying.
------


I have a wishlist of 1 item though... In addition to the templates included with AGS can each template, including the newgame template include certain AGSeditor plugins, such as the music one? And can it include certain modules such as the Flashlight module, Lake Module, Particle Engine Module, Panaroma Module, Character Control Module if they were updated to work with AGS 3.0? I think these functions and modules are a dream come true!!!!! Best idea AGS ever had implemented.
#757
And outdated. I dont think it would work with this version of AGS anyway.

Cooperative gameplay is possible in adventure games. You make a sort of Spy Vs Spy type game.

It is possible. The only thing is that when you connect to an AAS (AGS adventure Server), you would need a way for AGS to update its content and scripts. EG: if you created a new room, or added characters or edited a script and dialog.

Alternatively, you can make games for witch hunts, And mazes. Or you can even make a giant AGS chat community with an AGS online. There are options for making online games with AGS.

How easy it would be for Chris is another story though...
#758
Quote from: Pumaman on Fri 07/12/2007 20:14:35


QuoteWould you consider tasking someone with a private copy of the source code for a Windows Mobile port Chris?
That would be one step closer to an internal and closed group support for other platforms.

If somebody with the necessary skills and dedication was to offer to do this, I would consider it.


Chris, does AGS still use Allegro for graphics? And it uses wxwindows as well? WXwindows can be ported to a portable Windows OS. Look here: http://www.wxwidgets.org/wiki/index.php/Developers_Notebook-WxWinCECompiling
Seems like a dauting thing to do though.

As far as Allegro, there is no port for another platform. If it were to be ported to Windows Mobile, it would have to start using the SDL graphics library or some other graphics library.

I think that would be the other problem with merging AGS with ScummVM. ScummVM uses SDL and AGS uses Allegro(I think). I think for now AGS would stay with Mac, Ubuntu Linux and windows. If the dos port came back, we can use Dos virtual machines on practically any other system to run the games. But I think thats the limits AGS could reach in portability honestly.

Although I really hope I am wrong... But I do not see it being ported to Windows Mobile or merging with ScummVM without A LOT OF WORK. I rather much see Chris keep updating the greatest adventure game engine of all time...
#759
In my opinion I really think AGS should be closed-source. It doesn't need to be on ScummVM. AGS is doing a good job of updating it. Lets let him focus on the bugfixes, user operability and features. Besides, ScummVM is to be able to play games on different platforms. AGS is playable on three main ones. Maybe someone will port the engine to other OS's as well. But why would you need to anyway? Why play it in DOS, or Amiga? It would be nice, sure. But Mac, Linux and Windows are good enough for now.

Stay on your own Chris. Don't open source AGS. Thats my opinion anyway.
#760
I am not sure how much development went into IndyJava, but that could possibly be helpful in making games for mobile hardware that supports java or j2me. Its just not supported anymore...

Here is a site: http://www.geocities.com/siliconvalley/foothills/8436/indyjava/
These are the features of it on the page:

- 24 bit color support
- MIDI, RMI, AU and WAV support
- AVI, MOV, MPEG1 support
- Path searching
- Complete "old style" interface
- Scrolling in any direction
- Recorded speech support
- Several controlable characters
- Alpha transparency
- Full-screen support
- Save & Load games

You can also try these engines: http://slage.com/
http://sourceforge.net/projects/doedels/
http://gage.sourceforge.net/

Hope this helps you and your company out a bit!
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