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Messages - ThunderStorm

#101
General Discussion / Re:3D Software
Sun 21/09/2003 17:39:07
Hey Arcangel, thanks for sharing that.

Has someone already tried it and can say if it really kills the registry?  :)
#102
Those tutorials are all part of the manual that comes with AGS, just open it from the help menu.  ;)
#103
This problem comes up with newer versions of SCI Studio.
See this post: http://www.agsforums.com/yabb/index.php?board=2;action=display;threadid=8447
#104
As for music:
Try the freeware MIDI sequencer Jazz++ on www.jazzware.com.
#105
As for your second question:
As far as I know, flic, WAV and MIDI files are compiled into the game, so you only have to put them into the game folder.
#106
General Discussion / Re:How do you MIDI?
Sat 13/09/2003 10:49:01
I am using Cakewalk Professional 5, a horribly old version with very limited audio functions, but it works quite well. I found it on a CD with lots of sound programs and 99% crap, but that one was really good.

Krynge: I can't find a single word in Ciro's post about downloading software, as he sais he already uses Cakewalk. You'd better tell him that downloading a MIDI Keyboard is illegal.  ;D
#107
Now this is exactly the kind of stuff that does belong into a knowledge base, in my opinion. In the meantime, I printed it and will put it in a place where it (hopefully) won't get lost.

Great work, thanks for sharing it.
And just for reference: May I use it in my game?
#108
Just open a background of your game in the graphics program for a reference, that way you can quickly control the size of characters and sprites.  ;)
#109
Advanced Technical Forum / Re:Font editor?
Thu 11/09/2003 11:18:07
SCI Studio is not a bad choice, the trick is not to get the new release but to look for version 1.5, I believe it was named SCI Graphic Studio at that time. For some strange reason, the font editor is much more stable than in any recent release, although making backups is still a good idea  ;)

Hope this helps,
Thunder

EDIT: You can get SCI Graphic Studio v1.50 from
http://www.classicgaming.com/agisci/sciutil.shtml
#110
Speaking of dialog options, would it be possible to delete them? Once you have clicked 'new option', there is not way to get rid of it again.
There are problems, of course - deleting an option in the middle would mess up the dialog script, so the script would have to be updated.

On second thoughts, dialogs are about the last thing to add to your game, so you really should have the whole dialog on paper when starting to script it.
#111
Advanced Technical Forum / Re:capturing images
Tue 09/09/2003 15:00:42
If Timosity's tips don't help, google for the DOS version of an old program called Screen Thief - it should be able to handle dos programs and games.
#112
JudgeDeadd: This only works with previously exported characters, which doesn't seem to be the case here.

Undead Priest:
Please calm down a bit. Swearing in thread titles and typing lots of question- and exclamation marks gets you nowhere. Save your energy for giving useful information about how far you got and what exactly you want to do. Also take the time to do at least a basic spell-check.

Basically, you import your character sprites in the sprite manager. In the view editor, you group them together for animations for each direction: front view, back view and so on.
In the characters tab, you select 'new character' and assign the previously created views.

In fact, this is explained in the AGS manual.
#113
Alright, there's something strange happening in my game:

I have completely replaced the on_mouse_click function to adapt it to my verb-coin interface, but internally the cursor mode is permanently MODE_LOOK. Right-clicking on a hotspot, character or object should only bring up the verb coin GUI, consisting of three buttons. Clicking on a button triggers the corresponding talk, look or use action.

Basically, this works perfectly, but as soon as I set walk-to-points for the hotspots, the player walks there before bringing up the coin, although there is no such command in my script, as right-clicking is only supposed to show the coin, while pressing the look button triggers a look action.

Does anyone have an idea on what might be the problem without me having to post my whole script, which is on another computer?

My guess is that the state of the "walk to hotspot in look mode" is not being saved properly, causing that strange behaviour, could that be checked?

TIA, Thunder
#114
General Discussion / Re:Association game
Sat 06/09/2003 14:35:21
river

Interesting idea. I'm afraid this will quickly turn into quite a mess though, with lots of replies and having to scroll through endless avatars and signatures for single words :-\
#115
Critics' Lounge / Re:Ignac trailer
Wed 03/09/2003 17:29:11
hehe subspark, take a look at the backgrounds he did for Fountain of Youth and you will see that miez is everything but an amateur himself  ;)
#116
Advanced Technical Forum / Re:Game Setup
Sun 31/08/2003 22:56:45
As far as I can remember, you do it by calling game.exe --setup
I'm not perfectly sure though, as I don't have any AGS games on this computer to try it.
#117
You have used some extended characters in your message text, something like ä ö ü ß è or ô. These cannot be displayed with SCI fonts, you would have to replace unused characters to make them work.
#118
Because keys like Ã,, Ö Ü ß are not present on all keyboards. You would probably end up replacing certain characters again, only the other way round, making # display Ã,, or something.  :)
#119
Adventure Maker (www.adventuremaker.com) is said to be quite a good engine when it comes to first person adventures. You can display AVI movies, I'm not sure about 360 degree views though. The sad part is that they want money for it.
#120
Are you completely sure you used NewRoomEx and not NewRoom? NewRoom doesn't set any coordinates, thus the old ones are used. That's not important for rooms in which the player character is not visible, but in most cases it's sensible to use NewRoomEx.

Could you post the script line?
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