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Messages - RootBound

#201
@SebastianEl "return" will end each dialog option and go back to the start point, so it should stay at the end of each option. Just take that first "return" out and leave the second return in, and see if that works. When adding a new dialog option, you'll see AGS adds a return automatically. The dialog should go after the and before the return.

Here's the manual entry for a more detailed explanation:
https://adventuregamestudio.github.io/ags-manual/DialogScript.html

EDIT: looks like Khris beat me to it :P
#202
There are two ways to do this.

First, you can set the scaling of a walkable area in the room, using the area's properties panel. This can be a fixed scaling percentage or a continuous scaling (smaller at the top, larger at the bottom).

You can also scale the character manually by setting the character's "use room area scaling" property to false in the character properties panel. This can also be done in script by setting Character.ManualScaling to true and then setting Character.Scaling to whatever scaling percentage you want.

This would probably be done in the room_Load function but can be reset at any time.

See the manual here:
https://adventuregamestudio.github.io/ags-manual/Character.html#charactermanualscaling

https://adventuregamestudio.github.io/ags-manual/Character.html#characterscaling

https://adventuregamestudio.github.io/ags-manual/AdvancedRoomFeatures.html#character-scaling
#203
@heltenjon I wish I had remembered that the AGS camera demo existed.  8-0  It probably would have saved me a lot of time and given me more space to iron out the bugs.  :-D  I did have fun figuring out how to do split screen though. Now I'll have to play the camera demo and take a look at the source, see what other cool things I might do next time.
#204
Quote from: heltenjon on Sat 20/04/2024 14:43:40174 days is the longest I've survived now.
I don't think I ever managed to make it past 50 days, so this is way better than I did! (laugh)
#205
(Bump) Just a few more days of voting!  :)  I was really impressed with both the other games entered, and lots of people should play them.  (nod) Great competition this month!
#206
Thanks so much for playing and commenting, @CaptainD ! I really appreciate the review, and I'm glad you enjoyed it!  :)  :)  :)
#207
Bumping this up. Haven't thought of a solution yet, but I'm on it.

@heltenjon Just want to clarify the goal. The obstacles to be avoided are the bully, dog, the old man, and the only person who shouldn't see you here?
#208
@cat
1. The highlighted cursor is probably a good idea that makes things simpler and less jarring. I suggest keeping the inventory items as cursors though since this is a common feature, but all the other cursor modes could still just be a highlighted pointer. That's my opinion anyway.

2. All the GUI graphics are placeholders. I just wanted the GUI to have a presentable look with custom sprites. Everything about it can change.

3. GUI placement was arbitrary. I just prefer GUIs that appear from the bottom rather than the top. The right hand side also just felt natural to me. It can be placed somewhere else, but I don't see any reason it has to be the same as any of the default templates.

4. I don't quite understand how GitHub works, so I can't really answer that. I know @OneDollar had suggestions to possibly implement later, but I was the only one who chimed in on them. At this point it seems like changes should be proposed in the thread and if no one offers differing opinions, they can be implemented. Not many people are engaged in the project at this point.

EDIT: I also agree with Crimson Wizard above that things ought to be kept consistent somehow, and having someone in charge would probably help that. I don't think I have the GitHub skills or the time to do it, though.
#209
So @heltenjon identified the cause of the overwriting inventory item issue (THANK YOU!  :) ), a bug which makes the game unwinnable.

Hence, I feel the need to release one more patch. I understand I'll still be judged on the original version, of course. I just want people to be able to finish the game.  :-[

I'll try to wait until after MAGS for any more patches, because this is getting ridiculous.

Thanks very, very much to everyone who braved the bugfield and made it to the end of the game! You'll all be thanked in the post-MAGS version credits.  :)

And special kudos to the other entrants for submitting games that gave me zero bugs! ;)

WINDOWS PATCH 3:
https://www.mediafire.com/file/xkkyapuhftq38yd/MORTWindowsPatch3.zip/file
LINUX PATCH 3:
https://www.mediafire.com/file/0i2m4td5h0mwxv9/MORTLinuxPatch3.tar.bz2/file
#210
@heltenjon in fact, NONE of the bugs you mention have been fixed in the patches I've done so far. Once more unto the breach, it seems!
#211
Quote from: cat on Wed 17/04/2024 20:38:00@RootBound
I've finished the game (original MAGS version)

Glad you made it! Thanks again for sticking with it. Just edited my above post with a second bug-fix version. Hoping all is functional, but still couldn't reproduce the disappearing metal strip except for when it gets used (see explanation in spoiler above).
#212
@cat Here is a version where the final room is more playable.

EDIT: (link removed by me, updated version below).

I have not been able to reproduce the inventory issues yet, or any of the other serious bugs. Can anyone be more specific as to how they happened?  ???

EDIT 2: I found the magnet bug in the final room and am working on fixing it. It's notfixed in the version in this post yet.
Spoiler
I'm HOPING this is connected to overwriting the grenade as well. Can't be certain because I still haven't reproduced that.

I can't figure out the disappearing metal strip though. It's supposed to get replaced with the metal door, but not go away before then.
[close]

EDIT 3:
Fixed every bug I could find so far. Still looking for a few things.

PATCH 2 HERE:
Windows: https://www.mediafire.com/file/fyyum7eh9u241my/MORTWindowsPatch2.zip/file
Linux: https://www.mediafire.com/file/l0mn8tgscf4s14l/MORTLinuxPatch2.tar.bz2/file
#213
@cat Thanks for not giving up. I guess I need to recode that part of the game. It's supposed to be hard but not that hard.

The way I think it works is this:
Spoiler
First have MORT get shot at by the robot, which will automatically turn the character around and walk back a bit. Leave the character right there until the robot turns around.
When the robot starts moving away, click twice in quick succession. First click to walk closer to the panel, second to click on the panel itself. Both clicks must happen before the robot stops moving away. That's how I got it to work consistently in testing anyway.
[close]
@Mandle Sounds like something is very wrong with the inventory code. (Which was supposed to be simple.) Thanks for reporting all these bugs.

I'll see if I can get a bug fixed version uploaded soon. The game clearly isn't truly playable yet. :(
#214
@cat ugh, another bug. My apologies for how difficult this game seems to be.
Spoiler
when you open the panel, you can get the magnet out of it when the robot is moving away, but only if you click while purple MORT is within a certain distance.
After that, same deal. You can put the breaker door into the empty panel to trap the robot below the big magnet. The timing is difficult, but it can be done. Then crush the robot with the big magnet. Here is how to solve the righthand side:
Spoiler
Use the drone to take the power circuit and the magnet through the chute, then use the drone to attack the robot, sacrificing the
drone. This traps the other robot, which can be defeated with the magnet.
[close]
[close]
#215
@Crimson Wizard thanks very much. I know you already have a lot on your plate and I wish I could have just done this myself without complication.

Given @OneDollar's comments I suppose it would be prudent to hold off on a completed game thread until some more bugs are fixed.
#216
I will say one more things, with regards to attribution. The credits for the current demo build name contributors for everything, including the original Roger sprites and BASS icons, as well as the sound effects (which are public domain), so I think attribution may not be difficult as long as any new sprites and sound files have their authors added to the list of credits that's already in th game. I don't think there are any uncredited assets at the moment.

EDIT: Actually I didn't credit the default fonts. But these might be changed anyway.
#217
@Crimson Wizard licenses mentioned earlier in the thread were CC-BY-NC and BSD-0. The idea was also floated to have different licenses for the code vs. art.

I don't think a firm decision was made. I'll let cat chime in with anything more detailed since I wasn't deeply involved in that aspect of the discussion.
#218
@OneDollar I agree with almost everything you've suggested.
-A speech view and combining inventory are definitely basic features that should be included (Maybe allow the gem to be put in the cup for combining items?).
-Consistency in GUI naming is good too. That's a helpful nitpick.
-I forgot about the frog cursor lol. That was a debug tool (if the frog appears as the cursor, something is wrong). I don't believe you can delete cursor modes, though? I guess I've never tried it.
-I looked for music but couldn't find anything in the public domain that I actually liked.
-A bigger font is fine too, but should also probably be in the public domain.
-As far as the Red Mage dialogs go, I wrote them for an imaginary player who is playing the demo game from within the AGS editor and so can learn more about how the editor works from reading the dialogs. I also tried to limit the dialogs to explaining "what elements are" (ex. What is a hotspot?) rather than how to use the elements in detail. Basically to help users recognize things when they see them in th editor. I don't know if that's the best approach or not. At the very least, there's now an existing framework of dialogs for people to tweak.
-As far as code commentary, I don't really have a strong opinion on how much there should be. I'm all for explaining thoroughly, but a lot of stuff (like explaining the game_start function) is in the manual, so I would consider whether it might be better to direct the user there?

Thanks for testing and commenting! We need more people to contribute to the project so anything you want to do is helpful!

EDIT: One thing to keep in mind though is that if the font is enlarged, this would affect the GUIs, which would have to be redone to accommodate the bigger size. If only the dialog font is changed, nothing else would need to be resized.

#219
Quote from: Crimson Wizard on Mon 15/04/2024 17:37:48I tried sending an invite, but your name is not recognized as a valid username.
Are you sure that your whole account is not "private"? I don't remember exactly if it's possible to do, but if it is, then others won't be able to access it.
Sadly I can't find any setting like this. And I have no idea how long it might take GitHub to respond to my email.

If this difficulty persists, it might be faster and simpler for someone who already has access to the AGS repository to simply download the latest .zip file I uploaded, extract it, and then upload the folder to the AGS repository.

Once it's in the repository I'm happy to write a "Completed Games Announcement" thread for the first release of the demo, with links to both compiled and uncompiled versions, explaining the open source tutorial nature of the project and inviting more people to contribute to its ongoing development. If everyone thinks that's a good idea, that is.
#220
Glad you're enjoying, cat!
Quote from: cat on Mon 15/04/2024 21:17:56I'm stuck in the final room.
Spoiler
You only need the metal plate on the left side. It's actually not supposed to be able to go through the chute. Whoops.
The left side is a matter of timing, which will give you what you need to solve the right side. You can open the panel on the left side but only while the robot is moving away from you. There is also a panel behind the holding cell which the drone can open. That should give you what you need to solve the left side. (This must be done before you can solve the right side). To solve the right side, you may need to sacrifice something.  ;)
[close]
And I'll need to look into the inventory item issue. Thanks for the bug report.
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