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Messages - Volcan

#221
The demo is out. Please check the first post to download.

My English is poor and for most of time, I used Google to translate the game.

Happy New Year
#222
Space Trash takes longer that I was expected to translate in English.

Here a screenshot in English.
[imgzoom]http://www.atariage.com/forums/gallery_ips/gallery/album_185/gallery_1196_185_463.png[/imgzoom]

The demo will release after Christmas.
#223
I removed sprites and views from Carl's intro. Once compiled, the game has 7 megs only vs 30 megs with Carl's intro with sprites.

I'll release the first demo before Christmas.

Now I'm working on english translation.
#224
I worked on Space Trash today.

Here the Carl's intro if Carl is selected as your main character.

http://www.youtube.com/watch?v=LX9o9jYxoV8&feature=c4-overview&list=UURSTPqM1q6QhL7iF8vIv9lg

I'm going to rework Carl's intro to make the game smaller.
#225
With the help of Khris, I managed to finish the demo ending.

[imgzoom]http://www.atariage.com/forums/gallery_ips/gallery/album_185/gallery_1196_185_2059.png[/imgzoom]

Please check out the to do list in the first topic.

Now I have to take care of characters intros and translate the game in english.
#226
AGS Games in Production / Re: King's quest 4
Sun 08/12/2013 19:50:20
The pictures are awesome.

Too bad she passed away.

My condolences.
#227
That's tought to understand how it works.

Thank you for the help Khris.

:smiley:
#228
[imgzoom]http://www.atariage.com/forums/gallery_ips/gallery/album_185/gallery_1196_185_1037.png[/imgzoom]
This guy is dying... Dying... Dying...

But he still walks too fast for my taste even if I set walk to 1.

Any idea to make characters to walk slower?
#229
Yes. But the game would be bigger.
#230
I worked on Space Trash.

Check this out: this is my new record for so many characters in the same room.
[imgzoom]http://www.atariage.com/forums/gallery_ips/gallery/album_185/gallery_1196_185_6396.png[/imgzoom]
[imgzoom]http://www.atariage.com/forums/gallery_ips/gallery/album_185/gallery_1196_185_4935.png[/imgzoom]

Beleive me or not but ...

I need one more character to finish the ending of the upcoming demo.

I used 768 sprites so far with only 50 rooms.

For 768 sprites, 707 are used for Carl's intro because, the intro is animated.

No wonder why my game is so big.

That's why I need to reworking Carl's intro.

Also I discovered the string limit is 14 characters. It's not mentioned in the system limits.

It was the alien's name with a long long long name.

That's all for now.

Robin Gravel

#231
I missed that. Thank you guys.

Now I'm back to work.
#232
Thanks for the fast answer.

No matter if a cd audio is inserted or not, your code tells the CD is detected.

I wonder if this code detects if a computer has a cd drive installed unstead if a cd-audio is insereted or not.

Code: ags
function room_AfterFadeIn()
{
 if (CDAudio(eCDIsDriverPresent, 0) == 1) Display("CD detected.");
 mouse.Visible = true;
 gGui1.Visible = true;
 mouse.UseModeGraphic(eModePointer);
}
#233
I try to include cd audio in my game.

Code: ags
 CDAudio(eCDIsDriverPresent, disque);


Disque is always set to zero even if a cd-audio is inserted.
#234
The intro was a Flash animation converted to gif. That's why the game is big.

I'm planning to make an intro standard like the most ags games.

If I need your help, I let you know.


I noted in your profil you can translate but without tell us which language you can translate.
#235
I worked on Space Trash today.

Here my to do list before I release a demo:

One room left.

Reworking Carl Imdalls' intro. It takes 30 megs alone.

Working on Robin, Anne and Inconcia's intro.

Translating stuff in English.


Here the screenshot of the day:

[imgzoom]http://www.atariage.com/forums/uploads//monthly_09_2013/blogentry-1196-0-65155000-1380414694.png[/imgzoom]
That would happen when you messed up with Inconcia Abomina (when you're not playing her).
#236
A demo is not ready yet. I need to work in intros and more rooms.
#237
Thanks Khris for the advice.

If I need help with unhandled_event(), I'll start a new topic.
#238
I made more global messages and translate them without any problems.

To Khris:

If I write display("You can't doo Dat."); 200 times and later I discovered I spelled them wrong, I would need to correct those things 200 times.

With global messages, I only need to correct one thing and the whole game is fixed.

I hope you understand that.
#239
Quote from: Crimson Wizard on Wed 18/09/2013 08:12:12
Quote from: Volcan on Wed 18/09/2013 03:29:52
The translation does not seen those variables. Any suggestions?

I assume you used the "Global Variables" panel?
Sounds like a bug really. It really does not go to translation files.


I'd suggest to define variables manually in global script similar to how I explained here, just of "String" type:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48992.msg636467928#msg636467928

How stupid of me. You can actually ignore this, and continue using ones from Global Variables pane.

You'll just have to initialize values in some function, preferably game_start() in GlobalScript (or any of your custom modules).
Code: ags

function game_start()
{
   MyGlobalMessage1 = "This is global message text";
}

Just make sure it is actually becomes initialized before being used.

Thanks CW. Your code works fine.

For other people ...

I made 50 rooms so far. With Global Message, if I make a mistake, it's easy just to correct one string unstead going to the whole game to correct the same thing.
#240
The translation does not seen those variables. Any suggestions?
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