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Messages - Manu

#101
Thanks! I still don't get what to do with this cirrus ci build (that page is incomprehensible for me, maybe I'll ask in the beginner's forum), but the js/html5 version looks great, I'll try to use that.

#102
Thanks a lot for all the answers.

Let me reformulate the problem. I'm developing a game (on my Windows computer). It's not a commercial game, it's just for fun. But I'd like to send it to my friends so that they can play it. The problem is some of them have a Mac, so I cannot send them the Windows executable.
The reason why I asked for MSDOS is that I have a good experience with DOSBox. I'm using it to play old games, and it works perfectly on Windows, macOS, and Linux. So if AGS could build an MS-DOS executable would be a fantastic solution in terms of portability (DOSBox is also used by gog.com to distribute games commercially). I mean, if I play Monkey Island on DOSBox, I don't see why I could not play my AGS game. But I can understand start to code for MS-DOS in 2021 is insane.

Wrapping the Windows EXE in Wine would have been possible, but starting from Catalina, it doesn't work anymore, plus it's not a good solution (a wrapper can be more than 1GB for a game that is just 10MB). It's ugly.

ScummVM can be a good idea. I like that. With a ScummVM build, the game would be portable to all platforms.

An even better solution would be an HTML5 build. This way games would be playable on the web, which would be awesome. At least it's a new technology, not like MS-DOS, but I have no idea how complex would be to have an HTML5 build in addition to the Windows EXE build.

Said that, thanks a lot to the developers of AGS, because it's an amazing tool. I'm actually having a lot of fun developing my game.
#103
Not anymore. Wine stopped working when Apple disabled the support of 32-bit apps with Catalina.
#104
I made my game with AGS3.5, so I don't think it's compatible with old versions. I guess there is no plan to support MSDOS builds in the new version, right? :)

I saw another thread about ScummVM, this could be another solution for portable builds. I hope it will be completed.
#105
Is there any chance to build an AGS game for MS-DOS? I was trying to build my game for macOS to allow my friends to play it, but installing Xcode and all the rest is really a mess. I was thinking that if I could build an MS-DOS executable, they could play it easily with DOSBox. Is it a stupid idea?
#106
Nice trick! I'm going to use it :)
#107
In my case, I did the same using the custom properties. As a beginner, I found them more useful than code variables, because I can define them and set the default value with the GUI. Also, it's very handy to be able to see the list of all possible properties in the property definition screen.
I know it's ugly that all objects/characters etc share the same custom properties, but on the other side, having just one list is easier to manage (I guess things become complicated if you have a big game with a lot of rooms and objects).
#108
No, there are no transparent pixels under the feet. The problem is I thought AGS was doing a kind of "collision detection" with the walkable area, while instead, as you just said, it's a matter of checking if the point in the lower-middle is inside the walkable area. I just realized that :)
Thanks!
#109
Thanks a lot, Khris for the code!
With it, I realized that character is inside walkable area #1. Checking the coordinates very carefully, the area top right corner was 102,136, and the character was exactly at 102,136. So my bad, it looked like it was outside, but it's inside. I need better eyes.
Sorry about it.
#110
Not intentionally, anyway, if I search for "Baseline" in the script, or cEgo.Baseline, I don't find anything. Same thing for player.z

It's really weird. I tried to erase the walkable area and redesign it, and it's the same. When I click (with "shoes" icon selected) on a point above and outside the walkable area, the character starts walking up and does not stop. He stops several pixels above that. Do hotspots or regions outside walkable areas can affect where the character can move?
#111
Yes if I use Ctrl+A, I can see the character is clearly outside the walkable area. I have no idea how to change the Z-coordinate. How do I check that Z is ok?
#112
Hello
I hope my question is not too dummy even for the beginners' forum. I have a walkable area that does not go above Y=100. However, my character is able to go above this line: the feet stop approx 10 pixels above this. The sprite of the character does not have empty lines at the bottom.
Is this normal? How is exactly detected when the character is outside the walkable area?

Thanks a lot!

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