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Messages - Paper Carnival

#1121
I do. It rox!!! It's honestly better than many of today's games (*cough* C&C Renegade *cough*)
#1122
General Discussion / Re:Why I'm not using AGS
Mon 10/11/2003 17:17:06
so this is probably one of their leaders in disguise...
http://rubyfrui.hp.infoseek.co.jp/cos77.html
EDIT:oh, and this is probably them in their training course or something... They must be trying to develop Cloud Strife skills... Don't let them level up!

http://huleqi.nease.net/images/cos7_jpg.jpg
#1123
hmm? maybe you are talking about resolution?
#1124
General Discussion / Re:Why I'm not using AGS
Sun 09/11/2003 12:04:56
QuoteCos, your decision to use a different adventure game engine other than AGS is perfectly fine, but to actually go to the AGS forums and explain why you chose not to use it is a little obsurd me thinks.

It would be if he didn't say why he doesn't use AGS, but now the thread looks a bit more like constructive critisism.

As for high resolutions and 32-bit color, I don't believe they are really necessary. I mean, I created a background in 800x600 in 32 bit resolution and I scaled it down to 640x480 with a good proggy and guess what... It looks *better* than what it used to be, because it looks anti-aliased. I'm sure that if you created your background in 1024x768 and scaled it down to 800x600 it wouldn't look *that* different...

Also, just like what all those guys said before me, if you are a real artist then you can make a 16-bit background in 640x480 look like it's 32 bit color in a higher resolution.

QuoteI think cos is right!!!

I think AGS sucks balls!!!

I mean, it's a free engine that supports hi-res and hi-colour graphics, gets updated monthly, has a huge community, made several great games, inspired several awards ceremonies, and aids in making something creative!

NOW THAT TOTALLY SUCKS!!!

And adventure games? -- Who plays them anymore!!

HAHAHAHAHA -- YOU ARE ALL LOSERS!!!

I'M GOING TO SWTICH TO RPGMAKER 2000!!!!

WHEN I FINISH MY 1000000000 HOUR RPG, YOU WILL ALL SUCK MY ANUS WITH A STRAW!!!

Was that a sarcastic post?
#1125
thank you again Chris! I can see some of the bugs/suggestion I said are fixed in the new beta (I'm about to download it now).

Quote
Quotej)Function IsSpriteLoaded(int spriteslot);

Why would you need to know this? The sprite cache manages it all for you, I can't see what this function would give you.

Well, I need it to know if an external sprite was loaded, so I can remove it later. Now removing a non existing sprite gives an error. So, this function wouldn't be useful if the sprites were not deleted when they were not loaded

QuoteCentre alignment for textboxes would be rather problematic
Quotei)Function StrPixLen(int font, string); Kinda like StrLen but returns the width in pixels

Ok, I understand about the first one. As for the second one, I found out that I needed it to simulate the first one and that's why I posted it here. Knowing that ScrnWidth/2-SmthngWidth/2 = center x position of something, I can use the second function to place the textbox text in the middle of the screen (as long as I don't use a border for it, otherwise it would look bad).

Quote
Quoteh)Function StrDelCharAt(string, int position);

You can use StrSetCharAt, passing 0, to truncate a string.

Well, I want to delete specific characters, but this is a low priority one anyway. You see, I don't use listboxes for my save/load dialog but I use a lot of labels instead; a more painful way but a lot more customizable (and I managed to simulate label clicks with on_event GUI_MDOWN). When somebody specifies @overhotspot@ as save description, you realize the funny results ;). I made it replace '@' characters with a ' ' (space) one but I thought it would be better if they got deleted.

Quote
Quotec) GetLocationProperty(int x, int y): Kinda like GetCharacter/Item/Hotspot/ObjectProperty, only it gets the property of the location. I can go around it, but it will certainly reduce the code by 50 lines of code the minimum

As you note, you can write this yourself as a script function using the GetCharacterAt and so forth commands, so it's a low priority addition.

Well, if you remember the trouble I had a while ago about the properties there was a huge code there which could be less if there was that function. I also use a similar code next to that one and all that is in the repeatedly_execute() function! If this GetLocationProperty function does not make a noticable speed improvement in the FPS then I don't need it. You see, most of the code in repeadedly execute function is like "if location is an item then GetInvPropertyText, if location is an object then GetObjectPropertyText etc".

QuoteThanks for your input and ideas.

No, you are the one who should be thanked
#1126
Hey guys, it's been a while I last posted here, but that's because I've been busy with school. Here are all the suggestions I can think of right now:

a) "Absolute" GUI visibility; Kinda like Popup Modal, only now clicks on other GUIs will not be detected if an absolute gui is on

b) More gui properties, like x and y for everything, center alignment for textboxes etc

c) GetLocationProperty(int x, int y): Kinda like GetCharacter/Item/Hotspot/ObjectProperty, only it gets the property of the location. I can go around it, but it will certainly reduce the code by 50 lines of code the minimum

d) Different properties for characters/objects/items/rooms/hotspots. There should be a global properties editor (for properties working for everything) but also a specific type's property editor. For example, I want the property "male" to be in characters only, or I want to have different default properties for characters.

e)Function GetMouseCursor()

f)Function SetGUIClickable(int GUI, int clickable);

g)Function SetFontSize(int font, int size);

[EDIT:]
Here are more suggestions I wanted to post yesterday but I couldn't afford the time:

h)Function StrDelCharAt(string, int position);

i)Function StrPixLen(int font, string); Kinda like StrLen but returns the width in pixels

j)Function IsSpriteLoaded(int spriteslot);

k)3d support.......(just kidding ;))

l)maybe more but I've forgotten them now. I'll post them as soon as I remember them.
#1127
Yeah, I was the first one who spotted it... I think
#1128
well, in my opinion having too many hotspots may confuse the player and there is a way to use less hotspots on that room

Take for example the top right desk. It has three drawers, two printers, a telephone and three chairs. You can have one hotspot for all of them. If you examine that hotspot for example, the character will say "It's a desk with drawers, printers, chairs and a telephone".
#1129
Oh ok. I understand now. Well, your answer made me think a way to fool it...

I created an integer variable called InteractedInv. Then, I put:
Quoteif (interface == INVCOIN) {
InteractedInv = 1;
GUIOff(INVCOIN);
GUIOff(INVENTORY);
RunInventoryInteraction(game.inv_activated, button + 1);
if (IsInventoryInteractionAvailable(game.inv_activated, button + 1)==0) GUIOn(INVENTORY);
}
in the on_interface_click function. After that, I put in repeatedly execute function:
Quoteif (InteractedInv) {
InteractedInv=0;
if (IsGUIOn(INVENTORY)==0) GUIOn(INVENTORY);
}
It works! You see, I thought "if RunInventoryInteraction() function executes when the script is over, then I must bring back the interface on a different script, so it is brought *after* RunInventoryInteraction() executes..." >> pure adventure gamer's way of thinking ;)
#1130
That's exactly what Spyros said.. I tried putting Wait(1) in every place but still...
#1131
Well, both types of font have this problem. I think I know what the problem is... The fonts are not scaled up but the outline is. Just a thought...
#1132
I posted a bug in a new topics before (it was not a beta related one) and I didn't get a negative reply so I thought the right thing was to post a new topic again...
Quote"NO SUGGESTIONS IN THIS THREAD - BETA-RELATED TALK ONLY PLEASE"
doesn't necessarily say that I have to put bugs in there...

I also thing that posting them in new topics is better because more people will learn about it and would be easier to use this forum as a bugs reference
#1133
huh? What do u mean? I've just tried out the beta version and I have found this bug, so I had to post a new topic. My other topic has nothing to do with it, so I couldn't put it there. Now, if you are saying that this is already said before then I'm sorry, but I didn't see it anywhere and I always search before I post
#1134
If I choose a font to be automatically outlined and I check the option "Don't scale up fonts at 640x400 resolution" the outline appears messed up... It might not be AGS though and be something related to my pc or something
#1135
no, if you have read the whole thing then you should know what I mean. This code:
QuoteGUIOff(INVENTORY);
DisplaySpeech(EGO, "I've just used the item");
GUIOn(INVENTORY);
works fine. But if I put
QuoteGUIOff(INVENTORY);
RunInventoryInteraction(game.inv_activated, MODE_USE);
GUIOn(INVENTORY);
will NOT work fine, even if I put in the interact script
Quote
DisplaySpeech(EGO, "I've just used the item");
You see what I mean? It doesn't block it even if it is a blocking action...
#1136
I have already tried to use wait, Spyros. using MODE_USE is not necessary. The interaction works, it's just that it doesn't block the game.
#1137
I noticed something that has been bugging me for a long time. It's nothing serious or anything I can't go around, but it is still a bit strange.

You see, there is only *one* thing left for my whole GUI thingababom to finish and it's this one. RunInventoryInteraction() seems to work fine, but does it?

This is the code for the inventory verb coin (in the on_interface_click event):
Quoteif (interface == INVCOIN) {

GUIOff(INVCOIN);
GUIOff(INVENTORY);
RunInventoryInteraction(game.inv_activated, button + 1);
GUIOn(INVENTORY);

}

The above is quite self explanatory; It hides the inventory verb coin GUI (INVCOIN), the inventory GUI, it runs the inventory interaction and then it brings up the inventory again. You see, I want to simulate the same thing that happens with the default inventory. So, what's the problem? Well, It *doesn't* work! Every block action I try to make (like display speech) works except if it is in the interaction of the item! Putting
QuoteGUIOff(INVENTORY);
DisplaySpeech(EGO, "What a lovely item");
GUIOn(INVENTORY);
in the interaction seems to solve the problem, but it waistes time. Also, I am planning to release the template and I don't want the user having to put GUIOn(INVENTORY); and GUIOff(INVENTORY); in the beginning and end of the interaction script.

All in one, is it possible to make the RunInventoryInteraction blocking the game or something?

I have a feeling I've just asked a stupid question

This thingy also appears in a similar script. Check this out (it's in on_mouse_click() function):
Quoteif (button == LEFTINV) {

if (GetCursorMode() != 4){
lastitem = game.inv_activated;
SetActiveInventory(game.inv_activated );}

else if (game.inv_activated != lastitem)
{

InterfaceOff(INVENTORY);
if (IsInventoryInteractionAvailable(game.inv_activated, 4) == 0)
DisplaySpeech(EGO, "I can't use these things together");
else
RunInventoryInteraction(game.inv_activated, 4);
InterfaceOn(INVENTORY);

}
}
The above script picks up an item if there is not an active one and uses the items together if there is. Again, the same thing with RunInventoryInteraction happens, even though DisplaySpeech(EGO, "I can't use these things together") works just fine
#1138
Advanced Technical Forum / Re:32bit colour
Thu 30/10/2003 14:23:47
Quotenow now, lets not start an agast vs ags fight  

Ok, I'm sorry. What I meant to say is that both programs are great and each has its own benefits from using. I didn't mean to start a fight about them.
#1139
Advanced Technical Forum / Re:32bit colour
Wed 29/10/2003 19:24:24
QuoteUse AGAST instead, it's more suitable for hires/hicolor games and pretty easy too! AGS is great for the classic low res feel.
Well, I believe the only benefits you have from AGAST is that it is faster and that there are anti aliased sprites. Oh, u also have more possibilities, but AGS does everything I want it to do ;)
#1140
well, you DON'T import music! You just place it in the directory. You then have to build VOX files (From game-> Rebuild VOX files or you can press Ctrl+B). After you build the VOX files, put 1 to play music1.whatever, 2 to play music2.whatever
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