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Messages - Monsieur OUXX

#1081
If the download link is broken, then send a Personal Message (PM) to the original developer.
Otherwise, as Khris suggested, the other heavywieght engine made with AGS is by DoorKnobHandle (DHK) and can be found here (small "download sources" link) : http://www.adventuregamestudio.co.uk/forums/index.php?topic=49687.0

I don't know the pros and cons of each of these engines so you should really try to get your hands on both of them and try them out to see if they're easy to adapt to your purposes.
#1082
I did not understand the question.

Off-topic: I would recommend NOt to program your own platformer, as the complexity becomes exponential. Use one of the two engines already existing in AGS instead. they come with level editor and everything : http://www.adventuregamestudio.co.uk/forums/index.php?topic=45261.msg607397#msg607397
#1083
Cool. I had some home-made primitive version of this for my own purpose (some of it embedded in newer unpublished versions of StandaloneClick) but I was spending too much time maintaining it for the limited features it offered.

This is cool and should be considered by newbies for every new game.

EDIT: you should consider adding events related to drag and drop : mouse being held and how much it has been moved along X and Y since previous game loop.

This could come very handy for fighting games as well.

#1084
Quote from: SilverSpook on Mon 22/02/2016 12:26:04
Probably right.  It's just easier to organize dialog and story material in Word for me. 

Consider using intermediate text editors such as Notepad++ (notice the "++" at the end). It's free and veru helpful to avoid screwing up with encoding and such.
#1085
Oh wow!I can't wait.
#1086
I would like someone to explain to me why Hollywood doesn't pay an action team of 5 serious screenwriters, who would be in charge of reading all the scripts just before they go into filming. They'd each be given a big red permanent marker, with mission to strike through everything that's just plain stupid, like we keep seeing in big (well funded) movies for the last 15 years.

I'm not talking about "subjective" stupid. I'm talking about obvious inconsistencies and trampling of the suspension of disbelief.

These guys would be paid to say things like "No, J.J. Abrahams. Sorry, but that's stupid. You heard me, I said STUPID. Aren't you ashamed of spending 1 million dollars on that one scene that is stupid and blatantly contradicts the rest of the movie? and there are several such scenes in your movie! Sorry, you can whine, but I'm taking out the red pen. Red pen, red pen. Go back home and come back when you've written something that makes sense. Chop chop."
#1087
Hello, sorry for necroposting, but I think I have relevant information :

ABOUT HOW WELL THE GAME IS AGING
Surprisingly well! ;)
- I've downloaded the game from AGS, so I assume it's the latest version (1.3) -- I couldn't find where to check that.
- I've used the usual trick to play an old game on a more recent engine (renamed the .exe to AC2GAME.DAT and then used acwin.exe taken from AGS 3.3.4)
- Good news : it works pretty well appart from one display issue : the player is sometimes hidden behind animated objects, such as doors, waves on the beach, etc. HOWEVER the huge advantage is that I could use D3D9 (DX5 wouldn't work) and really cool upscale filters. I strongly recommend you guys port the game to 3.3.4 or higher. From what I see it wouldn't be too hard.

ABOUT A BUG
- I wouldn't have necroposted only for what's above, but I've found a small bug : when I click twice on the skull, the character finds a "small piece of bone" behind it. Then it becomes the active cursor and it even appears in the "easy-access inventory" (you know, that one object that is displayed on the right of the inventory).HOWEVER when you open the inventory, that bone is gone. From everywhere. Forever. ;)
I don't think this could be caused by the engine upgrade. Could it be a bug that was never reported? I didn't find any trace of that action in the walkthrough.

ABOUT TRANSLATIONS
It is so tempting to volunteer for French translation! But since Nelly Cootalot, I've learnt that this takes a LOT of time. Especially there, with poems and Shakespearian language. I wouldn't want to end up doing this.


Long things short: anyone who's never played this game... Just do it! :)
#1088
Hints & Tips / Re: A Tale Of Two Kingdoms
Wed 27/01/2016 22:58:40
This come back of "hints and tips" on To2K made me want to play it again :) Off I go downloading it!
#1089
Quote from: Atavismus on Thu 21/01/2016 15:21:59
Quote from: Kumpel on Thu 21/01/2016 15:02:54
Spoiler
Nope... Thats a tricky dead end. you have to do it before you build the bot :=
[close]
You can do it with the bot. ;)
I've just tested. You can do it indeed. that's a relief.
#1090
Quote from: Kumpel on Thu 21/01/2016 13:27:07
Spoiler
You gotta crack the locker! :D
[close]
But...With the bot???
#1091
I'm currently playing it. It's great even though I'm stuck with the bot:
Spoiler

I have the drain opener and the aluminium shavings, I understand that I must mix them, and that "I need a container" (from previous hints), but I just can't figure out what container. I've tried the cart, the toolbox, the crate, the grid... ????
[close]

3 things that could be fixed very easily:
1. When you control the bot, it's still Siegfried getting up and talking when describing some objects (for example when you click on the ore with the bot, siegfried says "a lot of heavy ore is covering the airlock"). Cassie said this is not a bug, I'm sorry but it's definitely a bug.
2. Make both siegfried and the bot's fonts brighter. And why not, add an outline.
3. When an inventory item is selected (and used as the cursor), then right-clicking anywhere on the inventory should unselect that item (the cursor should go back to "neutral")
#1092
Well all the above is important but my main concern is really to ba able to design my data structures without realizing at the very end that it's forbidden by AGS because at some point I used a pointer or a struct or a dynamic array inside something else.
#1093
Quote from: monkey0506 on Tue 19/01/2016 15:55:53
This means that literally everything you asked about is features and keywords from 10 years ago
Well I think that demonstrates pretty well how "attractive" they all are, and how much even a regular AGS scripter wants to try diving into this (mostly unsupported) mess. Ten years later I'm still cold-feet about it.
#1094
Thanks a lot for all the effort put into writing this. I hope I'll be able to digest all that without shouting "Oh, fuck that shit" in the process. I really, really want to be able to adapt your stack module to my own purposes.
#1095
OK thanks a lot to both of you.
Monkey, would you mind post in that other thread from yesterday where I ask the meaning of autoptr? Thanks.

EDIT: Oh, you already did.
#1096
I still can't get my head around the AGs language restrictions.
Let me make sure I understand: if my custom struct contains, let's say, a GUI*, then I'm screwed? Because:
- if I go down the "managed struct" path, then it's forbidden to use pointers,
- and if I go down the stringify road, then I cannot stringify a GUI*.
Or can I? I believe the whole purpose of your Stack struct is to not stringify the built-in types, like GUI*.
#1097
Quote from: AnasAbdin on Tue 19/01/2016 12:59:47
but sad news for Monsieur OUXX and me :~( the performance is bad...

Bad how? What's your current FPS?
Also, Don't you ever use hard-coded dimensions, you evil astronaut. System.ViewportWidth all the way!
#1098
Critics' Lounge / Re: Screen Mockup,
Tue 19/01/2016 10:29:36
you should make the ground less flat, i.e. the character going up and down in some places. That also means that the grass on the sides of the ravin should be like little hills.
This went you get a double benefit : 1) It looks more like in real life, 2) your background looks less like a video game level.
#1099
On a different note, I'd like to say that I hate using background frames, because they use up a lot of memory usually for just a small animation somewhere in the background, and they often mess up additional modules that didn't take them in account. Not trying to discourage you from using them (if it fits, it fits) -- just saying.
#1100
Quote from: Crimson Wizard on Tue 19/01/2016 09:45:14
Note, in the latter case you would have to store Dynamic Sprite in the global variable, or it gets deleted immediately on function end.

+1 for that, it's usually the trickiest part for beginners.
Also, please keep us posted on what you get, performance-wise, as well as regarding any other aspect that might be of concern to you.
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