Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - abstauber

#461
About h.264 again: according to the MPEG-LA, everything under 100.000 units is free, after that, it's 0.20$ per "encoder", which I suppose can be interpreted as a game. So for most of us, h.264 pricing shouldn't be a big deal - even for the commercial devs.

Btw. this is also a quite interesting read:
http://www.gamasutra.com/view/news/170671/Indepth_Playing_with_video.php

#462
Using h.264 would be no option for commercial developers (same as mp3), because of the pretty steep licensing fees.
#463
Okay, a few days have passed and no more new bugs have been discovered yet, I decided to call version 1.5 stable ;)

http://shatten.sonores.de/wp-content/uploads/2015/09/9-verb_MI-style_15.zip
The GitHub repo has also been cleaned up, thanks again for your input, CW.
#464
In dialogscript.asc go to line 708 and do this change.

old
Code: ags

  info.RunActiveOption();

new
Code: ags
  if (button != eMouseWheelSouth && button != eMouseWheelNorth) info.RunActiveOption();


edit: hehe I just realized that it's exactly what CW suggested - anyway you now have the line number ;)
#465
mea culpa (once again). I'll fix this right away.
edit:
Here's this fix until I'll upload the new version.

dialogscript.asc:
old
Code: ags

  info.RunActiveOption();

new
Code: ags
  if (button != eMouseWheelSouth && button != eMouseWheelNorth) info.RunActiveOption();
#466
Hey CW,
this shouldn't be a bug. Earlier on in this thread a user complained about the default behavior you've described. So I added an option to control this.
Code: ags

//guiscript.asc
bool approachCharInteract       = false;  // walk to character before starting interaction


It's also mentioned in the changelog in guiscript.ash.

#467
The Rumpus Room / Re: Happy Birthday Thread!
Tue 21/07/2015 20:04:57
Happy B-Day Kastchey!
#468
Most certainly! I just wanted to make sure that inventory bug isn't related to the template.

Here's the fixed version... and yes I tried to compile it this time without any last minute changes ;)
http://shatten.sonores.de/wp-content/uploads/2015/07/9-verb-MI-style_15_RC2.zip
#469
Hmm... I just did the same and it compiled fine. I started up AGS 3.3.2 and used the older template included to create a demo game.
Then I pasted your two script files over and it still works. So assume, something else must be wrong - the script files are fine as it looks.

If it's not too much to ask, maybe you could upload your complete project somewhere and provide me a download link via PM.
#470
Huge apologies for this one. To test scrolling in the dialog gui I added dummy dialog options and removed them afterwards. But unfortunately I forgot to remove the traces in the dialog script itself.

@tobulus1: your version is alright, I just wondered why the inventory array causes trouble. The so called undefined symbol is an internal AGS variable which us just being used by the template. If you upload the sources of your project and pm me the link, I could take a deeper look into it.
#471
Hey, nice to see that there are still some 9 verb projects in the makeing :)
Could you please tell me the version of AGS you are currently using? Did you update AGS as well as the script?

At least in AGS 3.3.3 and AGS 3.4.0.5 the inventory array is still there, so I need some more info.
#472
Hey, first of all: hooray for deciding to continue on your game :cheesy:

ProcessClick That's indeed just changing everything in guiscript.asc to Room.ProcessClick

FaceDirection Here lies a bit more work ahead. First change the enum to:
Code: ags

// for compatibility reasons
enum eDirection {
  eDir_None  = 0, 
  eDir_Up    = eDirectionUp, 
  eDir_Left  = eDirectionLeft, 
  eDir_Right = eDirectionRight, 
  eDir_Down  = eDirectionDown
};


Now you need to change every function that includes eDirection (such as EnterRoom,GoToCharacter and so on) to the enum CharacterDirection. This goes for guiscript.ash as well as guiscript.asc

So for example:
Code: ags

import function EnterRoom(this Character*, int newRoom, int x, int y, eDirection dir);

needs to be
Code: ags

import function EnterRoom(this Character*, int newRoom, int x, int y, CharacterDirection dir);

That should do the trick.

Btw. a few month ago I migrated Aeronuts to the latest GUI and it wasn't such a big deal, the room files went completely untouched.
The only annoying part was that I had to put some effort in the options GUI. You should create a temp copy of your game and try it yourself. It really isn't that hard.

#473
Hey, thanks for the advice.

About the .agt:
do you need two files: one for 3.3x and one compiled for 3.4x or can I stay lazy and just create an .agt with the recent stable version?
#474
Well, since nobody joined the discussion, I suppose custom dialog rendering is alright :P

Also I've opened a github repo hoping that this makes it easier for CW to include the template in the main releases. Not to mention that bugs can be fixed directly in the repo :)

https://github.com/dkrey/ags_9verb_template/tree/master

#475
I've just updated the template and addressed the issues you've mentioned. Please take a look at the modules thread for more information.
#476
Thanks for the heads up. I have fixed this among other things:

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

Since there are quite a few code changes, this might not yet be 100% stable.

Download
http://shatten.sonores.de/wp-content/uploads/2015/07/9-verb_MI-style_15_RC1.zip

PS: do you think it's a good idea to include custom dialog rendering?
#478
Alright, I keep things as they are and just incorporate the 32bit update.
#479
Quote- I have based my work on the version that's included in 3.3.0 RC1

Y U NO TAKE THE RECENT VERSION?!
..and I just had to steal that meme ;)

Anyway, thanks for your work, I'll merge those in the next release. About the clumsy design choice: I agree that it's awkward but it exactly mimics the SCUMM behavior. I actually replayed MI2 to the prison cell to see how they handle envelopes. In SCUMM games you can just "use" and "look at" items (or give them away).
I'll see what I can do about the pick-up bug.

--edit:
I just browsed through the code and it seems like a design choice. Why would you want to pick something up that you already have in your inventory?
You can find it "on_mouse_click"
Code: ags

    //left click in inventory
    else if (button==eMouseLeftInv) {
      if (!isAction(eGA_GiveTo))ItemGiven= null;
   
      if (GlobalCondition (1)) {
        // if the mouse is in the inventory and modes Walk or pickup are selected
        SetAction (eGA_Use);


Should we really be able to pick up  already taken inventory items?
#480
The Rumpus Room / Re: Happy Birthday Thread!
Sat 28/03/2015 19:56:00
Dange schoin and thanks a lot guys :-D


Happy BDay to Daniel and Haddas! It's always great to have birthday company :)
SMF spam blocked by CleanTalk