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Messages - SilverWizard_OTF

#81
Yes, they look fine.
Basically, maybe in the editor i have to write using english characters only. If i write using english characters, they are translated then to greek characters in the game (without using any translation source). I would like to know if it is possible to write the messages and dialogs in the editor using greek characters, it sounds logic to me, because i have imported greek fonts. But they are invisible in the actual game!

A solution is this that i described before, to write using english characters e.g. write "Hlios" (which means sun in Greek) and it will be appeared with greek letters in the game (because i have imported greek fonts). But with this way i can't put accents to the words.
   Any idea is of course welcome!
#82
I have imported ONLY greek characters, so they are surely less than 127.
Basically, the problem is i have written ALL the messages and dialogs in the AGS editor using Greek Alphabet. It should had been worked, because i imported ONLY greek characters.
#83
Advanced Technical Forum / TTF Fonts problem
Thu 14/09/2006 17:55:08
Hello
I imported Greek Fonts. And  started writting are messages using greek characters. But when i tested the game, i noticed that fonts were invisible to the game, except characters , . ;  but if i write the texts with english characters, they will be translated to greek characters in the game.
  Please tell me, is any way to write my messages using Greek characters in AGS editor but to appear well in the game (as Greek fonts and not invisible)?
Thanks for your time
#84
Indeed it is good to have an istallation, and YES it is working your idea about renaming! Anyway, i think it's better the idea of converting the files to FLIC animations. I've made a similar question about this convertion to General Discussion, it's sure much safer method FLIC animations.
Thanks!
#85
!!! What the Nine Magic Kingdoms??? Well, i am truly sorry for wasting your time, usually i search before post... anyway, thanks for your pointing out.
#86
I wanted to know if there is any way to compile video files to the final .exe file. That in my opinion would be a good idea, perhaps if it's not possible, it can be made to other version of AGS. It isn't so nice that player can see all the video files that normally have to see at specific suitable time in the game.
#87
I wonder, is it any way to convert .avi files into .flc or .fli?
#88
Ha! That's amazing! Oh, sure it is... who could ever imagine that there was the problem?!
Just before i see your question about the path, i thought that maybe because i used some greek fonts to it (i live in holy lands of Greece) it gave errors
e.g.: C:\(Greek Font)\SW\AGS\Fm\...
That was finally the problem, i had to remove AGS' file to a folder where it wouldn't have any greek fonts the path e.g.: C:\SW\AGS\Fm\...

Ok, thanks all very much for your interesting! And Pumaman, just a question: To gain such experience in programming for to be able to create AGS engine, how long did it take?

#89
Hello
I have uploaded the file (only the basics). Please if anyone has time to check my problem , i would be grateful if he does so. NOTE: Please add a video file named "LogoMain.avi" and a room1.crm in where you will add:
     Interaction Editor-->After Fade In-->Run Script--> PlayVideo("LogoMain.avi,0,1);.   These things i removed because i wanted to make the file size smaller for the uploading.
   Thanks for your time.

http://www.esnips.com/doc/54ded9da-4e72-4d30-a4bd-b8733bea05b9/Fm.rar
#90
Unfortunately even if i zip or rar the file, it's very big and with my dial-up connection it is impossible to upload it.
  But anyway, i can discribe it: I created an empty game template, then i didn't create any buttons or GUis or even cursors, characters e.t.c. i only created a room1 and to the interaction editor i typed to character's after fade in: PlayVideo("LogoMain.avi",0,1). That's all.
#91
Ok, i will attempt that.
#92
Another good idea is to dedicate your game to the composer whose music you have "borrowed"!
#93
You have right about auful or endless dialogues. However, in my opinion a game can be very interesting even if it hasn't any dialogue but it is based to smart riddles for example. If you have played Myst, you will realise what i am talking about.
#94
Thanks for your reply, no there aren't any commands like that.
#95
Hail to all of you AGS users.

Well, to the first room of my game to "After character fade in" at the interaction editor, i've placed the script command PlayVideo("LogoMain.avi",0,1). But when i test the game, it gives an error that says:
Ã,  Ã,  Ã, 
Ã,  Ã, An error has occured. Please contact game author.... is likely a scripting error rather a bug (ACI version 2.71.894)
in Room 1 script (line 6)
Error: Can not display message with exteded character in SCI font.
Ã,  (Accented characters, for example german e\a\u letters can not be used by default. You need to import a TTF font to do so.)
Ã,  But what has a font to do with a video file? It sounds strange to me. I have placed video file to the main game's file folder.

Anyway, thanks for your time. Something else: What does it mean one "BIP" of computer's speaker? High temperature?

postscript: Oh my friends, you can not imagine how much hard and difficult are the exams for entering to university here in Greece! Even a Wizard finds that his spells and wizardry will be put to a great test. I wish none of you will have to pass such times of agony and fear as i passed this period (luckily all went well at last).
#96
For Valar's sake, i was thinking something more sophisticated!

I don't know how yet, but i was thinking something like creating a room, where the screen would scroll so the player can see behind him, to the left e.t.c. In other words, a 2d picture that can give the illusion of a "static" 3D environment.
     Do you have any idea to do this? I know it sounds a bit strange, but programs that turns a picture into a panorama work with this way.
#97
Well, i have a simple idea.
Situation1: You quest to the first world maybe has to do with a puzzle to complete, or a riddle that requires a certain word to be activated. Well, maybe some hints to solve the puzzle or to find the specific word, might exist to the other world.
Situation2: Maybe you should have a variable called world set to 1. If you do some things, then you turn this variable to 2. To the area in which you can access to the other world you should have something like "if world==1 then.... or else....".

Question 2 answer: Well, with variables and GUIS. You can have a gui "Stats" and health variable equal to 50. When e.g. you are injured 20 points then you just set variable health to 30. And you can have sopmething like "if health<=0 then..."

I hope i helped. I will search it more, then i will give you more information.
#98
One good solution is to set each different version (if they are not a lot) as bachground images of the same room. And with a script command SetBackground Image you can make this you want. Well, if want to reveal any object also, you can have something like "If backgroundimage is 2 then...."
#99
Well, personally (if you want an wizard's opinion), when i want to develop an adventure game, i don't plan the actual story, riddles and characters from the beginning. For example, i want to develop a game with hero a Wizard, somewhere in Middle-Earth. I will start with that idea, and when i begin to develop the game, the ideas will come to mind at the time the have to! Don't force yourself to think the whole plot at the beggining. It just won't work.
    HAIL TO THE WORLD OF KINDNESS!!!
#100
You know, i have considered a lot the matter of creating 1st person adventure games. This brings me in mind a marvellous magnificent adventure game, which is called "Black Dahlia". The atmosphere of see only what the hero sees, creating the illusion that you can move in a 3-d environment, is something exciting, isn't it? I would like to hear your opinions about how many are AGS's advantages to this side of game developing.
  Well, i have personally created a 1st person adventure game using AGS. It is called Soul Release, it has simple graphics, you can't turn the camera to any direction (view is "static") but it is a good first start. I will post it to the forum soon (if i can find where to upload it!). The basic idea was that player can go to one view to another by clicking a spesific icon on the screen.
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