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Messages - Manu

#21
Engine Development / Re: AGS engine Web port
Mon 20/02/2023 21:17:06
Quote from: eri0o on Tue 14/02/2023 23:03:17Hey, I updated the engine built in ericoporto.github.io/agsjs/ to sync save games! (I am using your browsers IndexedDB support)

This is absolutely fantastic! Thanks a lot for the amazing web engine!
#22
Quote from: BowsetteGamer on Mon 06/02/2023 11:17:25Objects such as; Gold, food, Potions, shovel, pickaxe, quest items, books, among others. You don't necessarily have to walk towards them, you can take it even if you don't walk there.
Collecting gold/good/potions that are very far from the player, without the player moving, according to me is a bit strange (unless it's telekinesis). Anyway, if this is a precise choice, who am I to discuss :)

Quote from: BowsetteGamer on Mon 06/02/2023 11:17:25Regarding the interact icon that also serves to combat, I actually merged them, so that it has an easier gameplay for the player, because imagine playing with 9 or 12 cursor modes, even so I like the idea of placing a combat icon over the enemy.
I will take all your suggestions and add them in the next update of the game. Thank you very much for notifying me.
Yes, I understand the cursors icons were merged. What I'm saying is that the default image should not be a sword, otherwise the impression of the player is that he is attacking all objects. You could use a generic icon like a "hand" to represent the action. But when the cursor is on top of an enemy, the hand can become a sword. Just a suggestion.
Best!
#23
I think you did an incredible job here. Congratulations! I'm a fan of Ultima VII, so I greatly appreciate this.
I just tried it for a few minutes, I promise I'll play it more, but in the meantime, I can give you a few usability feedbacks:
- when you click "interact" with an object, it would be nice if the character walks there automatically. Now you have to walk there and then interact. It's a bit annoying
- the icon for "interact" is "combat". It would be better to use a generic cursor (and maybe switch it to a combat icon when you are on top of an enemy)
- the Esc key typically opens a settings GUI or the quit game GUI. I think the users expect that
It would be very nice if the object's name is shown in a display bar when you are with the mouse on it. This will be useful for identifying objects you can interact with

I'll give you more feedback when I have tried it more. Again, congratulations!
#24
Engine Development / Re: AGS engine Web port
Mon 30/01/2023 10:29:02
Quote from: eri0o on Sat 21/01/2023 20:34:34Thank you! If a game is mobile friendly you can mark so in itch.io, for the game in question it isn't since it needs a keyboard.

I didn't mark the game as mobile friendly; in fact, when I open the page on my iPhone, it says: "This game is not designed to run on your device". Don't you see this warning?

By the way, I have a half-idea about how to make the game playable on mobile/without a keyboard, but it will require some work.
#25
Quote from: eri0o on Thu 26/01/2023 23:28:53@Manu can you share your crash dump again? The file disappeared from the host.

Sorry for the delay. Here you go:

https://we.tl/t-GH1oNGhdKM
#26
Hello
I found this bug on my game compiled with AGS 3.6.0.41. It can be easily reproduced:
1) Play the game in full screen
2) Press Alt+Tab to switch to another program (the game gets minimized in the taskbar)
3) Click the game title in the taskbar to restart playing.

The game crashes badly. This is the error:
Code: ags
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0051578E; program pointer is +5, ACI version 3.6.0.41, gtags (7,8)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and contact the game author for support or post these details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK  
---------------------------

dmp can be downloaded here

Is it just my game or it's a general problem?

EDIT: It doesn't happen if I use "driver=OGL" in the config
#27
Ahah shields! Never forget the shields, and keep them around 1000 to be safe; you can always move energy back to phasers or engines if necessary.
#28
Quote from: heltenjon on Fri 20/01/2023 21:23:29I just played. I've played Super Star Trek or clones of it back in the day, on Sharp MZ-721 and Commodore 64. So this was a welcome tour of nostalgia for me.

Great! I'm glad you liked it. Try difficulty 4 for a real challenge; Klingons are more powerful and you only have one base to help you.
I have to say I love Picard and TNG too, but the original game had Kirk. Besides, Picard would never destroy 30 Klingon ships; he would try to negotiate  :cheesy:

Thanks a lot for playing!
#29
Quote from: CaptainD on Fri 20/01/2023 15:24:50Adding the recorded voices sounds like a lot of fun (and hopefully not a cause for any legal issues?!). Looking forward to giving this a go.  8-)

Well.. yes, everything in this game is risky. I will shut it down if somebody complains. Play it now before it's too late! Ahaha!
#30
Super Star Trek (1978) meets 25th Anniversay

Hello everyone! I finally released my remake of Super Star Trek 1978, made with AGS.




Download links
Itch Download Page
AGS Games Entry

Clearly, this is a free fan game that I created just for fun. There are three main reasons why I started this project:

  • I'm a fan of the old text-only Star Trek game, particularly the version contained in the 1978 book BASIC COMPUTER GAMES. I know the code very well; I had already converted it to several programming languages and created a graphical version when I ported it to PICO-8.
  • In general, I love the original series of Star Trek, and one of my favorite games ever is the graphic adventure Star Trek: 25th Anniversary, released by Interplay in 1992.
  • Finally, I wanted to learn how to code in AGS properly, creating a complex program, not just adding some lines of code to the rooms. Converting a strategy game from LUA to AGS looked like the proper challenge :)

So here you are. A new version of the old strategy game, with a graphical user interface, where the playfield is the main screen of the Enterprise, seen from the bridge of Star Trek 25th Anniversary. My first turn-based strategy game built with AGS. You issue commands by interacting with the Enterprise crew: you will ask Sulu to lay in a course, Chekov to fire phasers, or Spock to give you the status. Since I was having a lot of fun, I also added some voices recorded from the episodes.

To know how to play, read the instructions on the download page.

Let me know if you like it (or if you don't). Have fun!

#32
Engine Development / Re: AGS engine Web port
Thu 19/01/2023 16:21:05
Ahh, you are right! I just needed to move the *.ogv to the main folder. Now the video is included in the *.ags file, and the web version works without problems. The only thing to do to play it on itch is to zip the Web folder and upload it.

Great job with this port!
#33
Engine Development / Re: AGS engine Web port
Thu 19/01/2023 14:18:28
I have another problem. I'm not sure if it's me or if it's a known limitation of the web engine, but the game does not play the OGV video I added.

The video is played with:
Code: ags
  PlayVideo("video/star1.ogv", eVideoSkipAnyKeyOrMouse, 1);

I added the file star1.ogv to the zip file (I tried both in a "video" folder and at the same level as the .ags file.
I added star1.ogv at the end of the array in my_game_files.js like this:
Code: ags
var gamefiles = ['audio.vox', 'speech.vox', 'game.ags', 'acsetup.cfg','video/star1.ogv'];

or

var gamefiles = ['audio.vox', 'speech.vox', 'game.ags', 'acsetup.cfg','star1.ogv'];

In both cases, it doesn't work. The game ignores the video
Are OGV videos supposed to work with the web engine?



#34
Engine Development / Re: AGS engine Web port
Thu 19/01/2023 10:40:02
Ok, I fixed it with:

Code: ags
windowed=0
fullscreen=desktop
window=desktop
game_scale_fs=proportional
game_scale_win=round

and setting the viewport to 640x400.

Previously the game was windowed and game_scale_win was 3.
Thanks a lot!
#35
Engine Development / Re: AGS engine Web port
Wed 18/01/2023 20:42:09
I have a problem publishing the compiled web version on itch.io. I compiled the game with AGS 3.6.0.41. I zipped the Web folder and uploaded it to my page. The problem is the game is 320x200, but if I set the size 320x200 on itch.io, the game runs in a tiny rectangle in the middle of the page. If I set the size 640x400 on itch, the rectangle is bigger, but the game runs in the center of the rectangle, still at 320x200. How do I set the game so that it scales up?
Thanks a lot!
#36
Just finished:
* Story: Style, Structure, Substance, and the Principles of Screenwriting by Robert McKee -> incredibly interesting (and I suppose some of the principles are valid for videogames writing too).
* Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner -> not a fan of Doom, but I love reading this kind of story

Just started:
* Guns, Germs and Steel by  Jared M. Diamond
#37
Engine Development / Re: AGS engine Web port
Thu 27/01/2022 20:40:10
Quote from: CaptainD on Thu 27/01/2022 19:13:45
@eriOo - what would happen with savegames when run as the Web version? I assume it simply go into the current logged in users's >Saved Games folder and not be affected in any way by the browser session it's run in?

I don't think the web version can save files on the user's hard disk, not in that folder anyway. But the saved game could be downloaded/uploaded. I'm not sure how difficult is to patch the save/load game GUI to handle web download/upload. Another solution is to save the games in the local storage, but this means you won't find them if you change your browser.

A more complex solution would require the integration of some OAuth (like Google/Twitter) to allow users to login, and at that point saved games could be saved on the cloud. But this could be possible only if we had an official hosting website for AGS games (which would be very cool actually).
#38
Engine Development / Re: AGS engine Web port
Thu 27/01/2022 14:50:24
Quote from: eri0o on Thu 27/01/2022 11:42:36
Hey, I made a new package here in case it's useful
https://drive.google.com/file/d/1DvzbB4u8ihGxPTn8myVwTueNr38symFU/view?usp=drivesdk

Thanks! I'm using this one now, I like the spinner. I made a few changes to the CSS. I set the size of the canvas to 1366x768 (the resolution of my game) and I centered it in the middle of the page. This way the graphics are not stretched. It works perfectly on the computer but also on my smartphone (in landscape mode). I also removed the black border. I'm attaching the changes in case someone else wants to do the same.


Code: ags

      body {
        font-family: arial;
        margin: 0;
        padding: none;
        background-color:#000;
      }

      .emscripten {
        padding-right: 0;
        margin-left: auto;
        margin-right: auto;
        display: block
      }

      textarea.emscripten {
        font-family: monospace;
        width: 80%
      }

      div.emscripten {
        text-align: center
      }

      div.emscripten_border {
        border: none;
      }

      canvas.emscripten {
        margin: 0 auto;
        overflow: hidden;
        display: block;
	width:1366px;
	height:768px;
        border: 0 none;
        background-color: #444
      }
#39
Engine Development / Re: AGS engine Web port
Thu 27/01/2022 11:35:53
It works now! Sorry for the false alarm.

I created a new folder on the server, I uploaded again the files from the 0.2.0 version, I just uploaded the .ags file (no config or other things) and changed "my_games_files.js".

It must have been a problem with the browser cache because I had an old version of the javascript and an old version of the game in the previous folder. Starting from scratch it worked. We should find a way to add versioning to the files when you want to update the js or the game.

I'll test the editor with the web build tonight. Thanks again!
#40
Engine Development / Re: AGS engine Web port
Thu 27/01/2022 11:04:09
Quote from: eri0o on Thu 27/01/2022 10:40:25
Hey, that's weird. In the browser you are using, it should be possible to load the console by going through the menus (I think AGS will be trying to catch all inputs so something like f12 may not work).
With the developer console, it should hopefully give useful hints as to why it's not working. AGS and the Emscripten "OS" stuff log error messages there.

I just tried. This is what the console says:
Code: ags

11:55:05:047: Adventure Game Studio v3.6 Interpreter
(index):279 11:55:05:048: Copyright (c) 1999-2011 Chris Jones and 2011-2021 others
(index):279 11:55:05:048: ACI version 3.6.0.3
(index):279 11:55:05:048: 
(index):279 11:55:05:049: Initializing backend libs
2(index):283 DEBUG: SDL not built with thread support
printErr @ (index):283
(index):279 11:55:05:051: Initializing game data
(index):279 11:55:05:054: ERROR: Unable to determine game data.
(index):279 11:55:05:055: Engine was not able to find any compatible game data.
(index):279 11:55:05:055: Searched in: /


Consider that this error doesn't happen immediately, first it loads the ags file up to 100%.
Very strange because it's the same .ags file I uploaded to your test page.

This is a link to the ags file if you want to try. Thanks a lot!
https://we.tl/t-uhhRFsghv3





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