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Messages - Kennedy

#21
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.



#22
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"
#23
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.
#24
Maybe instead of having the properties be automaticly added to every entry in that cetegory there should be an option to choose which properties an entry has from a list.
For example a key might have the property "unlocks" that sets which doors it can unlock.
All keys would have this property, but something that is not a key would probably not have this property.
Likewise a door in a room then might have the properties "open", "locked", and "key".

Or maybe there could be an option to make that property unique to that entry?
For example only a radio would have the property "frequency".
#25
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?
#26
Quote from: MachineElf (formerly Vargtass) on Fri 08/08/2003 17:01:08
I think what Kennedy meant was that while you'd like to have some items appear several times if your character 'owns' more than one, other items, like coins, would be better off using the same inventory space (having a thousand coins in your inventory would be a little unpractical).
How about an option for each inventory to override the global setting, wether it's the default setting or not?

Yes, that's exactly what I meant.
You wouldn't want to see the coin displayed in inventory thousands of times if you have thousands of them.
Sorry if I wasn't clear on this.
#27
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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