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Topics - Le Woltaire

#21
I would like to create the following constellation:

Let's say the room looks like this:

The character enters the room and it instantly looks like this:

When the character moves more and more of the room becomes visible:

In the end all is visible:


As you notice the red tiles that are close to the character disappear completely, while the other ones become transparent to 50% first.

This can be easily done with red square objects that cover the room and disappear as soon as the character approaches.
But since only 40 objects are allowed in a room I guess I have to script this with DrawImage functions, so that tiled surfaces cover the room and disappear or become transparent part by part.

How can this be done?
#22
I wanted to suggest an "Export mask to file" option for the toolkit if this is not too difficult to add.
The reason for this is that it makes the conversion of the game into a higher resolution easier.

Example: I would like to upgrade some of my games from 320x240 and 640x480 to higher resolutions.
With this option it would be pretty easy since just new backgrounds need to be imported.
The existing hotspot, walkbehind, walkable area and region masks just need to be exported then scaled up to the desired resolution,
later they get reimported into AGS with the "Import mask from file" tool.

It wouldn't be a big deal to convert a 320x240 game into a 800x600 game
given that the backgrounds were drawn in higher resolution first then scaled down to smaller sizes
which is actually a common practice when you draw a detailed background...

With faster getting computers, higher game resolutions and therefore conversions
from old games into new resolutions may become a common practice. 
#23
I wanted to point out some differences that I noticed when I analyzed the graphics in my 32 bit color games in DirectDraw and later Direct3D

- The function MergeObject seems to work only in DirectDraw in Direct3D the object disappears when it gets merged.

- The region based UseColorTint does not affect the characters in Direct3D. It just seems to affect the brightness of the characters. (I just read that this also affects the TintScreen functions.)

- I got message from some players that the transparency functions like Object.SetTransparency create some flashlike effects or that Objects get displayed in a different brightness when they are partially transparent in Direct3D, but I could not reproduce this on my systems...
#24
I recieved a bug report from a Russian user who was not able to save his game.

My game was configured in that way that it saves the games in the folder "My Documents/Games Name" under Windows XP as it can be setup at the general settings tab.

In the Russian Windows version this folder is called: "Мои документы"

After I changed my game so that it saves the file directly in the games directory the user could save the games without any problem...

I thought I post this, because my only explanation to this was that maybe AGS 3.1 does not recognize the right system folder in some foreign Windows versions and is unable to build the savegames there...

Or am I wrong?
#25
I just got the message:

"Too many text parser words" and cannot compile my game anymore.

Is it possible to alter the limit of text parser words?
#26
We are finished with the Polish translation of one of my games.

When we test it all Polish characters like:

ę ń ł ż  get displayed as questionmarks.

What could be the reason for this.
The .trs file is in unicode.
Is this a problem with the ttf fonts or a problem related to AGS.

If it is a AGS problem can it be solved (There are many languages out there...)?
#27



"A Second Face" Sequel

http://www.asecondface.com

Everything in our world is based on the polarity of two twisted faces.
Just love stands among all directions as a connecting universal constant.
Discover the next part of your inner second face through this game.

A nudist culture embedded in sunlight,
where no secrets and problems should exist...
But is the open society where all are equal really peaceful?
How will they threat an individual that senses a direction...

Life itself calls for equilibration between darkness and light.
Love will be the connection.

I will release a total of three games about "A Second Face".
The subtitle of the second game is: "May Sunlight be with You"




A SECOND FACE - ADVENTURE PROGRESS - MAY SUNLIGHT BE WITH YOU


Story: 100%
Puzzles: 5%
Script: 20%
Dialogs:15%
Backgrounds: 45%
Character Art: 15%
Animations: 10%
Cutscenes: 15%
Music: 15%
Sounds: 5 %
Manual: 100%
English Translation: 5%
German Translation: 5%
Proofread: 5%
Voices: 5%
Testing: 2%


Diary:

October 2010 Summary:
- 7 new backgrounds have been added to the game.

August 2010 Summary:
- A new Dialog has been added.
- 2 new characters have been added to the game.
- 7 new animations are done.
- A puzzle was added.
- Dozens of hotspot and Object reactions were scripted.

July 2010 Summary:
- 5 new backgrounds have been added to the game.
- 18 new animations are done.

June 2010 Summary:
- 2 new backgrounds have been added to the game.
- The game manual is ready

May 2010 Summary:
- 4 new backgrounds have been added to the game.

April 2010 Summary:
- 4 new backgrounds have been added to the game.

March 2009 Summary:
- A new background has been added to the game.
- The intro cutscene is done.

February 2009 Summary:
- 22 new animations are done.
- Gui elements were edited.
- I designed a special font for the game.

January 2009 Summary:
-The first screenshots are posted,
-The first parts of the Screen Play are written.

#28


A Second Face
- The Eye of Geltz is watching us -



In the infinity of space there is a planet with two faces turning around an old, white sun to which it always shows the same side. The other is enveloped in total darkness.

On each face life has developed in a different way. The bright side is inhabited by people who call themselves Strefis, the illuminated ones, while the dark side is populated by the Ugeltz, the people of night.

No Ugeltz has ever seen a Strefis however each civilisation remembers the other, in legends.

Download the full German, English, Italian, Polish and Spanish game here (96 MB) :
http://www.adventuregamestudio.co.uk/games.php?action=download&game=1115

Mirror 1:
http://www.adventuregamestudio.co.uk/games.php?action=download&game=1115&mirror=1

Website:
www.asecondface.com

Trailer:
http://www.youtube.com/watch?v=1mK_xlqIzfc

Version:
Current version is version 1.6 (Torrero Edition)

Changes from Version 1.5 (Mazurek Edition):
- Updated the game to AGS Version 3.2
- Added Spanish translation (translation by Ptraci and Cireja)
- Improved all run cycles of Rabokk
- Rebuilt the original soundtrack with better samples
- Added two game given hints for keypoints in the storyline
- Made the game more compatible with Windows7 and vista
- Improved the word parser dictionary (+500 words)
- Fixed a bug with the background music during voice dialogs

Changes from Version 1.4 (Spaghetti Edition):
- Added Polish translation
- Made ambient sounds continuous during the Strefis Cutscene
- Fixed Morok's flying head in the vision cutscene
- Fixed the colored region bug that appeared when Direct3D is used
- Fixed a Direct3D related Object bug in the intro
- Fixed a Direct3D related Object bug in the last scene
- Added an installer with different languages for the game
- The Maze music was edited: It is now a choir that talks about transgression, light and darkness
- All savegames get built in the games folder now

Changes from Version 1.3:
- Game was compiled with AGS 3.12
- Added Italian translation and Italian language kit
- Made the Verbcoin borders a bit wider to make it more handy
- Added a hint that created more direction when dealing with the substance
- Added a message for an action with the juice extractor
- Corrected the save and load GUI proportions
- Overworked the walkable areas in the main city map
- Added new walking and speaking animations for Rabokk

Changes from Version 1.2:
- Fixed a speech bug in a dialog line with Brafok
- Fixed a small door issue in the avenue
- Fixed some small errors in the English translation

Changes from Version 1.1:
- Deleted some more spelling errors in the English version.
- Fixed a Bug, that caused a crash, when someone wanted to reenter the temple after directly leaving it.
- Fixed a wrong message after mixing some ingredients
- Fixed a wrong message with the lid of the juice extractor
- Fixed a useless walk to hotspot in the temple
- Fixed a wrong message when using a pedestrial in the maze
- Fixed some potential error at the palace that could cause a game crash when talking to Mandor
- Added a hotspot to the maze
- Made a walkbehind area more accurate
- Made even the smaller cutscenes skipable

Changes from Version 1.0:
- Made two rooms more accessible (made region bigger)
- Added optional third glass (for less confusion about all the liquids in the game)
- It is no longer possible to have two water glasses or substances at the same time
- Fixed a bug that made a second conversation with the upper class people not instantly possible
- A bug that hanged the game up after asking Morok something was corrected
- Rabokk was clickable in the cell, this is no longer possible now

Changes from BETA 0.9:
- Added inventory indicator if mouse wheel scrolling is possible
- Proof read German translation
- Made the gaining of Margin units a bit easier
- A small bug that hanged the game up after asking the cook something twice was corrected
- Some bugs of the same type in a conversation with Groth were corrected.
- Added five additional reactions for wrong inventory combinations. (such as: "I am not a fisherman." for "use fishing rod on river")



System Requirements:
1.2 GHz Machine
600 MB disk space
DirectDraw 5
Windows XP

The game includes German and English voices.
It is a full lenght game with investigative character,
based on a fantasy world.

I wouldn't recommend this game for kids under 12 years.

My thanks go to all who helped to conclude this project:
Javier Kohen, Alasdair Beckett, Katharina Wallisch, Sinitrena, Peder Johnsen, Idoia Irazuzta, Julio Pozo, Goriniche, Paul Giaccone

May the Eye of Geltz watch over them.


#29
Hi,

I got a  "Room to tall for pathfinder message"
The room has 3600 pixels in height...
Is there a limit for room dimensions?
#30
Advanced Technical Forum / Switch translation
Thu 12/06/2008 22:10:50
Is it possible to change the translation with a GUI in the game?

Example: You have a button and switch to the English translation from the German translation when you click on it.
#31
Hi,

This doesn't seem to work.


player.SayAt(160, 210, 320, "I have %d Dollars left.", dollars);


I get a  "wrong number of parameters..." output.
It works with the command "Say", but I could need it with the command SayAt...
Is it me, or is it a command structure that isn't included in AGS.
#32
I once had discovered a small dos utility that allowed me to play the soundtrack of the Dig from the original Game Cd like a normal music cd. I deleted it for some reason and tried to find it again now after about five years without success.

Does someone know where I can find this utility or a similar one?
#33
I just recognized, that the current limit for walkable areas and regions in one room is 16, right?
I guess it's because of the 16 color painting application.

I have a room where I need 18 walkable areas and regions.
Is it possible to raise the limit even by reusing existing colors?
#34
When I use the Parallax Scrolling Plugin in AGS v.3.0 all objects and sprites and the player character are drawn always on the foreground.
In AGS v.2.72 everything works normal...

Is this a problem that is caused by the Plugin or AGS?
#35


An expedition of archaeologists has found these strange marks on a titanium plaque in a devastated part of the Antarctica on 1. April 2007.

After a short analysis, they discovered that the plaque is more than a million years old and definitely of extraterrestrial origin.

The plaque was immediately passed to NASA scientists.
Two months of continuous research brought no further results.
But most of the scientists agree that this must be some kind of music notation...

Maybe an alien race tried to contact us over a million years ago.
The NASA now has decided to make a public competition to get the information of this music piece.
Musicians of the whole planet are asked to bring a solution for this problem.

Maybe the future of our planet will depend on this. 
Please translate this sketch into music.
#36



"A Second Face"

Every thing in our world is based on the polarity of two twisted faces.
Just love stands among all directions as a connecting universal constant.

Discover your inner second face through this game.
You will be thrown into a dark world, full of danger and intrigues.
But there is still hope in this universe...
A secret that has to be revealed...
Life itself calls for equilibration between darkness and light.
Love will be the connection.

It's something between cyberpunk, fantasy and science fiction.
I will release a total of three games about "A Second Face".
The Subtitle of the first game is: "The Eye of Geltz is watching Us"




A SECOND FACE - ADVENTURE PROGRESS - THE EYE OF GELTZ IS WATCHING US

Story: 100%
Puzzles: 100%
Script: 100%
Dialogs: 100%
Backgrounds: 100%
Character Art: 100%
Animations: 100%
Cutscenes: 100%
Music: 100%
Sounds: 100 %
Manual: 100%
English Translation: 100%
German Translation: 100%
Proofread: 100%
Voices: 100%
Testing:90%


Diary:

December 2008 Summary:
- The Slave Catcher Cutscene is finished
- The Slave Market Cutscene is finished
- 25 bugs have been corrected
- 2 inventory items have been added
- 6 puzzles have been added
- 33 animations have been added
- 3 portraits have been added
- A Gui has been added
- 5 sound effects have been added
- The German voice acting has been done
- The English voice acting has been done
- The English screenplay has been proofread
- The German translation has been proofread
- A tester team was formed
- 100% of the game are playable now (120 minutes game time).
- BETA version 0.8 is built up.

November 2008 Summary:
- 3 new portraits have been added
- 6 Backgrounds are done
- 7 Bugs have been corrected
- A Dialog has been added
- 56 Sound effects have been added
- 12 puzzles have been added
- 15 animations have been added
- 2 Inventory items have been added
- 76% of the game are playable now (92 minutes game time).

October 2008 Summary:
- 14 puzzles have been added
- 13 animations have been added.
- 2 Inventory items have been added.
- 67% of the game are playable now (77 minutes game time).

September 2008 Summary:
- 5 puzzles have been added
- 20 animations have been added.
- 2 new backgrounds are finished.
- Large parts of the German voice acting are done.
- Website is online.
- 60% of the game are playable now (70 minutes game time).

August 2008 Summary:
- 10 puzzles have been added.
- 3 new backgrounds are finished
- 15 new animations are in the game
- The cutscene Rabokks Vision is finished.
- 55% of the game are playable now (65 minutes game time).

Juli 2008 Summary:
- 2 new backgrounds are finished
- The German translation has been proof read so far
- I started with the english translation.
- A translation team was formed.

Juni 2008 Summary:
- The first cutscene between Morok and Rabokk is done
- The cutscene between Frot and Rabokk is done
- 4 Puzzles have been added
- 5 dialogs have been added
- 6 new characters are in the game
- Hundreds of reactions for characters and hotspots have been scripted.
- 26 character animations have been done
- five walk cycles have been done
- 5 new backgrounds are finished
- 22 inventory items have been designed and scripted
- 40% of the game are playable now (54 minutes game time).

May 2008 Summary:
- I added a new puzzle
- 3 new animations are done
- 3 new portraits are in the game
- 3 new characters are in the game
- 17 new backgrounds are done
- 34 % of the game are playable now (42 minutes game time).

April 2008 Summary:
- Two dialogs have been added
- 15 new puzzles are scripted
- About 100 hotspot, character, object and inventory reactions are scripted
- 11 new inventory items are done
- The temple cut-scene between Rabokk and Groth is done.
- The temple cut-scene between Groth and Torg is done
- Three new backgrounds have been added.
- I finished a two new characters
- A new portrait is finished
- 18 new animations are done
- 33 % of the game are playable now (40 minutes game time).

March 2008 Summary:
-14 new characters are in the game.
-I added 4 new portraits
-26 animations are finished
-30 puzzles have been scripted
-3 inventory items are designed and scripted
-The Cutscene at the Templeroom is done.
-The maze of fertility is completely done
-The official website has been scripted
-The game was compiled to AGS v.3.0
-All plug-in effects have been substituted for modules
-20 % of the game are playable now (24 minutes game time).

February 2008 Summary:
-3 new portraits are done.
-5 new walk-cycles are finished.
-I finished 15 new character animations.
-5 new characters are in the game.
-A puzzle has been scripted.
-Two new background sounds are in the game.
-4 sound effects have been added.
-The Strefis cut-scene is finally done.
-Some dialogs have been sent to the voice actors.

January 2008 Summary:
-Two new portraits are done.
-21 new backgrounds are finished.
-The German voice acting for the meeting between Brafok and Rabokk is done.
-Four new background sounds are in the game.
-Hundreds of hotspots have been added and scripted.
-The game credits have been scripted.
-The manual is updated and finished in its final version.
-Demo Version alpha 0.2 has been built up.
The demo was sent to some friends.

December 2007 Summary:
-Twenty new character animations are ready.
-The action and inventory system has been improved a lot.
-The market in the middle of the High town is finally finished.
-The Goozon Park is finished.
-15 new characters are in the game.
-I finished five new walkcycles.
-15 new backgrounds are finished.
-I added two new screenshots for the Margin factory.
-I also presented the character Kargon.
-8 new dialogs have been built up.

November 2007 Summary:
-I invented the AEMO dialog system.
-6 new backgrounds are finished.
-The palace is playable now.
-2 characters have been added to the game
-I've built up a playable alpha 0.1 DEMO version.
It has been sent to a couple of closer friends and testers.

October 2007 Summary:
-I made a trip through Ireland, so I couldn't work on the game.

September 2007 Summary:
-The City of Ugeltz is finished and presented.
-I also added new character portraits.
-Introducing the great Geltz

August 2007 Summary:
-I managed to finish the game manual.
I've sent it to some friends for proofread.

Juli 2007 Summary:
-I posted a bunch of character portraits.

June 2007 Summary:
-I'm ready with the intro and the second introducing cutscene,
-I've written all necessary thoughts together to make the game.

May 2007 Summary:
-The first screenshots are posted,
-A presumed deadline is written.

#37
By mistake I assigned a &number at the beginning of a text overlay.
It got ignored by the script as well and wasn't displayed in the game.

So I wondered: Is there a possibility to assign a voice to a text overlay in AGS v2.62?

If so, what character should it be assigned to.
I've already tried the game.narrator_speech variable.
#38
Hi,

I'm making a voice acting for one of my games.
All my games are written in german.
But I want to make a voice acting for the english translation.
So I add the "&number" at the beginning of each translated dialogue line in the translation source.

This works quite well, but is a bit...let's say annoying, with over 4000 numbers to add...

Is there a possiblility to auto number the translated speechlines in the translation source? Or could this be added for future versions because it could help to make voice packs for foreign languages and also help developers, who don't create their game in english.
#39
EARL BOBBY IS LOOKING FOR HIS BALLS - Talky version

The worlds most famous scottish Earl continues his quest for the sense of life.
And this time he is looking for something even more important than his shoes.
This time he is looking for his balls...yes, his balls.


STORY:

After Earl Bobby succeeded in finding his shoes, comb, kilt, golf clubs, car and ultimately the way there, he happily reached the Glenfiddich Golf Club to pursue one of his favorite diversions: Playing golf.

But soon he recognizes that his destiny to lose important items has followed him:
One of his balls gets robbed by a bird. When he tries to search for it, he soon gets involved in a complex plot, in which he has to face the famous golf player Tiger Woody in a tournament.

Baron Mucki the millionaire and Lula Hankingfire the young nymphomaniac will surely help him to win the contest. But this isn't enough. He will have to solve lots of weird puzzles to finally find his balls.






The Official Website:
http://www.bobbygame.com



DOWNLOAD TALKY VERSION HERE (29 MB):
http://www.adventuregamestudio.co.uk/games.php?action=download&game=846

Or use this MIRROR for the non-talky version (14 MB):
http://www.adventuregamestudio.co.uk/games.php?action=download&game=846&mirror=1
(thanks to Peder Johnsen for hosting this file)


NOTES:
- This game is a sequel to "Earl Bobby is looking for his Shoes"
 --> http://www.adventuregamestudio.co.uk/yabb/index.php?topic=18916.0
 You should play the first part of the game before you play this to have the background.

- Take a look at the manual before you play. There is some introduction there.

- You can play the game in german and english. Thanks to blashyrkh for the english proofread.

- The game is either a long medium lenght or a short full lenght game. It takes about 60 minutes to play it through with a walkthrough.

I hope you will enjoy this game.
Le Woltaire.
#40
Hi,

Me and my friends are still testing my new game and we got some really
strange bugs:

The first one is a bug on a walkable area:
It's a very big scrolling room (1200px X 240px) with ten animating objects.
The room consists also of a five frames background animation.
The walkable area is quite narrow. When the character explores the room
and reaches the right end he gets sometimes instantly teleportated to
the left end of the room. I can't find any reasons for that.
Could this be an AGS related problem?:

example screen:



The main walkable area is in blue. The red arrow indicates the teleportation way.



The second one is strange as well:
The character get's fixed on the screen after he used an object.
The strange thing is, that this doesn't happen on my computer,
but on the computer of one of my testers.
Can it be, that a bug only happens on certain systems?

Thank you!
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