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Messages - abstauber

#521
In the meantime I compiled the .rst files from Alberth:
http://shatten.sonores.de/wp-content/uploads/2014/12/htmlhelp.7z

I had to install Python 2.7 and Sphinx following this guide:
http://sphinx-doc.org/install.html

After that it were just two steps:
1)make htmlhelp
2)hhc AGSdoc.hhp (inside the build/htmlhelp folder)

This build complains about a missing index file, but I just did a quick compilation test, so this shouldn't be a real issue later on.
#522
I hope it won't confuse users that there's now a third rep_exec ;)
But it makes much more sense that get_active, that's for sure.
#523
Whoops, almost forgot to add some praise to this thread. Hooray :D
Could this already make an appearance in AGS 3.4.0.3?
#524
I also did some research and Sphinx seems to be the only free alternative. All other tool are ridiculously expensive and/or not suitable for collaboration.
It seems like Alberth already did most of the work and converted everything :)
#525
hehe - thanks! Then I'll try the updated demo and explore the outside a bit more.
#526
Quote from: Atavismus on Tue 02/12/2014 11:14:08
Tip: you can train as much as you want (using your fists) in the range room. ;)
So I still can do things, yay :P
Btw. I don't have trouble with the fight system, it's just not very entertaining. An example: I fight a puny beetle and it easily deflects my heart shot. After that it butchers me down to 12 HP, while I need 3 more critical hits to take it down. The only way to influence the fight is a reaction test like in the 80s and early 90s golfing games, just even more simplified.

I hope you don't get me wrong, this is really a cool demo. Please keep up the good work!

#527
Sorry, I still don't have the rights to access the Suggestion Tracker, so I post it here:

How about adding native joystick support to AGS?
Currently we only have Wyz' closed source windows-only plugin. I googled a bit and found out that Allegro4 has at least joystick support for Linux and Windows. So that would be an improvement :)
#528
Hey, thanks for sharing the demo at this early stage.
I really got heavy 80s vibes by playing this - I love the aesthetics and the overall design. Too bad that I couldn't find any health improving things in the hub, so I'm stuck at 3 hp and somewhat doomed - and I have to admit that this is not really motivating me to start all over again. But that's 80s game design frustration, which made me smile anyway ;)

What I think you need to work on is the battle system: this game would work so much better with a timed RPG battle system. Currently it's just a simple reaction game, which is getting tedious quite fast (although the technical execution in AGS feels nice and solid).
Also I'm missing a health bar for the enemies and an option to at least try to run from fights.

Anyway, keep up the good work!
#529
I've adapted my code (by removing tons of workarounds) and it works like a charm so far.
#530
I copied this over AGS 3.4.2 Alpha
A pm with the code is on its way 8-)
#531
I'd really love to test this, but as soon as I apply the width and height to *info, AGS crashes without any warning :embarrassed:
#532
Agreed, this sounds even better.
#533
I'm in favor of a DefaultMouseControls property which can be changed during runtime. For example if one releases a touch-device version of the gui, it would be nice to switch back to mouse/touch controls. Also some people might want to mix keyboard and mouse controlled dialogs.

Have I already mentioned that I most super highly appreciate, that you started working on this? Thank you!  ;-D
#534
In the meantime I gave this a go, but this doesn't seem to run my existing code:
The dialog gets rendered and crashes right after it.



Quote from: Crimson Wizard on Thu 27/11/2014 12:45:44
For starters, there's a conceptual difference between using DialogTopic or DialogOptionsRenderingInfo object to run an option.
If you use DialogTopic, the index must mean a global index of options, while if you use DialogOptionsRenderingInfo, then the index should mean a visible option, same as ActiveOptionID.

An easy and consistent way could also be somthing like DialogOptionsRenderingInfo.RunActiveOption. Right now something like this happens automatically while clicking on an option. There's just no way to do this for keyboard interactions.

The global DialogTopic solution would enable starting options from a non-running dialog which might be odd and unwanted.
#535
Quote from: Gurok on Thu 27/11/2014 12:38:07
Will be very cool. I can see a lot of games using it to bind the last dialogue option (e.g. goodbye) to the escape key.
The final puzzle piece will be to trigger dialog options via keyboard for this ;)
Something like dSampleDialog.StartOption(4) (with 4 being the 4th dialog option inside the sample dialog)... or  can dialog_options_key_press trigger this as well?
#536
Quote from: Crimson Wizard on Thu 27/11/2014 11:53:56
No feedback?
Hehe, I thought it would be mockery if I'd answer this :)
My feedback is of course: YES YES YES, what an improvement! :D Change #4 seems to be the most convenient way for me, I'll try it out soon.

If I remember correctly, the DialogOptionsRenderingInfo surface also didn't support 32bit alpha transparency - at least semi transparent backgrounds are rendered with semi-solid magic pink. Would it be hard to fix this as well?
#537
Hey,
I'm thinking about to translate the 9-Verb GUI to russian cyrillics. Unfortunately I don't have any experience with non-latin-char based translations - is there anyone who already did it?
Any fonts to suggest? Or if you do speak russian, do you mind translating the 9verbs + a few strings?
#539
Sorry for the late reply, a nasty cold kept me away from the screen until now.

Anyway I've fixed this bug and two others reported by rmonic79.
http://shatten.sonores.de/wp-content/uploads/2014/11/9-verb-MI-style_beta.zip

And I've asked for a portuguese translation - so hopefully the next version won't only contain bug-fixes :)
#540
Well, set_door_strings is meant to set things global for all doors. But you can adjust it for each hotspot of course. At least this doesn't crash for me:
Code: ags

function hDoor_AnyClick()
{
  set_door_strings("Hello door","It is locked.","I can't unlock it with that.","I have to close it first.","Now it's unlocked.","The door is locked again.");
  if (any_click_on_door_special(20, oDoor.ID, 61, 104, eDir_Left, 2, 180, 88, eDir_Left, null, null, 4, 0)==0) Unhandled();

}


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