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Messages - JpSoft

#21
QuoteAnyway, if anyone cannot do good graphics, Simply make a better effort with script and puzzles.

Yes; as a totally disabled person makin graphics, i know how hard is to create your own BGs, even a very basic one. And how frustrating is when you read than some people just saw 2 BGs of your work and forgot all the effort you put in your project, all the hours you spent to make the game runs (better or worst) and much more.

Its a freegame. If you dont like the graphics, make a donation so the author could pay for a sprite artist  ;D

Jp

PS I forgot the topic. I saw the game and it looks much better than many other projects arround here. Needs some more work and maybe more detailed in the UI, but is nice to play.
#22
QuoteYou can set counter to a value greater than 80 to disable it.

I did it for the verbcoin system i just designed; if in the moment you press the left button the cursor is over nothing or if you move the mouse before the counter reach 15 is just  matter to assign 16 to the value of counter. The verbcoin GUI never will show until you reset the counter.

Code: ags

if (IsButtonDown(eMouseLeft)) counter++;
else counter=0;
if (GetAtScreen(mouse.X, mouse.Y) == null) counter == 16; 
if (OldX != mouse.X) || (OldY != mouse.Y) counter = 16;
if (counter == 15) // Open verb coin
OldX = mouse.X;
OldY = mouse.Y;


Its not the excat code, but i belive it explains very clear how it works

Jp
#23
Yes, thats right. I just "create" my own skiping system adding a global variable "CutScene". If this is set to 0, then the game is not in a skipable cutscene, else, then i know what i need to do.

Code: ags

if (CutScene == 0) return;
else if (CutScene == 1) {}// Change things to stay in the desired position
else...


So i just need add CutScene = xx before it starts and CutScene = 0 when is finished. Now, i can check any click or keypress before cut the scene.

Thanks for the ideas; now the interface is a lot better effective.

Jp
#24
Code: ags
function room_AfterFadeIn()
  {
  cSecond.LockView(13);
  cSecond.Animate(0, 9, eRepeat, eNoBlock, eForwards);
  cSecond.Walk(43, 449, eNoBlock, eWalkableAreas);
  }

function room_RepExec()
  { 
  if ((cSecond.x == 959) && (cSecond.y == 449))cSecond.Walk(43, 449, eNoBlock, eWalkableAreas);
  if ((cSecond.x == 43) && (cSecond.y == 449)) cSecond.Walk(959, 449, eNoBlock, eWalkableAreas);
  }


This must work

Jp
#25
I really dont remember if i read about an AGS game or maybe it was in other engine. What im looking for is create a video from what i can see in the game to create a trailer from the game im working. ANyone have any idea? I dont have a video card with video capture, so this is not a solution for me in this case.

Thanks in advance

Jp
#26
Just trying different things this sunday, i try to run some AGS games using DosBox 0.72. I get the error "This program cant run in DOS mode" or something like that. Maybe im wrong, but i believe i read one topic about someone runing AGS games in DosBox. It is possible? And if so, how?

Jp
#27
Thanks for your help. It give me an idea about why im having
this troubles with screenshots in saved games
. I will check it now.

Jp
#28
Well, the custom module we created for GBF stores the saved games with date and time included (just adding it at the beggining of the name and deleting it when read). You need create a custom GUI. AFAIK, the problem to manage 998 games is the listboxes, actually limited to 50 items (i think so) so you will need many listboxes to manage with that. If you really need use that amounf of saved games, is better if you create your own listbox system.
Screenshots is very complex, and you will need some advanced script. If you are just starting with AGS is not the best idea. Anyway, you need activate the option "save screenshots in saved games" in the general settings,then read the image to a dynamyc sprite (sprite = DynamycSprite.CreateFromScreenShot) and use it in your own GUI.

When i solve the current trouble i have with this same issue (posted some days ago), i could give you the complete code.

Jp
#29
Well, it could be a very hard walkaround. Thanks for your suggestion.

Nice could be a function that returns if the skipable cutscenes must be skiped or not.
SkipCutScene() or something similar.

So everyone could create functions like this:
Code: ags

if ((keycode == 27) && (Game.InSkipableCutScene)) SkipCutScene;


Also, it could give a lot of new posibilites to cutscenes, for example, a new skipable value eSkipScriptOnly, where the player could customize the way to skip cutscenes, like in the way SQ3 gave the chance to skip the intro or not.  A game option like OPT_SKIPCUTSCENE_MODE could determinate if the engine must skip cutscenes inmediately or not.

Of course, if this is ever implemented, will be too late for me  ;D

Jp
#30
Just adding new features, im trying to include a system to preview the screenshot of the save game. All work perfect, but now when i try to load a saved game AGS crash (and generates a crash file) I guess is something relative to the Dynamic Sprite used to get the screenshot from the saved game, but i take care to delete it before save the game (so, i suppose the saved game file do not contains the dynamic sprite) I can restart the game, but not restore a saved game

I do not find a working module with custom save-loads including screenshots, so i dont know if anyone else had this trouble too. Any help is more than apreciated.

Jp
#31
I post here since i believe this is a very basic question, but i cant figure how to solve this.

Im using the eSkipEscOnly option when i configure the cut-scenes. I dont have troubles with this, and it works correctly. But if the player pauses the game during a cutscene and unpauses it pressing esc, AGS inmediately skips the scene. Or course, i tried that the player was unable to unpause the game with esc, but if esc key is pressed while the game is paused, the scene will be skipped anyway when the player finally unpauses the game, i guess because AGS still catch the keypreses while it was in pause.

Of course, i tried using  this

Code: ags
if ((keycode == 27) && (IsGamePaused())) keycode == 0;


But it do not works. Any idea? Its not a really important issue, but we all know that ESC is usually the first key we press to unpause any game (or even, any software program) and i do not want that the player could lost some important cutscenes just for a matter of bad scripting.

Jp
#32
I sent you the game via PM.

Jp
#33
Like part of a game I'm colaborating, one room is exclusively for a single arcade. Since it is a little complex, i created its own module (player moves, shot impacts, etc) The arcade works perfect until today when i included this
Code: ags

Display("I dont remember what, but something very simple like this");


I get confused the next time i test the game; it crashed, givin an error about it was imposible to allocate around ¡¡500 MB!! in the memory. I tried everything (even restarted the PC) but the game crashed always, but not inmediately after the display function; it continued until the final of the blocking sequence. I deleted the line and the game works perfect again. I tried including the line in other moment, but is absolutely imposible use the Display function in that room without get that error (Display works perfect in all the other rooms, more than 20) This was reported before? I checked the forums for a while and i dont see nothing.

Im using 3.1.2 SP1. The module uses some dynamicsprites functions for objects (health bars and so on) , but very simple ones (anyway, the dynamic sprites have 110x16 pixels maximum)  Also, the GUI for display commands is customized, but worked perfectly until today.

I found a little workaround for what i were doing, but since the pause system of the game is using a Display("Pause"), the game crashh after you pause the game.

Jp
#34
Quote from: Nostradamus on Mon 01/06/2009 17:02:17
AGS isn't exactly built for a football simulator.
And how could one man do an unacceptable AI for it?
How can you move 23 characters (including ref) at the same time and make them operate with intelligence?

If you want to make a game about FC Barcelona here's what I recommend that would be original, logically possible to make and would have a crowd: do not make a footnall simulator at all, make an adventure game about life working for FC Barcelona. Like playing one of the players and the situation they go through. Think of the movie Goal in adventure game form and in FC Barcelona. Now THAT would be awesome.

Im not planing to create a football simulator; actually, im not a FC Barcelona fan (i prefer Real Madrid), but i love football and i like how they played this season.
If i ever try design a sport simulator, i will pick basketball (i really like the lakers vs celtics gameplay) or tennis (very simple). About how you can control 23 players, i hope you could see the RTS im coding in AGS when it will be released  :) Of course AGS its not designed for this games, but neither for games like "art of theft" and much others great games you can see here.

Jp
#35
First of all, i want congratulate all the FC Barcelona fans here (if any) After won 3 titles the same year (National league, National cup and Champions league) they have enough reasons to feel proud of they team. Just one step down, ManU also had a very complete season, but they were stopped in the finals against the Barcelona.

This days i checked the AGS games database and i dont found sports simulators. Not a single one. I know that AGS is not a engine for this, but i found almost avery genre there but sports simulators. Thas make me feel curious. Maybe a SS is a lot of work for a fan-game? Not many athletes around here? Im sure AGS have the potential to create nice SS for football, baseball, basketball, tennis.

Jp
#36
I had the same trouble a lot of times. You found a lot of info not updated very often, and sometimes you are using functions that are not supported now. I guess this is because CJ have enough work improving AGS continuosly, and update the manual (even the knoweldge base) is not a prioritary thing to do, specially since what you are updating could be obsolete in the next AGS version. Actually, i remember a very nice tutorial created in spanish just some months ago, which is very out-of-date actually.

Meanwhile AGS keeps its current wonderfull improvement level, its very difficult to keep the manual or any tutorial fully updated. Maybe CJ will add a "Make a Dontacion" button in the download page, and with the money we all will donate, he could pay to someone to do this  ;D

... and maybe, in the years to come, AGS will be available in different languages... (maybe when England win another Football World Cup  :=)

Jp
#37
I believe that the Eragon series could be an awesome AG.

Jp
#38
Awesome graphics!! AND IS IN SPANISH!! My favorite AGS game from now!!!  ;D

Jp
#39
I dont know if this was notified before, but i will post it anyway.

In scrolling rooms the verbcoin is not displayed in the right position (640x480 game, room 900x480 where i had this issue). I changed the declaration of gui_verbcoin_border which was bad implemented and now it works perfect.

Also, the act property to allow fast clicks is not complete. After all, if the player keep the mouse button down, the verbcoin will popup anyway. I just included a new boolvariable (VerbCoinAvailable) and add this in your module:
Code: ags

timer++;
if (!VerbCoinAvailable) timer = 1;
if (timer >= 15)
{
//Show verbcoin routines
}


I hope this helps.

Jp
#40
Well, im using 3.1.2 SP1. Anyway, i will check this and post the results.

Jp
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