Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Monsieur OUXX

#761
Quote from: Stupot+ on Thu 20/07/2017 06:28:28
How's things going over there? We want pics.

+1!
#762
Great addition!
#763
Sorry for digging up the thread, but I'd like to suggest two rather simple enhancements.
I've thought of them while practically using the tool :

(by order of importance)
1) I suggest that when the user extends an existing font to 256 characters, then the 128 new chars get automatically filled with the missing characters (taken from the default AGS font -- can be found here : topic 48798 ). Because the font being currently open doesn't necessarily have the same size as the default AGS font, then maybe a popup box could ask for the coordinates of the characters base line before filling the characters.
2) Implement Ctrl+S to save
3) There are buttons to move an individual character up/down/left/right but maybe 4 additional buttons to move the whole font up/down/left/right?


Another possibility (variation on suggestion #1) is a button "copy this character from character open in next tab"
#764
@Scavenger : that would be awesome. Keep in mind that this page exists : http://www.adventuregamestudio.co.uk/site/ags/sci_fonts/
Also this (because it's a bit hidden) : http://www.adventuregamestudio.co.uk/forums/index.php?board=2;action=display;threadid=6202
#765
PLEASE NOTE :
- I've slightly corrected Rulaman's fonts (for example character Š“ ).
- I've numbered them "version 1.0"
- AGS has 3 fonts : the 2 dialog fonts (the "plain" one and the outlined one), plus one font for "Display" and GUI Controls. Rulaman provided the 2 dialog fonts. I've added the "Display" font to the package.
- With this package, you have the 3 standard AGS fonts, made 256-characters ready: AGSFNT0.WFN, AGSFNT1.WFN,AGSFNT2.WFN

>> DOWNLOAD <<
AGSFNT0.WFN, AGSFNT1.WFN, AGSFNT2.WFN

@Crimson Wizard, two things :
1. I suggest this is updated in the next release. Then AGS will at last be fully 256 international! :)
2. I strongly suggest that the default "Display" font gets 4 or 5 pixels added vertically. . That would make accented characters much easier. It would need 1 or 2 pixels below for characters like 'ç', and 2 or 3 pixels above for characters like àŠ. At the moment it's possible to draw such characters in the current 9-pixels-high font, but it forces to crush some characters vertically. That's not very nice. It will make the font use more space vertically, but I don't think it would change much, as the height of lines is calculated dynamically in textboxes GUI controls.

@everyone else : I suggest someone mirror the download.

I also suggest that AGS embeds a few more 256-characters fonts. Scavenger's ones are a great start (if he agrees). There is also this page. That's always been the weakness of AGS: it comes with a poor font and beginners find it difficult to use a custom one -- which makes many games look the same.
#766
Irrelevant to the original question, but out of curiosity I investigated briefly, and I think it would be possible to do a game in Japanese with 60 to 200 characters. The basic 50-something characters are the "katanaka" (see a pixel font here : https://www.colourbox.com/vector/pixel-japanese-katakana-vector-18520378 and you'd be probbaly more comfortable with some extra characters, that make it up to about 200.
Then of course there are thousands of ideograms (kanjis) but I think you can do without them.
#767
The AGS 3.4 patch 4 update mentions :
Quote
Fixed game compilation on systems which have Japanese ANSI or similar locale
as default locale for non-Unicode applications.

Does that have impacts in the game's Japanese fonts and/or Japanese translation? Or is it just a compilation thing? Is it possible to make a game in Japanese?
#768
Hints & Tips / Re: Terror of the vampire
Thu 13/07/2017 19:33:29
I have an issue during the final battle
Spoiler

with the crucifix
Spoiler

ego says the metal is not soft enough to be flattened using the meat tenderiser, but then when I use the lighter on the crucifix, he says he doesn't need that yet... Is that a bug?

EDIT: Oh OK I have to actually try the crucifix on the yoke first to trigger the puzzle
[close]
[close]
#769
Hints & Tips / Re: Terror of the vampire
Thu 13/07/2017 18:37:48
Maybe she hasn't given you the quest yet
Spoiler

You need to go upstairs and free Byron, remember?
[close]

Hmmm, OK. fair enough. I was confused by some line of dialog where Ego says to the Vampire killer "I have an item" or something.

#770
Hints & Tips / Re: Terror of the vampire
Thu 13/07/2017 14:20:58
Quote from: Riaise on Thu 13/07/2017 13:42:19
You have to complete the vampire hunter's quest before you can go anywhere else. You need to give her
Spoiler
some garlic, a silver cross, and a wooden stake.
[close]

OK but
Spoiler
when I give her the garlic, she says "not a fan of vegan option".

I suppose from adventure game experience that there's a puzzle requiring me to make the garlic more "meaty", but I have no idea where this comes from. By definition, garlic is vegan. So I don't really understand the idea here, or what hint is given to me.
[close]
#771
Hints & Tips / Re: Terror of the vampire
Thu 13/07/2017 13:29:00
About the vampire hunter
Spoiler

What quest did she give me? She won't repeat it so I don't know what she expects from me
[close]

I'm confused about the clock tower
Spoiler

the crone tells me about it, but I can't leave the place to go there? I'm using version 1.33

[close]
#772
Hints & Tips / Terror of the vampire
Thu 13/07/2017 13:28:22
This is the FULL WALKTHROUGH

Spoiler

Inn's main room
   TALK TO Tavern Crone (exhaust all dialog options until "talk to" produces no effect)
   PSYCHO Tavern Crone
   TALK TO Innkeeper (exhaust all dialog options until "talk to" produces no effect)
   PSYCHO Innkeeper
   TALK TO Barman (exhaust all dialog options until "talk to" produces no effect)
   LOOK AT sign
   LOOK AT Certificate
   WALK TO Exit. (the one to the far right)
   
Inn's back room (with the fireplace)
   LOOK AT Throw rugs
   LOOK AT Vampire teeth trophy
   LOOK AT Giant Fang
   LOOK AT Hat
   TALK TO Vampire hunter (exhaust all dialog options until "talk to" produces no effect)
   PSYCHO Vampire hunter
   WALK TO Exit. (back to inn's main room)
   
Inn's main room
   TALK TO Barman : ask him about his son.
      "So your son's at university..."
      "But WHICH University?"
      Dialog ends
   WALK TO Exit. (the one that leads ouside the tavern) --> The barman starts revealing Byron's issues --> Ego walks upstairs
   
Upstairs (Byron's room)
   PICK UP Turnip
   TALK TO Byron (exhaust all dialog options until "talk to" produces no effect) --> It ends on you deciding to break the chains --> Byron tells you that when he pulls on the chain he ALMOST" manages to pull his ankle out
   WALK TO Exit (downstairs)
   
Inn's main room
   TALK TO Tavern Crone (exhaust all dialog options until "talk to" produces no effect) --> Now you know about the clock tower
   TALK TO Innkeeper. Ask "about your son..." --> now you know he doesn't want to talk about it
   TALK TO Barman. Ask everything about Byron "A word about your son..." "He's chained round the ankle". The dialog ends.
   TALK TO Barman again. Keep asking. "who brings him his food", etc.
   TALK TO BARMAN. Order food. --> You learn that the chef wants new ingredients
   WALK TO Exit. (kitchen exit, behind the barman)
   
Kitchen
   (try to give turnip to chef again and again and exhaust every dialog line until he accepts)
   GIVE Turnip to chef
   GIVE Turnip to chef
   GIVE Turnip to chef
   GIVE Turnip to chef
   GIVE Turnip to chef
   --> None of the arguments convinces him --> you learn that Ego thinks there might be a psychological lever that could work on the chef
   PSYCHO Chef
   TALK TO Chef : --> "<Alienst wisdom> ..." --> you receive GARLIC
   PICK UP Stick of lard
   PICK knife: --> you receive KNIFE and you receive MEAT TENDERIZER
   TALK TO Chef (exhaust all dialog options until "talk to" produces no effect)
   WALK TO Exit (go back to main tavern room)

Inn's main room
   WALK TO stairs
   
Upstairs (Byron's room)
   USE lard on byron --> funny misunderstanding. No effect
   USE lard on chain --> Byron escapes. --> The barman comes and orders you to leave the inn
   WALK TO Exit (tavern main room)
   
Inn's main room
   WALK TO exit (front door) --> Ego says he doesn't know where Byron flew away
   TALK TO Tavern Crone --> He tells you the barman went to the room in the back to talk with the vampire hunter
   WALK TO Exit (far right, vampire hunter's room)
   

Inn's back room (with the fireplace)
   (cutscene with discussion between barman and vampire killer)
   TALK TO vampire killer--> exhaust all lines about you wanting to save Byron-->killer eventually tells you that you need stake+garlic+silver cross
   exhaust all other dialog options
   
==== 1. GET THE STAKE =====

   WALK TO  Exit (to main room)
   
Inn's main room
   TALK TO Barman --> order food --> now you know you may order food --> he tells you to sit down
   USE stool --> the crone "warns" you --> now you know the seat is fragile
   USE Rotted stool (again) --> this time you sit down and get some soup --> The Innkeeper steals it --> you learn that the table can spin
   TALK TO Innkeeper --> tell him whatever dialog line is offered to you to make him get up --> he leaves the room
   USE table --> the table spins, the beer is now on the left side --> the innkeeper comes back and sits --> the seat collapses
   PICK UP stool leg (under lying innkeeper) --> you get a stool leg
   USE blunt knife on stool leg --> you get a woode, stake
   WALK TO Exit (far right, vampire killer room)
   
==== 2. GET THE SILVER CROSS =====

Inn's back room (with the fireplace)
   USE craniometer on silver cross (in the fireplace) --> you lose craniometer, you receive silver cross
   
==== 3. GET THE GARLIC =====

If you have followed previous steps, you already have it.

Inn's back room (with the fireplace)
   GIVE garlic to vampire hunter
   GIVE stake to vampire hunter
   GIVE silver cross to vampire hunter --> vampire killer wants you to cool it down first
   USE cross on ale tankard (and not the opposite! it doesn't work the other way around)
   GIVE silver cross to vampire killer --> she tells you Byron is in the click tower
   
==== OFF TO THE CLOCK TOWER ===
   
   WALK TO Exit (back to main room)
   TALK TO Chef --> he tells you that he wants you to bring back Byron so that he can explore recipes specially created for vampires
   WALK TO Exit (main door, to the outside)
   the stairs up have collapsed
   USE cog (climb up) --> Ego says he needs a way to climb without get his hands stuck into the cogs
   USe knife on cogs --> the knife gets crushed to no effect
   USE stake on cogs --> this time the cogs slow down
   USE cogs (climb up) --< you climb up

==== MIDDLE OF THE TOWER (lower part) ====

   keep climbing up
   when you reach a certain height, the screen quickly scrolls up (with an new button appearing on the left of the screen: an arrow pointing downwards)
   click on the arrow. That brings you back just where you were before --  at the top of the "low" section of the climing.
   climb down, but this time to the left instead of where you came from
   USE lever : Ego says "I can't see its immediate use"
   MOVE lever : Ego pulls it down.
   go up, now.
   
==== MIDDLE OF THE TOWER (upper  part) ====
   USE pole --> Ego climbs up
   USE chain --> Ego won't do it with his bare hands
   USE cross on chain --> he says he needs a more strudy string
   USE garlic on chain
   USE ladder
   
==== TOP OF THE TOWER ====

   walk to Byron --> Ego walks half way but stops because of the noise
   LOOK AT yoke --> yup, defnitely what we need to break down.
   USE meat tenderiser on yoke --> can't reach it
   USE beam (climb) --> it's too high up!
   PICK UP ladder
   USe ladder on beam
   USE ladder (climb)
   USE meat enderizer on yoke --> Ego says he'd rather have some sort of screwdriver
   USE definitely blunt knife on yoker --> it's broken and useless
   USE crucifix on yoke --> almost thin enough
   USE meat tenderizer on crucifix --> Ego says the metal is not soft enough
   USE lighter on crucifix --> the crucifix is now hot
   USE meat tenderiser on crucifix --> the end is flattened
   USE crucifix on yoke
   
==== CURING BYRON

   TALK TO byron --> exhaust all dialog options
   PSYCHO byron --> not working
   PSYCHO Byron again ("judge") --> still not working
   PSYCHO Byron again ("alienate") --> still not working
   PSYCHO Byron again ("listen") --> when you have the oppotunity to talk, say "Please go on..." (keep listening)
   
[close]
#773
Quote from: Mandle on Thu 13/07/2017 12:36:53
were the visual effects all original coding or were pre-existing modules used/borrowed from at all?
It's the result of the many months of Scavenger's "research and development" 8-) -- you can have a glimpse here : http://www.adventuregamestudio.co.uk/forums/index.php?topic=52909.msg636525865#msg636525865

@Scavenger: you forgot to write the "About" screen, even in version 1.33.

Suggestions:
Spoiler

  - when the player does the wrong action when trying to achieve something while the innkeeper walks out, he has to suffer the whole walking back of the innkeeper and his animation drinking his beer. You should make that a cutscene, it's excruciatingly long, especially if you fail repeatedly to find the right action.
  - when the vampire hunter sends you on a quest to get some items, then there is no dialog reminding you of what you must do. I'm stuck there because I don't know what she expects from me.
[close]

#774
By the way, before I forget --> This game should be nominated for best AGS programming.
#775
Quote from: Gurok on Tue 11/07/2017 10:01:04
C:\ProgramData\Adventure Game Studio\(name of game)
That was it. ;-D
I was working on another project on this computer where the log files were in the game's folder, BUT I completely  forgot that I only switched from AGS 3.3.x to AGS 3.4.x only last week on this computer. Zing!
Thanks a lot Gurok!!!

PS: thank you one more time, Windows Search, for not finding the f***ing files even if I check "search hidden and system folders and non-indexed locations and the entire universe". FOR GOD'S SAKE. :P :-\ :P
#776
I'm so confused: I've been using this logging technique for several projects already and usually I have no issues.
I'm sure it's not even a problem with AGS or Windows' location of personal app data. I'm sure it's just be being blind and stupid.

LOGGING MODULE CODE:
Code: ags


String fName;

static void Console::ResetLog(String name)
{
    //overwrite the existing file and write something into it to give it a physical existence, then close it.
    fName = name;
    File* f = File.Open(fName, eFileWrite);
    f.WriteRawLine("");
    f.Close();
}

static void Console::W2(String s)
{
    //I'm doing this (open, append, close) to ensure that each output is actually flushed to the file in case the game crashes.
    // It's a very reliant technique.
    File* f = File.Open(fName, eFileAppend);
    f.WriteRawLine(s);
    f.Close();
}

void game_start()
{
    Console.ResetLog("SelfGenLog.txt");
}



During the game I write many things to the logs. I set a breakpoint inside Console::W2 and it actually goes through there.
And yet I can't find "SelfGenLog.txt". What am I missing?
#777
There should be a thread in "hints and tips"
#778
THIS is amazingly gorgeous.
#779
Hints & Tips / Re: Chronicle of Innsmouth
Wed 17/05/2017 18:16:59
Quote from: Mandle on Wed 17/05/2017 13:58:06
Quote from: Monsieur OUXX on Wed 17/05/2017 13:26:27
this great game. I mean it, it's a nice game full of good ideas. Compact dialogs that manage to tell the player a lot, excellent atmosphere, etc.

Glad to hear you like the game! Are you playing the English translation? If so, thanks for the compliment about the dialogs!

Yes, English version
#780
Hints & Tips / Chronicle of Innsmouth
Wed 17/05/2017 13:26:27
hi all!

following the tradition I'm opening a thread for hints on this great game. I mean it, it's a nice game full of good ideas. Compact dialogs that manage to tell the player a lot, excellent atmosphere, etc.

Anyways. Asking for a tip:

when searching the room in the flashback
Spoiler

Searching the room for letters. I've found 3 letters :
Spoiler

One in a drawer, one under the candle, one in the bed...
...where's the 4th one? Nothing in the wardrobe I believe?
Maybe I missed a clickable area OR I didn't use the right verb. I feel like I've tried top open/close/use/pick up/pull/push pretty much everything in the room.
Spoiler

DAMMIT I've tried to pick up / open/ pull bible... all I had to do was "look at"
[close]

[close]

[close]

SMF spam blocked by CleanTalk