Ouch, didn't know they meant it that way.
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Show posts MenuQuote from: Khris on Sat 12/03/2011 20:58:40
This should do it:Code: ags int keycode = TextBoxInput.Chars[0];
You can assign an int to a char var and the other way 'round.
Quote from: monkey_05_06 on Sat 12/03/2011 22:06:49Sounds like a good idea. Is there a command to simply check "WhatKeyIsUserPressing" and grab that instead of going through them one by one?
It's purely a matter of preference, but I wouldn't use a textbox at all. I would simply create another GUI to pop up when the user selects to change a key with a label on it like "Press the key you would like to use...". Then simply check in on_key_press whether the GUI is shown, and intercept key presses appropriately.
// repeatedley execute always
// all key remaps are in a listbox
// keyboard remapping
if (txtNewControl.Visible) { // yes
}
if (txtNewControl.Text != "") {
int conflict=txtNewControl.Text.Chars[0];
if (conflict != keyNew && (conflict == keyReload)) {
Display("Error: key already in use - first re-assign in-use key");
}
else {
// Update the List box
String ctrl = txtNewControl.Text.UpperCase();
// sets reload key...
keyNew=txtNewControl.Text.Chars[0];
// This should be "R"
// This is to set the new KEY in both CODE and for the LISTBOX
if (lstControls.Items[lstControls.SelectedIndex].Contains("reload")) {
ctrl = ctrl.Append(": Reload"); // append w/ correct keyName
keyReload=keyNew; // set new reload key... right!?
Display("reload! %d", keyReload);
// game displays "114" when AGS manual says R="82" ascii table
}
// Clear
lstControls.Items[lstControls.SelectedIndex]=ctrl;
txtNewControl.Text="";
}
gNewControl.Visible=false;
}
// end keyboard mapping
Quote from: Snarky on Tue 08/03/2011 19:44:45
So two of the characters in the game are named after Norse gods: Odin and Balder. Is there any significance to that?
Quote from: Snarky on Sat 26/02/2011 23:54:08
How do you trigger those?
I'll be replaying for the commentary, so it'd also be nice to know about other easter eggs, cool death scenes, optional dialogs, branching paths (I didn't get the impression that there are any, apart from backup solutions if you fail certain puzzles?), interesting alternative solutions to puzzles and that sort of thing.
Quote from: Cryxo on Sun 27/02/2011 19:47:46
I have one question though, it may sound a bit daft but what was the underlying inspiration behind the philosophy in Sayuri's speech at the end?
Quote from: Dualnames on Sat 26/02/2011 23:20:37
I found the game totally inspired by Cowboy Bebop, it's so apparent that there are two easter eggs
Quote from: Snarky on Sat 26/02/2011 22:44:43
While I can understand why Blade Runner and Beneath a Steel Sky are the first things people compare it to, I'd say that Cowboy Bebop and particularly Portal are more evident in its DNA. (Seriously, the Director and GLaDOS should be dating.) There are also striking similarities with Dollhouse, though I assume those are coincidental, since the game was already in production when the show first aired.
Quote from: Snarky on Sat 26/02/2011 22:44:43
So what's next for JBurger games? Are you thinking of more games in the same universe? I for one would certainly be in line for a sequel!
Quote from: Stupot on Wed 09/02/2011 15:04:36
Generally speaking I'm not a huge fan of action elements in adventure games, but I'm interested to see what it's like. I do enjoy seeing interesting things being done with AGS, though.
How do these action sequences work? Are they similar to the shooting sequence in La Croix Pan? That game was a great use of AGS.
Quote
Neo-Noir Thriller Gemini Rue Coming February 24 from Wadjet Eye Games
Independent Game Festival winner transports players to a corrupt future for an intense, old-school adventure
NEW YORK, January 11, 2011 – Independent publisher Wadjet Eye Games and developer Joshua Nuernberger are announcing a partnership to commercially release Gemini Rue for PC. This retro-style adventure game, which combines creative point and click gameplay with a gripping sci-fi / noir narrative, was an Independent Game Festival Student Showcase winner in 2010. Gemini Rue will release February 24 from http://www.geminirue.com, with preorders starting today.
Gemini Rue (formerly known as Boryokudan Rue) is an intense adventure set in a bleak future dominated by the corrupt Boryokudan crime syndicate. Players assume the roles of two very different characters: Azriel Odin, an ex-assassin searching for a defector from the Gemini system, and "Delta-Six," a hospital inmate whose memory has been wiped by mysterious, Big Brother types. As fate brings the two men together, players explore a world where life is cheap, identities are bought and sold, and a simple quest for redemption can change an entire galaxy's fate.
Created with the Adventure Game Studio engine, Gemini Rue features a verb-based interface, hand-painted backgrounds, professional voice acting, and an original soundtrack composed by Nathan Allen Pinard. In-game commentary can be turned on to reveal development insights and bloopers, providing replay value.
"When Josh first showed us Gemini Rue, we knew we had something very special on our hands," says Dave Gilbert, Wadjet Eye Games' founder and CEO. "It's the type of game that keeps you on the edge of your seat. We played until we couldn't keep our eyes open, then eagerly started playing again when we woke up. Working with Josh to finish up the game has been a blast, and we're excited to finally share it with the world!"
Starting today, Gemini Rue can be preordered in both downloadable and limited edition CD versions. The download costs $14.99 and will be made available to purchasers upon Gemini Rue's February 24 release. The limited edition CD, which will only be sold during the preorder period, costs $24.99 including free shipping worldwide. Expected to ship in March, the CD release will include the game, a full MP3 soundtrack, and professional packaging, as well as free access to the downloadable version when Gemini Rue launches online.
To get a first look at the game or place a preorder, visit the official Gemini Rue website at http://www.geminirue.com.
About Joshua Neurnberger
Joshua Nuernberger is an undergraduate student at UCLA interested in illustration, narrative, film, and gaming. He has created several independent games using the Adventure Game Studio engine, including La Croix Pan and Chatroom. His first commercial game, Gemini Rue, was showcased at IndieCade @ E3, the Indie Games Arcade, and the Independent Game Festival, where it won a Student Showcase award in 2010. He maintains a game development and analysis blog at http://jburger.blogspot.com.
About Wadjet Eye Games
Founded in 2006, Wadjet Eye Games has developed a reputation for producing award-winning and critically acclaimed adventure games for the PC. Committed to creating unique character-driven game experiences around recognizable brands, Wadjet Eye has grown from a small homebrew operation to a company sought after by major publishers. The company's award-winning portfolio includes The Shivah and the Blackwell series, both of which have garnered Game Developers Choice nominations, Puzzle Bots, which was selected for the Penny Arcade Expo's PAX 10 showcase, and IGF Student Showcase winner Gemini Rue. For more information, visit http://www.wadjeteyegames.com.
Contact
Wadjet Eye Games Public Relations
pr@wadjeteyegames.com
Error: The operation was canceled by the user
Version: AGS 3.2.0.103
System.Exception: The operation was canceled by the user ---> System.ComponentModel.Win32Exception: The operation was canceled by the user
at AGS.Editor.Tasks.RunEXEFile(String exeName, String parameter, Boolean raiseEventOnExit)
at AGS.Editor.Tasks.TestGame(Boolean withDebugger)
at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
--- End of inner exception stack trace ---
at AGS.Editor.InteractiveTasks.TestGame(Boolean withDebugger)
at AGS.Editor.Components.BuildCommandsComponent.TestGame(Boolean withDebugger)
at AGS.Editor.Components.BuildCommandsComponent.CommandClick(String controlID)
at AGS.Editor.GUIController._mainForm_OnMenuClick(String menuItemID)
at AGS.Editor.MainMenuManager.MenuEventHandler(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripMenuItem.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.ToolStripManager.ProcessShortcut(Message& m, Keys shortcut)
at System.Windows.Forms.ToolStripManager.ProcessCmdKey(Message& m, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.ContainerControl.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.ProcessCmdKey(Message& msg, Keys keyData)
at System.Windows.Forms.Control.PreProcessMessage(Message& msg)
at System.Windows.Forms.Control.PreProcessControlMessageInternal(Control target, Message& msg)
at System.Windows.Forms.Application.ThreadContext.PreTranslateMessage(MSG& msg)
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