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Topics - Kennedy

#1
Edit by strazer:

AGS 2.7 Beta 8 introduced the float data type.




Would it be possible to add support for real numbers rather than just integers?
This would allow for complex mathemeatical equations like natural logs, trigonometry funtions, and exponenetials.
#2
When I use a create overlay function, what is the default overlay id if I type something like:

CreateGraphicOverlay(100,100,300,1);

Is it automaticly set to 1 or based on the number of overlays currently on the screen?
Or does it have to be specified by typing something like:

over1=CreateTextOverlay (50,80,120,2,15,"This is a text overlay");


#3
Is there a limit to the number of cursor modes available in AGS?
I was thinking that maybe users could add more cursor modes such as
push, pull, open, close, and give like used in Lucas Arts type games.
#4
Does anybody know where I can download "Night of the Hermit" or "Quest for Glory 4 1/2"?
The download links don't seam to work and when I go the game sites the download for QFG4.5 is busted and I can't find any other download link for Hermit.
#5
Would it be possible to allow the dialgue scripts themsevles to respond to input typed into the dialogue parser rather than having to call a dialogue_request each time?

Maybe something like:
@("job") roger: I am an adventurer!

so if the player types "job" into the dialogue parser then Roger would say "I am an adventurer!".
#6
Advanced Technical Forum / Deleting entries?
Thu 11/09/2003 07:46:05
Is it possible to delete entries in an AGS game?
The only entries I was able to delete were sprites and GUIs.
I couldn't delete characters or inventory items or anything else.


I understand not letting the programmer delete the first couple of cursors as they are probably neccessary for the functioning of the game.

#7
Maybe you should have an option to display a specific GUI for charcter speech backgrounds the way you can have one for thoughts when speech dispaly is set to "Sierra Style with Background".
Also if you do not use a special GUI for text boxes and use an outlined font for speech then the color inside the outline is transparent allowing you to see through the background box.
#8
Advanced Technical Forum / Text parser games?
Tue 02/09/2003 09:12:13
Are there any AGS games out there that use text parsing like the old Sierra AGI and SCIO games?
It would be nice if there was a built in way to automaticly do the various interactions by typing them in.
example:
if the player types "Look at cup" the game will run the LOOK interaction for the item "cup".
if the player types "Talk to Roger" the game will run the TALK interaction for the character "Roger".
if the player types "Use cup on Roger" then the game will run the "use inventory item" on Roger with the condition that the active item is the cup.
Maybe include an option to set a text parser equivalant word for each interaction?
Then players could possibly make text adventures like "Collosal Caves", but with the added bonus of graphics.



#9
Are there any plans to upgrade the "Demo Quest II" game to make use of the new features?
When I recompiled it, it gave me some error messages about a few of the rooms,
I wrote down the messages here:

"This game was created with an old version of AGS so all your room files need to be recompiled..."

room 101, 151, 154
"This room uses old style animations...."

room 151, 155
"Unable to convert old intercation response 4 (Run animation) to new system"

room 155
"Unable to convert old intercation response 10 (Graphical script) to new system"
#10
Are there any plans to increase the number of objects allowed for each room?
Also I noticed that the objects in the room use the same properties as the rooms themselves rather than having thier own.

Has anybody made a script allowing the player to drop inventory items?
I suppose this could be done by creating an inventory property that stores the item's location.
#11
Would it be difficult to allow users to specify common properties that all entries of a certain type have?
For example inventory items may all have the common property of mass and volume.
If you're making an rpg you may want to give all of the characters the common property of hitpoints.
Specifying common properties for all enties in a certain type would be easier than having to add that property to each entry in that particular type.
Then when the programmer creates a new entry it would allready have the common properies specified for that type.

EDIT :

Sorry, I got it figured out now.
I see that when you add a property it automaticly is added to all entries in that category.
I guess maybe I should have instead asked for maybe an option to allow the user to choose which properties an entry has from a list?
#12
You may want to have an option to make certain
objects stackable for when the user has selected
"display multiple objects multiple times" so that
they still wouldn't display multiple times. An
example would be if you have collected 1000 coins.

Also you may want to consider the ability to associate a
specific sprite for the cursor of an object for when the
player chooses to use the item in the room rather then
using the standard object picture or the "use inv" cursor.
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