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Messages - Monsieur OUXX

#1721
If you could just give a hint
Spoiler

When you say "you need to make something toxic" that doesn't help much because I can't see at all where it would be needed and what gave a hint of such a toxic chemical needed anywhere. What is this related to ?

For example, you could say: "Did you notice that the fascist has a very bad digestion, and that any spicy drink would make him lose his mind?" or anything like that, rather than "you need to make a toxic liquid"
[close]

#1722
Quote from: adventuress on Fri 19/12/2014 21:28:46
But I will finish it within the next days till new year.
You better! I really want to see it!
#1723
Advanced Technical Forum / Re: Unicode support
Fri 19/12/2014 23:55:55
Hello .rhavin.

Yes, AGS is a bit limited on the non-Latin front. But there is much more hope than in 2009, when this thread started!

- About UTF-8 : The Editor does support Unicode, because it's coded in .Net. If I'm not mistaken, you should be able to type stuff like String s = "РÃ'Æ'́Ã'Ã'ÐºÐ¸Ð¹"; in the Editor.
- In the engine, it's different : your game does not rely in any way on .Net. It relies on low-level graphical libraries (I can't remember if it's Allegro or SDL or both). They don't support unicode They do support Unicode but sadly AGS didn't take advantage of these features when it got implemented. BUT since the recent versions of AGS, AGS has been supporting 256-characters fonts. That's good news: Some Cyrillic fonts do exist in 256-chars sets (as opposed to the archaic 128-chars basic ascii).

=> Not too much hassle for you. Read this article, and it shouldn't be too hard for you to generate a cyrillic font that will work. Maybe you could start from a TTF font as explained in the article. I found some here.

Why not try that out and be our first 100% successful cyrillic game maker? :D 1. Download the font from here. 2. Use the tool recommended in the Wiki article ("Rulaman Wfn Editor") to turn the TTF font into a .wfn font, 3. Still using Rulaman's editor, fix the few rogue pixels that might have appeared in the process. 4. Success, fame, glory, money, men/women.
#1724
Quote from: Gabarts on Fri 19/12/2014 11:04:56
Here the big hint...

Spoiler
It's an items combo to get a very toxic item :)
[close]

Spoiler
If you're talking about mixing the bread crmbs with the red flower, then I've done it, but I don't know how it helps.
[close]
#1725
I think your shading is good enough for getting rid of those black outlines everywhere. Well, not everywhere, but at least the lines separating the floor from the walls.
#1726
Cassiebg I like your background, there is something mysteriously appealing to it, maybe because, like someone said before, it reminds of many imaginary places without being any of them (that scene in Brazil and many others, like Edgar P. Jacobs' "Atlantide").


===========


This is my entry! I'm happy to be done.
In order to celebrate, here is a sound effect :
Spoiler

OLD CITY LOST. RECLAIM IT! DEFEND THE OLD CITY WALL!
(gamers will know)
[close]

STORY:
Nobody knows for sure where this lost city can be found, but skilled whip-carrying archeologists will notice that this is a strange mix of Mayan and Roman Christian art and architecture. Maybe in South America? And GOD, there seems to be a lot of Gold in there! Just beware the Great Jaguar god if you try to get in to snatch all that gold! Who said "booby traps"?

#1727
Quote from: Gabarts on Thu 18/12/2014 18:51:33
If you got all you need in the inventory it's just a matter of combinations! :)
Now I know that I didn't miss an object, then that should help. Thanks!

EDIT: sorry, at first I didn't understand your question "how can I dadd spoilers?"
Here is how you do : [ hide ] spoiler [ /hide ]  (remove the spaces)
#1728
Quote from: Gabarts on Tue 16/12/2014 00:05:59
you just need some c....

Well if it's an object that I've missed, that doesn't help.
#1729
Thank you so much Azure!
#1730
Is there any way to find a video of Dave Gilbert's presentation on how to write efficient dialogs with fewer words? I'm supremely interested. I've found that I completely lack that skill.

#1731
adventuress your WIP looks like one of those rough drawings that look very primitive for a long time but then become excellent very quickly, all of a sudden, at the very end, after everything has been carefully planned ahead.
I can't wait for that phase to arrive.
#1732
I'm wondering if there is a way to intercept the sentence currently being said by a character. Something similar to ".Speaking" or ".Moving" but with the sentence instead.

If such a property doesn't exist, how would you do? In dialogs it would be a pain to replace each line of dialog with something like cCharacter.SayCustom();
#1733
Well apparently it's not the only case of pixel hunting, there's one in almost every room ;)
Spoiler

- The right-hand-side flower in Venice is almost invisible. The red one is OK, though.
- And that mela. THAT MELA! I saw it under my mouse for half a second then spent 5 minutes moving my mouse veeeery slowly to find it again, just to realize it was gone forever, but somehow happened into the dialog options.
[close]

But anyway, I'm stuck again, for other reasons:
Spoiler

I'm in Venice, I have the two flowers, the bread crumbs, the fish, the green apple (I've taken a bite from it).
I've realized that the fish prevents the seagull from flying away.

>> But I'm not sure what I must do.
- Indy won't take the Gondola (despite the fruit merchant telling him to go to Barber street).
- Also I'm not sure how to get the "object high up" (above the fruit merchant). I've tried the whip, but Indy says it's catching the attention too much. So I think it has something to do with the seagull, but I've tried "picking it up", "giving it the fish", "giving it the bread crumbs", "talking to it", "using it", using the fish (and every object) on the seagull, using the fish on the lantern, on the floor, etc. Basically I've tried everything with the seagull and with the fish but I just can't find what to do.

[close]
#1734
Quote from: Trapezoid on Mon 15/12/2014 05:57:10
Stuff like unused art were always easily findable with stuff like ScummRevisited, but as far as I know, being able to look at decompiled SCUMM scripts is a relatively new thing.
That makes sense. I'm getting excited now.
@Radiant: I don't know what is the tool Trapezoid is mentioning. I'm not sure he means that there is a decompiler, but maybe just that the script ca now be loaded and executed step by step int he ScummVM interpreter, so that could be an entry point for a script viewer.

EDIT: http://wiki.scummvm.org/index.php/OpenTasks/Tools/Game_script_decompiler
#1735
Quote from: Gabarts on Mon 15/12/2014 11:29:57You are right man... but, who will script that for me? :) Is been very easy for me doing that in flash instead... I don't think some megabytes more is a big problem nowadays.
That is a very interesting paradigm in AGS. Here is not the place to discuss it, but Gabarts if you start a conversation about that in the corresponding subforum I'd be very interested in knowing your recommendations. For example, did you do some research for a lossless compression codec? Are you using the out-of-the-box AGS Ogg/Theora functions or did you use a plugin? Did you see my private message about switching the game to 32-bits? Etc. (not here please -- in another subforum) 

============

EDIT: I've found a blocking bug
Spoiler

I'm in Venice.
I've taken the rododendro, the mollice di pane. I've given the Hemigway book to the fascist and went to the dock (with the gondola). I pushed the pole until I got the fish. I went back to the first screen of Venice (the one with the bridge). Then I went back to the screen with the fruits merchant.
Problem: the walkable area that was occupied by the fascist is disabled again, as if he were still there. But the fascist is not there, obviously. Therefore I cannot go back to the docks. It's a blocking bug I thing.

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#1736
Alright, I know that the game is in Italian (I'm not an Italian speaker myself but I want to play this game so badly I'm trying anyway).

I'm stuck in the first room!
Spoiler

Indy says he won't leave the room without his wallet. I've searched the room : the bed, the drawer, etc. but couldn't find it. I've found Hemingway's book though. I've tried to open the driving license* but Indy won't open it.

*On an unrelated topic: It's hilarious how I've searched "taccuino" in google images (to know the meaning of the word) and the item sprite is one of the very first image results ;) I see we have the same work process!
[close]

EDIT ...AAaaaand of course after searching for 15 minutes and giving up, I found the answer litteraly seconds after posting this. That's not too big a pixel hunt, but still a pixel hunt </frustrated gamer> ;)
#1737
Quote from: adventuress on Sun 14/12/2014 18:14:52
1. You have to correct your perspectives, they are distorted.

That really strikes the eye in the room with the TV. The left-hand-side room uses a vanishing point. That's good. But the right-hand-side room (the one with the trapdoor) doesn't use that vanishing point. Instead, the vanishing line is parallel to the right-hand vanishing line of the other room. That makes no sense.
#1738
Oh boy do I want to play this game. Translate translate translate translate! Also if the game is cool I can translate into French!
#1739
Using CallRoomScript is a completely different way of scripting, that almost nobody uses in the AGS community. It's not only about the function itself, but about "moving all my dialog-related scripts to my room script instead of either calling a function that would be in the global script, or putting the instructions directly inside the dialog".

The fact that on_call gets executed at next game loop makes CallRoomScript tricky to use. It's even more tricky here, inside a dialog, since all instructions after dSomething.Start() get executed first, and dSomething.Start is kept for the end.

If you want everything to happen in the same game loop, in the order in which you typed the instructions (to avoid a headache), then you shoud use Khris' trick: use a global boolean that tells you room script to call every instruction that should come after the dialog, as some sort of follow-up function.

I really must write that wiki article about execution order.

#1740
I'm almost certain it's not possible. Those classic games have been worn out in every possible way -- if it were possible, someone would have posted a video in Youtube. I would suspect it's one of the many things they left in the script to avoid breaking something at release, but that is not connected to the actual game. A bit like the unused inventory items.
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