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Messages - JpSoft

#41
Well, after a failed try to include voices, we canceled it and now we are trying to delete the referebces in the scirpt. Even when all the references was deleted, speech.vox is still generated every time the game start. Could this be fixed?

Jp
#42
Im unable to use costume viewer. It always shows "IO error 311" when i try with any MI2 file. I also tried with many MI2 versions (spanish, english...) but neither work.

Have you any idea about this?

Jp
#43
I checked your module and its really awesome. I did not include the module itself, but i took many code lines from there (copy+paste); practically, you did the work for me ;D Thanks a lot.

Yes, i needed many different keys available all the time, and your module works perfect for it. Honestly, this is one of the best AGS modules i never saw. Since i did not need differet job for "pressing" or "taping", i could not precise where it have troubles.

Again, thanks a lot.

Jp

PS Actually, maybe a built-in On_Key_Press_Always will be very nice too  :=
#44
QuoteAnother note, have you tried showing a game-pausing gui? That might work better than a PauseGame() call, and you can even put a label that says "Game is Paused, press P to continue"

Actually, my actual code shows that GUI too, so it do not works neither. I will check the module. Any other idea?

Jp
#45
I suppose its a very basical question, but could i pause the game meanwhile one player is talking with the "say" command?

Example: (The code is not correct, but i guess you could udnerstand whatI'm talking about)

I have this is the On_Key_press function (GlobalScript)
Code: ags

if (keycode == EKeyP)
  {
  if (IsGamePaused()) UnPauseGame();
  else PauseGame();
  }


But if i press "P" during a cutscene the game do not pauses. How i could fix this? How i could implement a pause system which will work even in cutscenes? (I really need it since the game have a 10 minutes cut-scene  ::))

Note: The first line that warn AGS to not read keys when the game is paused was erased, so this is not the problem.

Jp
#46
Awesome tool! I get more than 6000 sprites in just 1 minute !!

Unfortunely, looks like its not complete neither. Some sprites do not appear at all (clouds moving, BGs animations, etc etc), boxes for walkables, walkbehinds... and other stuff. Anyway, with scvumm rev gives a good ammount of material.

If you ever worked with MI2 graphic material, please contact me.

Jp
#47
Adventure Related Talk & Chat / MI2 Template
Thu 30/04/2009 21:35:36
One of my friends is ripping all the graphics from MI2: Le Chuck Revenge. Some of them are easy to get using Scumm revisited, but some others are very difficult. Anyone knows something about this? Costume Scumms do not works (apparectnly) with MI2. I searched the web and all i found was the sprites from Guybrush, Elaine, LeChuck and Stan.

Thanks in advance. Also, he just finished ripping the sprites from SQ1 (original version); if anyone have interest just PM.

Jp

PS I just saw that i posted this in the wrong section; sorry and please move it.
#48
General Discussion / Re: Programming
Thu 30/04/2009 20:50:31
Sure you can create games in pascal  ;D I created hundreds of games in Pascal 5.5 around 15 years ago. Very simple ones, like roullette, pacman, blackjack, and others with more complex like chess, monopoly or an air-hockey simulator.  I never won money with that, but was funny to share the games with my friends.

Jp
#49
Well, a good option could be to add a link in the game page asking for this. Something like " You want this game in your language? Help us! ", where everybody could download the plain txt file, translate it and resend to the author. Then, if the translator considers the traslation good enough, will need only conpile the TRS archive and include it in the main download link. If many AGS games had this option, translators could select the game they want contribute.

My first AG was SQ1 in english; to play it, i needed a English-Spahisn dictionary to translate anyword (i was 10 yeard old or so) which was a good way to learn english. But now i prefer play games in my native tongue, at least with subtitles.

I feel is a pain that many wonderfull AGS games in the game database dont have translations, unaccesible for thousands (or millions) of people. When i released Paul Quest (only in spanish) the game had less than 100 downloads in the first 15 days. Then, when i included the english translation the game had 500 downloads the following month; until today i received 17 emails from people who played the game: all in english.

Jp
#50
I just checked the game database looking for a game to play and i felt sad when i saw that a little percentage of games have translations. Just few have spanish translations, which could explain why not many spanish speakers knows AGS. I Could say the same for another languages.

I just open this topic to encourage developers to work a little finding someone who help you in translations, or at least, create a plain translation with automatic translators available on internet. Is better than nothing.

Jp
#51
Quote from: JpSoft on Sun 26/04/2009 21:31:51
30 controls per GUI is a limit than can be easily solved. You can just add as many GUI´s as you need. Actually, the minimap in the RTSI'm working have 3 GUIs in the same position of the screen, and the main GUI to control the game have 4 different GUIs. In mi opinion, there are some limits more difficult to solve (for example, objects per room)

Jp

I forgot to mention that you could use characters as objects if you want, even when this solution could be very painful to implement.

E
#52
30 controls per GUI is a limit than can be easily solved. You can just add as many GUI´s as you need. Actually, the minimap in the RTS im working have 3 GUIs in the same position of the screen, and the main GUI to control the game have 4 different GUIs. In mi opinion, there are some limits more difficult to solve (for example, objects per room)

Jp
#53
30,000 is enough to develop all the Adventure games i known (even comercial ones) Even Final Fantasy VI had around 24K sprites.

Jp
#54
Advanced Technical Forum / Re: PathFinder
Fri 24/04/2009 20:10:05
I worked a lot on this days with this issue and i could confirm that the build-in pathfinder do not work properly, even in rooms with less than 1400 pixels high if the walkable areas are complex (like highways) I get some "i could not expect that" moves, like the player moving inmediately to another position and start moving to another direcction and so.

Im creating an example game to show those malfunctions, but if anyone else had this kind of troubles too please let me know how you solved this.

JP

PS Anyway, the pathfidner works ok in every room i tried if all the room is walkable.
#55
Since there are no way to do nothing like this in AGS, i believe this topic must be moved from here. Maybe in the next years someone will develop a TCP/IP pluggin, but until then multiplayer games are not a technical question.

Jp
#56
Advanced Technical Forum / Re: PathFinder
Tue 21/04/2009 16:15:23
QuoteSince you're programming an RTS (right?), a pathfinder should probably be on your to-do list. You could probably find some tuts online for various languages, to get the gist of it.
Yes, it can be done, but could be very useful if the build-in one works.

QuoteYou could use a walkable area resized to half the size and have an invisible dummy walk it.
-On the click, divide the coords by two, send the dummy on its way non-blocking and animate/move the actual character using the dummy's coords times two.
A very nice idea. Thanks for the sugerence. Maybe i will try with waypoints first.

Jpsoft
#57
This is an error i had a lot when i started using AGS (and even now), since i usually work in Delphi, where
Code: ags
" = "
is to compare and
Code: ags
" := "
to assign values. We are lucky that AGS have a great debug tool.

Jp
#58
Advanced Technical Forum / Re: PathFinder
Mon 20/04/2009 15:49:55
I will detael the problem:

Using AGS 3.1.2 SP1, Windows XP SP2 (NET framework updated).
Game is 640x400 16 Bits color; i used hi-res coordinates until now without problems.

NPCs are in Room -1 until you move them from one city (objects) to another(is a RTS game). When you send a unit, the script checks if you can move it (you only can move 4 at the same time); if so, the new unit is placed in the center of the object you have selected and sent to the center of the target. Objects are not solid since i also had troubles with BlockingHeight and BlockingWidt as i mentioned in another post. (I dont know how to put a link here). When the unit reach their target the script place it (the character)again in room -1.

One of the rooms have more than 1400 pixels height, but since is for Random maps only (objects are positioned randomly each time) all the room is walkable and the game works perfect AFAIK.

The room where i have troubles is a predefined scenario, and walkable areas are very specific (you cant move units over the rivers, mountains...) All the walkable area have more than 5 pixels of width (i remember i read something about this some time ago). Now, everything works properly, but when i send a unit from the bottom-lef to the top-right corner (or viceversa) the game "STOPS" many seconds (around 10) and then it move the unit inmediately to the target (actualy, the NPC is never shown) AGS asumes that the unit arrives at the same time you send it  ??? I verified everything and all is ok; even, if i make all the room walkable everything works ok like in the other room  ::)

As for views: Default view of the units (NPCs) is 2. You can select one when is moving to know how many troops it contains, and then view change to 3. Now, in predefined scenarios, i created a function like this:
Code: ags

if (Region(GetAtRoom(character[x].X,character[x].y) == 1) character[x].changeview(7);
else character[x].changeview(2);


So view of NPCs will change to 7 when they enter into region 1. The character changes its view, but now it starts moving FAST, ignoring any delay i specify. I check the view and is identical to views 2 and 3 (working perfect) Here, i dont have idea what is going wrong.

Jp

PS: I believe that 1400 array for pathfinder was removed in a recent version.

EDIT: Each view have 7 loops (1 for dierction) and each loop have 2 frames with a delay 0. Movement delay of NPCs is 10, and uniformmovement is set to true.
#59
Advanced Technical Forum / PathFinder
Mon 20/04/2009 13:05:27
I want know if there is a limitation in the size of one room in order to the build-in pathfinder works properly. I hace a large room (2400x1700) where the pathfinder looks like is working unproperly. I checked al the walkable areas and the script and everything is ok (actually, the game works perfect in a big room with all the room area selected as walkable area) Its possible that it is an AGS BUG?

I also created a function to change the view of NPCs when they enters into a region, but when they change, the player starts to move very fast. The view is exactly than the previos one, so i dont understand why, specially because there are another function to change the views when you select them.

Any ideas?

Jp
#60
About games with "make a donation format": You will probably get some donations if your game is good, but forgot to earn "real money" by this way.

A good option could be that the user download the game, but it is locked until they "unlock" it, purchasing the license in internet (AGS do not include support for this), so they could play the demo, get them interested and then they will pay if the game is good enouhg and they believe its a good entertainment option.

Imagine this: You donwload "The Dig" (TM) and play it until you explode the asteroid. Then, the game request you to buy the License to continue the game,and offers you the link to the page where he/she must pay. After the payment, you can provide a code to unlock the game to the player. How you can avoid that many players use the same code? Just including a random key generator inside the game, so any copie will have it owns key and, of course, it will work with only one code.

I believe that this is the best way to sell indie games.

Jp
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