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Messages - Reaper

#1
The variable index is not defined, so the compiler doesn't know what it means.

Tell him by using something like

int index = lstSaveGames.SelectedIndex;

at the beginning of the function. Before you can use a, in this case local variable, you must tell the compiler the type and name of the variable, for example:

int index = 0;

for an integer named index. You can assign an initial value ( = 0 ) in this case, but this is optional.
#2
Hints & Tips / Re: Ben Jordan: Case 7
Thu 14/08/2008 00:10:09
Spoiler
Is there any hint for opening the strange object in Bianchi's appartment? I have looked at the buttons, but no idea which to push
[close]
#3
Quote from: Pumaman on Tue 15/01/2008 19:36:28
Would anyone have any strong objections to me changing those editor warnings into compile errors when you don't fill in all 4 loops in character views, because this isn't the first time that people seem to have ignored the warning and then reported a bug?
I don't have any strong suggestions except that in my games most NPC only have one loop and  it would annoy me creating extra loops just to make it compile. i think thats what warning are for. You can use it but if you make it wrong it could break your game. But I understand that bug reports because of this warning are annoying too.
#4
Quote from: HellBeast on Sun 09/12/2007 14:56:49
reaper this game is awsome my little brother wanted me to ask you are real people playin this game and can you meet and talj to them


If you mean the MMOG World of Warcraft from Blizzard, then yes. Real people are playing this game and you can talk to them (by ingame chat or voicechannel). But don't make the mistake and compare my adventure with it. This is just a fanadventure and the gameplay is totally different.
#5
Hints & Tips / Re: The IMBA Quest
Sat 08/12/2007 00:32:17
@Jon

Spoiler
The crab blocked the path, so walk to the right
[close]
#6
Hints & Tips / Re: The IMBA Quest
Sun 02/12/2007 09:34:53
Spoiler
There is an exit to the right and one up the ramp.
[close]
#7
Quote from: Dualnames on Sun 02/12/2007 00:27:40
Your game looks,,,
Your game looks...
like world of warcraft.

It could be a coincidence, but I think it's because the backgrounds are ingame screenshots ;)
#8
Completed Game Announcements / The IMBA Quest
Sat 01/12/2007 20:55:25
I have completed my first AGS game some time ago and now the english translation is finished:

World of Warcraft - The IMBA Quest

Go on an epic* quest to become the most IMBA character ever in a MMOG.

Complete unbelievable** quests ...


Get drunk*** in the tavern...


Fight**** horrible monsters...


(This is no RPG or MMOG, it is just an adventure.)
I'm not a native english speaker, so if you find a wrong or bad translation, please tell me.

>>Download here<<

* epic means neither long nor unique in this case
** as in unbelievable stupid
*** beverages are on limited supply
**** by using items on them
#9
I completed my first AGS adventure some time ago. It's a fan adventure about a well-known MMOG. I used ingame screenshots as backgrounds, a model viewer for the characters and their walkcycles and ingame sound/effects.

I published it in the not public parts of our guild forum. Now I completed the english translation and I do not know if I should publish it here because of the legal issues. The story is not specific to our guild, so others might enjoy it too and I like to have some critcs for my second project with AGS.
#10
Quote from: Pumaman on Sat 10/11/2007 20:17:42

QuoteI want to make an english translation for my adventure. But in the English.trs file the GUI text is missing. Even updating does not help. If I remember correctly in 2.72 GUI text could be translated.

What type of GUI text is missing? The translation should include all GUI Label and GUI Textbox texts.


I have text in GUI labels and buttons. The text of the labels is shown in the translation file, the text of buttons is not.
#11
I want to make an english translation for my adventure. But in the English.trs file the GUI text is missing. Even updating does not help. If I remember correctly in 2.72 GUI text could be translated.

Tested in AGS 3.0 beta 15
#12
Thanks for the fast and detailed answer, the text window looks fine now.

Quote from: Ashen on Sat 27/10/2007 21:55:53
However (this is from observation, so I could be wrong) Text Windows require ALL the corner pieces to be the same size (height and width), and takes the size from the top-left corner. So, the arrow on the speech bubble (bottom left) is being cropped off.
Text Windows also require the top and bottom 'edges' to have the same height as the corners (width isn't an issue), and for the left and right 'edges' to have the same width.

Perhaps this could be mentioned in the game help, I did not found it there.
#13
I made a custom text window (Pic 1) The background border is set to transparent only in this picture to see the tiles. It is set to white in the editor.



The bottom middle and bottom right tiles have the same height as the bottom left tile.

Ingame the text window is not displayed as it should be (Pic 2).

The bottom is cut off and the text is longer than the right border. I don't know why this happens.

#14
Quote from: Jon on Fri 31/08/2007 11:49:18

Edit: Also, is there a bonus of some sort if you get 107/107?

Spoiler
I had 107/107 at the end. There was nothing special to see
[close]
#15
I just finished playing the game and it was great.
Spoiler
I liked the photo puzzle and the references to all the greek mythology and the labyrinth shaped like the head of the minotaur
[close]
For the overall epic story plot I had a problem. It was long long ago i played the other ben jordan games, so i did not understand all of the references.
#16
Hints & Tips / Re: BJcase6
Thu 30/08/2007 12:10:28
Spoiler
i'm in the cave with the statue on oracle island and i have no idea what to do
[close]
#17
Quote from: Pumaman on Sun 19/08/2007 16:22:32

I'm getting the feeling that it's almost time to move onto Release Candidate stage. Just out of interest, is anyone actually using the 2.8 betas to properly work on a game, and if so how've you found it compared to 2.72?


I almost completed a game with 2.72, then converted to 2.8 Beta and finished it there. I just began a new one only with 2.8 Beta. Especially the scripting with the new version is great, it feels more like an IDE.

Is the tabbing in the properties box working as intended? It always goes from left to right in the same line, I expected it to go down to the next property.
#18
Quote from: Gilbot V7000a on Mon 13/08/2007 11:29:15
I think he's using a MAC (as suggested by his captured image) so he may need to use some weird keys like STRG (? well, I'm never familiar with MACs).
STRG is no weird MAC key, it is the name for the CTRL key on a german keyboard. So STRG+F4 == CTRL+F4
#19
Hints & Tips / Re: Charlie Foxtrot
Thu 09/08/2007 10:58:53
Primordia:
Spoiler

In the base, where do I find a second clone for the DNA lock? The janitor is already repairing the code panel.
[close]
#20
Quote from: Reaper on Wed 18/07/2007 20:44:07
Quote
Quote
In Beta 5, when i make a new translation, language specific chars like äöüàŸ appear as a ? in the .trs file.
Hmm strange, I'll look into it. Is this a new problem with beta 5, or is it just the first time you've tried it with 2.8 ?

First time i've  tried it with 2.8
in 2.72 the same translation file is ok

I can limit this error to text in the dialog script editor, every other text (dialog topics, text in room scripts tested so far) is correct in the .trs file

Edit: (gui)button text is not exported to trs file (gui labels are ok)
         In the Editor in guis äöü are displayed as ^ but are displayed correct in the compiled game
         Example Image
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