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Messages - JpSoft

#81
Some ideas i mentioned before, but just to remember:

- Change walkable areas at run-time.
- Little notepad in the editor, so the game creator could easily add comments about the design of the game ("things to do", "do not forget", and so)
- Editor translated to other languages (for sure, many people will help with this if CJ provides the original text in english) Just imagine how many new users AGS will have
- NoLoopCheck adjustable in the general settings, not specifically in any function.
- Include a generic graphic pack for beginners (some chars, BGs and that stuff) Its difficult to start a new game when you dont have graphics, and many people do not know how find free graphics in the web. And the new ron gilbert could easily become frustrated if he/she use their own graphs at the very beginning.

Jp
#82
I have a lot of SCI fonts i modified to include spanish characters.

ñ, Ã', á, é, í, ó, ú

Just send me your email via PM and i will be happy to send it to you. Also, if you need anything else about deseign AGS games in spanish just let me know.

Jp
#83
Alarconte, i hope the game is still in work

Jp
#84
Well, after a lot of months and many other things, i continue with the work, to finally release this game. Even the name is changed, but is basically the same idea. I will post updates soon again.

Jp
#85
I believe this is a wonderfull plugin to add. It could be usefull in demos (as mentioned before), to download expansions directly, to directly link to a walk-trhow page, and many other things;AGS could offer a new world of posibilites to the game creator and some games could be easily expanded.

I believe that the final user confirmation could be optional (as a programmer, i hate when the tools are not fully customizable); for security purposes, i believe is a good idea if the final release of the plugin is available in the same site as AGS, so the creator knows that the plugin is at least than trustable as AGS itself (of course, CJ must add a download link to it in the AGS main page)

Hope it helps.

Jpsoft
#86
Critics' Lounge / Re: Sci-Fi GUI design
Wed 06/08/2008 22:58:59
I do not post here very often, but i really like this GUI.

Jp
#87
... and we will be here to let you know that you did a great job!  ;)

jp
#88
I had this same trouble in a game im working right now, and what i did was developed a little module to allow read the keyboard properly (I needed many spanish characters, like ñ,é,í...) The module works perfect and actually allows some things AGS do not support when using textboxes or text inputs.

I will make it public, but im still working in other games and modules and i dont know when it will be released. You can read some details here.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35167.0

Jp
#89
I will join this month competition.

Jp
#90
Quote from: tube on Thu 31/07/2008 10:05:56
Fun little game.

There's already an excellent computer adaptation called Shufflepuck Café

Nice game, i never saw it before. Its a good game to have an idea how to design an Airhockey Game. Of course, the game have not many realism, and even is not air hockey Really.

Jp

OT What i wanted say was "AirHockey significa algo para ti?"
#91
That is the question: is the air hockey a well known sport (or game, as you prefer)? Have you ever played a game? Maybe a little tournament with your friends? Did you know that there are a lot of well organized group of players around the world?

http://es.wikipedia.org/wiki/Air_hockey

You can find there a lot of info in spanish (and of course, links to another languages)

Jp

EDIT English link  ;)

http://en.wikipedia.org/wiki/Air_hockey

#92
30 controls per GUI and 40 objects per room are the only limits i had troubles with in the past. Also, i believe that must not be very difficult to allow AGS to understand that if you type PlaySound("footsteps"); it search for footsteps.ogg, footsteps.MP3... and so long, to give a more intuitive manage of the sound resources in the game.

Jp
#93
Is there a way to include a filter to just show games with translations available to certain languages? It could be VERY usefull, i think. Not everyone have a good enough english to play an entire AG, even when they are able to understand the web page.

Jp
#94
I had created a lot of Module scripts for my game and for 2 more im colaborating. I created this modules with a lof of specific stuff, but basically, are designed to do something specifically. Now, im starting to create Modules available for everyone, but i have some things i do not understand very well.

1-- Module Advanced Save-Restore: Name is self explanatory. Was created originally for Galactic Battlefare; Manage the AGS slots, avoiding problems or BUGs when the game have an "autosave" option (slots over 50); also, selects the same slot you restored last when you try to save again, prevents for unwanted rewrite slots, disables the game interface when one of the GUIs are displayed and a lot more functions. My problem is because i created standard GUIs for the Modules and included all the code in the module itself, but of course, function relatives to the buttons must be placed in the global script... which i do not have access from a module (functions like bSaveGame_on_click(MouseButton button) How i can include this functions inside a Module in the way it could be available for anyone just importing the script and the GUIs? I tried with the on_moue_click inside the module, but it do not works (AGS do not recognize clicks over the GUIs in the normal way). I now i could create a module function to detect when the player makes click and detect where it was done, but maybe there is an easier way.

Module Read Keyboard: Created for the AGS Wars Map Editor, give the functionality to read inputs from the keyboard in a more advanced way than the parser or text_boxes, even with many diferent inputs at the same time (fully customizable, and accepts the "ñ"  8)) This one do not needs any GUI since it generates string variables which the players choose how to show in the screen, usually with a sentence like labelWhatEver.Text = String ReadFromKeyboard(), but i want create enum groups like eMouseLeft and so, and the manual reference is too poor for my mind and there are not references in the forums. (for example, it have a function to set alignment, and i want it works like SetAlignment = eAlignJustified. I hope i explained itwell and someone knows some module which includes a
good example for enum sentences.

Module Arcade Game: Created for Galactic Battlefare, offers a simple way to determine if objets and/or characters are really coliding with anything. I read the SSH module after i wrote my one and well, just use SSH's  module better.

Also, since my modules are commented in spanish i dont know if is needed to translate it. I think that at least it works for spanish speaking people.

Jp
#95
Sorry to say this, but an accidental lost of several game files delayed the release of this game. You can read the details here

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35152.0

Of course, the motivation is not lost and this gives me the chance to add new features that were incompatible with the previous scripts (time evolution for example ;))

The game editor is almost ready, only needs add the new features.

Jp
#96
I understand that this is maybe not the right thread to post this, but what about if ags adds a little TXT page, where the scripter can takes notes of the game progress? Then, an option to open this when you open a game (i really found unusefull open the general settings or the welcome window once you get familiar with the current version). At last, i prefer get the global script open when AGS starts.

At any case, i believe is very important the list with the last updates and maybe a link to the begginer forums could be very usefull for beggineers.

Jp
#97
Thanks a lot for the answer.

I tried what you said, but the game remains damaged, even when i was able now to save a lot of sprites. The GUIs do not appear and script modules neither. Since both files of each script are in the main directory yet, i suppose there must be a way to recover at least the plain text.

I have an auto-backup program to save some files every time i shut down the computer, but i re-started the game from 0 around 1 month ago using a lot of functions from the old one and my fault was that i forgot to update the new files to be saved in the backup program.

Again, thank you very much

Jp

EDIT I recovered both scripts by this way: i created a new empty game, then create 2 new scripts and replaced the script files for the old ones (properly renamed)  ;D
#98
This morning i was working on my game when the power supply fails and my computer shut down. When the energy returns, i tried to load the game, but i received too many error messages, including some asking for "HelpModule.ash" and "CustomMaps.ash", which are scripts from the map editor im creating as a individual application. I copied both scripts in the game main folder (both files for any script) and the game finally opened, but now the game contains this scripts(when this scripts was not part of the game), but lost the two it originally have, even when the script files are still in the game folder. Also, all the sprites are working unproperly and the worst lost, 16 GUIs, specially the GUI for one player menu :-[... Only the global script and room scripts keep untouched.

I saved the folder and did some trys, but i was unable to recover the GUIs or the lost scripts: functions and engine. Is there any way to recover that from the files in the game folder? More important, is there anyway to recover the GUIs???? Some took me days to complete it.

My last complete backup is from 1 month ago... Lucky, the map editor looks untouched (i forgot to mention that i had 2 AGS opened at the switch off moment: one for each program) and a lot of functions are included in both projects, but others not.

Thanks for any help. If anyone need the files in order to recover the scripts or the GUIs, just let me know and i can send you the rmaining folder zipped.

Jp

#99
KrisMUC, since (normally) people involved creating games with AGS are able to unzip a rar file and place it in the properly folder, it dont minds that the people thats is not able is stupid (my 14 years old niece is a good example) A lot of people love installers, specially the good ones (could you imagine placing yourself any Windows file in the properly folder?  ;)) including the option to uninstalls the selected application.

I read good things about inno setup in other forums and im giving it a try. Also i read a lot of good comments about CreateInstall, but its not free  >:( About Nullsoft Scriptable Install System i really dont found nothing in the web  :-\ but i will try with it. In the same way there are some "recommended" programs for art work or sound manage, why not offer to the game designers a brief comment about install creators?

Thanks a lot for the answers.

Jp
#100
AGS only allows 50 characters and objects on the screen at the same time

--> I currently have 60 in my scenario editor, even when i not tested all them together yet (worried now  ::))

Objects are placed using low res co-ordinates (320x200, 320x240 and 400x300), so at high res modes (640x400, 640x480 and 800x600) you can only place them on even pixels

-->- I found this trouble when creating the maps. I needed redraw some sprites to have even sizes (but you can draw where you want with surface.UseHighResCoordinates = true)

Also, since AGS is permanently updated by CJ, some limits become obsolet frequently and you need check all the changelogs to know if the limit was removed-updated. a Permamently updated page will be very user friendly.

Jp
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