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Topics - Radiant

#261
Do you want to pixel-edit your own fonts or need a special accented character for Icelandic dialogue?
Try this small FontEdit utility I wrote!

Supports reading and writing of SCI font files (font.*), AGS font files (*.wfn) and bitmaps (*.bmp), with regular editing tools and an outline generator. It's freeware, by the way. Enjoy! And bug reports welcomed, of course. I'll add TTF support if I have the time to figure out FreeType.

Note that I am well aware that SCI studio can edit fonts, but it's a lot bigger and crashes frequently, at least on my computer. As to which one is more userfriendly, ymmv.

Download here (40 kb Windows executable*)
Mirror (Thanks SSH!)

*Also works under Linux with WINE if you put a mfc42.dll in its directory
#262
I'm using DisplaySpeech (0, "hello"). (where 0 == EGO)
If conversation style is set to Sierra, the text is displayed in character 0's speech color, as it should be. If, however, I set it to 'sierra with background' then the text is displayed in black. Why?
Even worse, the text is displayed with a black shadow, thus everything appears boldfaced.
Oh by the way I'm using the textwindow GUI that comes with the demo quest template.
#263
Can I prevent EGO from walking to a hotspot's walkto point in TALK mode? (after all, he can shout to the hotspot from a distance)

#264
This is not really a problem but I was curious as to what happened.

Code: ags

struct foo {
  string desc;
};
foo bar [5];


Now whenever I refer to 'StrLen (bar[0].desc)', the game crashes with an obscure error message. However if, at some earlier point, I set 'bar[0].desc = ""; ', there is no problem.
It seems to work with regular strings though, is this an AGS bug?
#265
Hi there,

I'm using a Sierra-style GUI. In the inventory window, I have buttons for 'look', 'touch' and 'select'. These all work and set the cursor appropriately
Now I'd like to have the right mouse button switch between these three modes and cursors... but right-clicking on the inventory GUI box simply triggers a look action. Checking for MouseButtonDown (RIGHT)  [sp?] in the interface_click function doesn't seem to help...
any suggestions would be welcome.
#266
Advanced Technical Forum / #define invitem
Mon 15/03/2004 14:05:24
I put the following code in my header:

#define invitem character[EGO].activeinv

Now whenever I reference 'invitem', the compiler gives an error:
unknown variable: EGO

Is this a limitation of #define? I thought EGO was an internal variable.
#267
Hi there,

I'm using a Sierra-type GUI. When EGO picks up an item, I have the cursormode automatically set to 'using an inv item', and the cursor image changed from the black-and-white bag icon to the sprite used for said item. This part works.
However, in the GUI icon bar, I have this box with an @INV tag (or however it's spelled) that shows the active inventory item. How do I change this? So far it only displays the item correctly if I pop up my inventory window and select the item again, not when I first pick it up.

By the way, why is there no 'SetInvProperty[Text]' command?
#268
Hi there,

I have a game set in 16-bit color mode.
The standard GUIs are in place: one is a status bar [testgame: score 0 of 25] and the other is the sierra-style icon bar.
Status bar currently has a pure white color. I have a gif file with a swirly web background that I want to use as background to this GUI.
However when I import it in the GUI menu, the AGS changes the background's colors, as if it were being changed to 256 colors. This makes the color swirl look really bad. In particular a gradient in there changes to a bright purple instead.
Am I doing something wrong here? Please help.
#269
Hi there,
I read a trailer for Snail Quest and it was so hilarious to read that I just had to play it.
However the download link on the AGS game page is broken. Can anyone please tell me where to find it?

-Radiant
#270
Critics' Lounge / Game idea
Mon 23/02/2004 12:26:36
Hi there,

I have a couple of game ideas and would like to hear what you think of them (note that these are just ideas, not projects in production)

Sidhe: Guardian of Daventry
---------------------------
Sir Graham never realized he was being watched from above. Or why
he found a magic bowl just lying in a grass field. Or why the
octoslime that used to live in the well just happened to have died
minutes before his diving escapade.
But Graham's Quest was too important to leave it all to a mere human.
One of the Sidhe is sent from the dreamworlds of Daventry to keep
him from harm and employ faerie magick to ensure his success. But
she must always remain out of sight, for to be seen by a human would
deprive the Sidhe of power and even of life.
Reasonably small game set in parts of Daventry and the dreamworld.
Try to keep Graham from failing in his quest or getting eaten by
dragons, giants, rats and the octoslime. And converse with Ifnkov
the gnome and the leprechaun king to get them off your back. Since
they're not human, they may see you but that doesn't mean they're
friendly.

Amber: The Ninth Prince
-----------------------
It isn't easy being the youngest. Especially if your family gives
new meanings to the term 'Machiavellian', and all of your blood
wield vast powers over the fabric of the multiverse. Leaving the
One City Amber behind was a good decision, so you could take a
few centuries' worth of holiday away from the scheming.
Suddenly the events catch up with you, so you'd better catch up
with them. Your father, King Oberon, is missing and presumed
dead. So is your eldest brother. So Eric, second in line but born
outside of wedlock, would claim the Throne for himself. His main
nemesis Corwin is conveniently missing. Five other brothers and
four sistes vie for his approval, or scheme for his doom. And to
top it off your artistic brother Brand is entrapped in a magical
tower and asks you to come to his aid real quickly.
Roger Zelazny's Amber decalogy is doubtless one of the greatest
works of fantasy literature ever written. It has inspired several
fanfics, a roleplaying game and a text adventure with some
pictures attached. The latter, unfortunately, is not very good.
The Ninth Prince should tell the story from the viewpoint of the
youngest brother, which is not what the novels do. But Prince
Random is in an unique situation to influence several events and
end up on top - or six feet under.
This game is vastly multi-ended, and hinges mostly on character
interaction and getting your brothers and sisters to do certain
things. Some interface for inter-world travel must be developed.
Other than the plot complexity, the game is only of average
size in rooms and animations. A lot of weirdness should be put
into the different worlds including but not limited to purple
skies, metal trees and sentient rock.

Loom: Age of the Third Shadow
-------------------------------
The Weavers have fled the world, leaving it in disarry. Unable to
stop the power of Chaos, the Last Weaver, whose name is unknown,
rent the Universe asunder to protect a major part of it from the
forces of evil. Of course this was major bad news for all of us
trapped on this side.
Agnes, granddaughter of the dying First Shepherd Fleece, is one of
the view in the dark world that still bears the flame of hope in
her heart. With her grandmother's Staff and some skill in the
mystical Shepherd Songs, she is sent out to find Loom Island, or
what's left of it after the Sundering, and find a solution. She
will eventually enlist the help of Wellwrought 'Rusty' Nailbender,
the sole Blacksmith who managed to escape the corruption of his
Guild, which was the first to fall to Chaos.
Like Loom, this must be a very atmospherical game (which can be
hard to create). Puzzles may be more difficult, but the interface
should remain the click-and-cast GUI from the original. The game
will feature several key locations of the original, but most have
been severely altered by the Sundering. Also there will be two
new Guilds to visit.

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