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Topics - abstauber

#61
Hey,

I really can't figure this out:

I'm using the speech style SierraWithBackground and it works for all characters except the player character.
When I try to use "player.say", the text is written above the player's sprite with no background.

Is there any way to avoid this?
(Except a transparent dummy character?)

Thanks! :)
#62
Hey,

I hope it's okay to open a new thread for this idea, but maybe this is worth discussing :)

I've recently played Broken Sword and in this game you can ask everyone about every inventory item (some goes for Phoenix Wright on DS btw). This makes dialog puzzles a lot harder and in my oppinion more interesting.

Doing the same thing in AGS is a little awkward, so how about this:



Having inventory items linked to the dialog editor would make it possible to easily broaden dialogs. As of today, it's way too much work to add a topic for each inv items + checking if it's still being carried.

What do you think? Is there a slight chance to see it in a near future :) ?
#63
Critics' Lounge / How to get this place filthy
Wed 14/10/2009 15:24:51
As the talented art people of my project are all taking a break, I guess I'm back in charge for the art. Unfortunately I'm stuck with this pub. It should be a filthy place where only cheesy bands get the chance to play. Do you have any ideas how this place could come to life?



It looks a bit better with people on it, the guy on right is the owner.


Thanks in advance!
#64
If you are starting a new project, please consider using the succesor of this template over here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=54762.0


Abstract:
  This template adds a 9 Verb GUI to AGS, 
  similar to the ones in classic LucasArts Games.
  The graphics included may be freely used and altered in any way.

Version: 1.6.4

Authors:
   Proskrito - first release
   Lazarus - rewritten for AGS 2.7
   SSH - rewritten for AGS 2.71 and AGS 2.72
   Rulaman - Maniac Mansion Starterpacks
   Lucasfan - Maniac Mansion Starterpacks
   KhrisMUC - AGS 3.0 conversion
   Electroshokker - doubleclick code

   Abstauber      current maintainer


Dependencies:
  AGS 3.1 SP2 or later
  custom dialog rendering supported in AGS 3.2 or later

Screenshot


Downloads
Compiled with AGS 3.4.3 P1
(scripts are compatible with AGS 3.2 and later)
http://shatten.sonores.de/wp-content/uploads/2019/04/9-verb-MI-style_1.6.4.zip

Github repository:
https://github.com/dkrey/ags_9verb-template

GUI-Graphics and Documentation
http://shatten.sonores.de/wp-content/uploads/2014/10/9verb_addon.zip

AGS 3.1 SP2 (not updated anymore, but the script is backwards compatible)
http://shatten.sonores.de/wp-content/uploads/2011/02/9verb_13_AGS31.zip


Revision History
... for the complete changelog, have a look at guiscript.ash
1.5    support for AGS 3.4
       added custom dialog rendering
       adapted eDirection to enum CharacterDirection (and removed eDir_none)
       fixed talk-to and pickup interactions on inv items
1.5.1  switched to 32-bit and D3D9 by default
        exit rooms via doubleclick now works on objects
        option to hide the main gui during dialogs
1.5.2  bugfix regarding inventory using keyboard shortcuts
         added option disable the doubleclick entirely
1.5.3  added (optional) talk-to for objects and hotspots
1.5.4  fixed label description
       Selected action is restored after unpausing
1.6    added running option
        removed invisble mouse cursors
        slight code cleanup
        removed obsolete dialog gui
1.6.1  added dutch translation
       fixed runnnig bug in scrolling rooms
1.6.2  More touchups on running mode
       minor bugfixes
1.6.3  Bugfix regarding roomclicks when gui is disabled

1.6.4 Option GUI wasn't translated if English is not set as default language

Have fun :D

Translations

Spanish - Josemarg, Unai, Poplamanopla
German  - Abstauber
French  - Monsieur OUXX
Italian - Paolo
Portuguese - Miguel
Dutch   - arj0n

If your language has not been added yet and you would like to help out: feel free to send us a PM or post in this thread
#65
I'm planning to update my in-game options panel. But with the new sound system AGS 3.2, it seems to be a little tricky to differ between sound and music.

So I'd like to link the sliders to the audio folders and change their default volume with those sliders. Is this possible somehow?

edit
Well, I've kind of helped myself :)

Code: ags

int setMusicChannelVol(int newVol) {
  int i = 0;
  while (i<System.AudioChannelCount) {
    AudioChannel *channel = System.AudioChannels[i];
    if (channel.PlayingClip != null && channel.PlayingClip.Type==eAudioTypeMusic) {
      channel.Volume=newVol;
      return channel.Volume;
    }
    i++;
  }
}
int setSoundChannelVol(int newVol) {
  int i = 0;
  while (i<System.AudioChannelCount) {
    AudioChannel *channel = System.AudioChannels[i];
    if (channel.PlayingClip != null && channel.PlayingClip.Type==eAudioTypeSound) {
      channel.Volume=newVol;
      return channel.Volume;
    }
    i++;
  }
}


Although it only affect currently playing music and the currently playing sound effect. For newly played effects, I link the volume directly to the sliders value.
#66


This is bothering me for quite a while now. All fonts I've imported into AGS are shown in the wrong size. In the game itself, those fonts are shown in the correct size. Is there a way to correct this?
I'm afraid reimporting the fonts doesn't help :(

#67
Since the dialogs are scripts since v3.1, is it possible to add some of the joy from the script editor to the dialog editor as well?

I'm especially thinking of search & replace, but of course having the complete "Edit" pane, would be awesome ;D
#68
Hey,
after reading Ghost's article about puzzle creation, I started to ask myself, how to make their design less confusing and more structured. Unfortunately most amateur games I've played recently are quite linear and the puzzles don't rely on each other.
And I also cought myself, making pretty linear puzzles myself. So why is that and how could it be changed...?

When designing software, you usually use some sort of diagrams (preferably UML charts) to visualize complex situations - isn't making a puzzle a complex thing too?

So I came up with a new diagram type, some kind of adventure UML ;D

It consists of an overview -  a simplified flow chart:


and a detailed view per puzzle

yes, this puzzle isn't too complex

Here are the stereotype for the problems


and here are the solutions



I've done some puzzles with this method and I'm really starting to like it, since you can easily check if you're too linear or using one and the same stereotype over and over again.

What do you think? Maybe you guys are having an even better method to plan your puzzles...?



Btw: the probs and solutions are based on this article
http://einfall.blogspot.com/2006/04/adventure-game-design-patterns.html

#69
Hi there,
I hope there are some colorblind (hopefully this is not an offensive term) people around. In this project I'm working on, it's kind of import to distinguish colors.

So my question to you guys: can you distinguish all those colors? It's not important to name all of them, I just need to know if you can keep them apart.



Thanks for you help :)
#70
Hi there,

I've been meditating on this for days and I still can't find a solution, so I hope some of you guys can help me out.

I'd like to play a midifile and like to display it's notes on the screen. Therefore I converted it to a txtfile and read it into a quite big array.

Now my problem is: I don't know how to calculate the speed of the notes. E.g. if the tempo of the songs changes, I need to adjust the graphical output too.

There is a formula:
distance = velocity * time. But I can't figure out the velocity either. Maybe it's something, which comes out as pixels per loop  ???
edit: thx GuyAwesome

I'm definately lost here...
Anyone else who hasn't slep in physics?  ;D

#71
Hi,

I'd like to tint the screen, before the dialog options are rendered and remove the tint, while the dialog is spoken.

I can already tint the screen in dialog_options_get_dimensions(), but is there a way to remove it temporarily?

dialog_options_mouse_click() only works if I don't hit an option and I think I also can't place the command inside a dialog script.

Is there another way?
Thanks for your time :)
#72
Hi there,

I wonder, if it's possible to dynamically modify the look of an inventory graphic.

My code is something like this
Code: ags

  // the Item's called iBlueCup
  DynamicSprite  *invItem = DynamicSprite.CreateFromExistingSprite (517, true);
  DrawingSurface *spriteSurface = invItem.GetDrawingSurface();

  spriteSurface.DrawPixel(4, 4);
  spriteSurface.Release();

  iBlueCup.Graphic = invItem.Graphic;
  
  player.AddInventory(iBlueCup);


Unfortunately AGS crashes as soon as I add the item with the custom graphic.

Here's the output:
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004038E8 ; program pointer is +379, ACI version 3.12.1074, gtags (1,8)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


Thanks for your help!
#73
Because of the recent indy games discussion I felt like I should re-release this one :)


Indy gets lost in Schloss Brunwald. He realizes, that he can only leave this chamber, if he can rescue a certain celebrity...

You might need Dosbox for this one.

Get it from here

Guidelines from back then:
- One room (CRM file)
- Any number of characters or objects
- A photographic image of a famous celebrity!
#74
This just came to my mind... I think everyone has still some hidden memories from their early days of computing, locked somewhere in the basement.

I'll want to share this one:

The first one is Flight Simulator 2 for Amiga. It features a cool cracktro with some heavy metal music (Judas Priest?) and the combat mode, which for me was the only fun aspect in the game.

The second disc is also Flight Simulator 2, bought by my dad, who actually liked it on the amiga. But this time for the Atari ST and lacking the combat mode (or it had a different key combination  ::) )
Also the annoying position of the Atari's mouse/joystick-ports has to be mentioned to understand, what I did here  :-[

1) We already owned Flight2
2) 10 Floppy Discs cost 30 to 40 DM back in 1987 (around 15 euro)
3) Flight2 sucks even more on the Atari, because you had to lift the computer and switch mouse and joystick in order to play it - and reverse it to play something else
4) It doesn't even have a cracktro

So without further explanation


That was the day, my dad explained the difference between copy and original to me...
I feel a little moronic :)
#75
Hi,
I make it quick: I've forked akumayos weather module and this is, what came out.
It can do rain, snow, leaves, landslides, bubbles, insects and so on. It also works fine with SSHs SimpleSnow, so you can combine two effects if you like.

Demogame with source included.
Screenshots (although you won't see much on these):



Module:
V2.0 by Monsieur Ouxx:
https://www.dropbox.com/s/vk8o5zwki1vqj7d/weatherquest%202.0.zip
V1.0 from 2008
www.sonores.de/blog/wp-content/uploads/2008/12/weathermod.scm

Demogame (including the old module)
www.sonores.de/blog/wp-content/uploads/2008/12/weatherquest.zip
#76
Abstract
Abstract: With this module you can add all sorts of dialog GUIs.
          Think of it as an easy to use interface to AGS' native DialogOptionsRendering

Dependencies 
AGS 3.4 or later

Version
1.9

Github
https://github.com/dkrey/ags_customdialog

Downloads
https://github.com/dkrey/ags_customdialog/releases/

Screenshots
icon based:


text based:


high-res and bottom up sorting:



Revision History
Since this is on github now, you can follow the changes there.

Enjoy :D
#77
As I was making this module (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36228.0),
I've encountered a little bug.

It seems, that the special dialog surface has a problem with transparent areas.


The text is fine on the disc, but messed up on the transparent side.
But I can wipe away the garbagepixels with the cursor :)
#78
For this competition, I made a slight modification to the rules. I hope you don't mind.

Rules
* background and sprites are supplied, setting the theme for the competition
* participants must use the supplied material and create an animation from it
* the supplied background has to be in the first frame
* Both sprites have to appear in the animation

Flea Hawkers


Have you ever imagined, selling stuff to parasites? No? Now it's your chance!
This flea hawker is about to make the deal of his life, selling the contents of his suitcase to his fellow on the left.
But what can it be? Anything to exploit "natural resources"? Anything to put some more comfort in a fleas life? Or just a lame excuse to suck some blood in the neighborhood...?
Your choice, your decision, bring this scene to life!


And to make it a little easier, here's the image splitted in sprites and background.


The arm


The fleas


Trophys

1st prize


2nd prize


3rd prize


special girl entry prize


I can't remember if there was even one female participant in the animation competition in 2008 - so here's your special price. Hopefully this lures some you female members in ;)


Alright... 22 days, have fun and GO!
#79
Critics' Lounge / Hallway: perspective woes
Fri 07/11/2008 21:07:58
Dear critics lounge,
I know, I can hardly do anything on my own :P

I'd like to draw a hallway and want to make it a little more interesting. That's why I'd like have vertical scrolling (funny, that the current backgroundblitz covers the same topic) in it, but I'm totally lost with doing this perspective wise...
Here's my try. Unfortunately it looks distorted to me. Do you have any ideas?

edit - removed pic, since ProgZmax' version is more demonstrative

I'll never learn persepective, that's for sure ;)
#80
Hi there,
first of all, if there's a tutorial about raw drawing in AGS 3.x I'm willing to read it and try again ;)

If you don't know the game, here's a screenshot showing what in a way I'll like to mimic.

courtesy of ign

This is basically the effect, I just want to use it one the whole screen in this way.

Repeatly execute {
- looking for a random pixel on the screen
- check if the pixel is black
- if the pixel is black, move the pixel to the top while fading out
}

What would be the best approach? Putting the pixel on an overlay and move it?
Drawing the pixel on the background and for the movement restoring the screen and drawing the pixel somewhere else? I'm a little lost here  ::)

Thanks for your help!


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