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Topics - arj0n

#101
Can't find them so maybe there just aren't any, but are there any other AGS game exe parameters besides '--setup'?
#102
I'm wanting to watch the tv serie Star Trek: TOS but I noticed that there are two episode sorting orders.
1. Sorted by air-date (like IMBM does) and
2. Sorted by production date (as on the 2004 single-disc DVD release).
I guess air-date sorted is the best storyline wise but I'm not sure.
Can someone confirm if that's true?
#103
I uploaded a HD video I made half a year ago.
It's an almost 25 minutes trip through time showing the box cover art of 484 DOS adventure games from 1982 to 1998.
It's only box art, no in-game screens, because the boxart in these days were often a feast for the eyes  :-*
The games are shown chronologically year-wise, but alphabetically within the years.
It includes the regular 1st-person and 3rth-person adventures we all know off but also textadventures and hybrids like adventure-rpgs for example.

Kinda for the oldschool adventure game lovers  ..Enjoy..    ;)
#104
Still under construction a bit, but here's a list of Remakes & Fangames of (or related to) Sierra, LucasArts & Infocom games (AGS & Non-AGS).
Sorted on 'Related to' followed by 'Title'. If there are mistakes in the list or/and you know games that should be in this list, please let me know.

EDIT: Working on a wiki version now.
#105
Visited

today, a great exhibition, and made some photo's.
#106
How can I change the clickable object of a diagonal object (like a stick) so that only the diagonal stick itself is clickable and not the other transparant areas of the sprite?
#107
I've never played a SQ game before.
I'm at Labion but I'm pretty stuck...

Spoiler

So far I've: mailed the letter, killed the plant-monster & freed the guy from the rope
[close]
Somehow I just can't
Spoiler
get pass the security guy on the hover to get to the north east (is that time-based?) nor can I get pass the big shrooms (no idea yet)...
[close]
So what to do first? Can someone gimme a step-by-step clue?
#108
Since abaut a month I'm having the following issue using Win7:

When copying a file to USB it goes quickly until the progress-bar reaches about 90%.
It then will hang for about 3 to 5 minutes saying it's "Calculating Time Remaining"...
This only happens when copying from HD to USB and from USB to USB. (USB = USB sticks and USB disks)
When cancelling the copy operation it also takes at least up to 5 minutes until the copy dialog will disappear.

It's not a driver issue cause they are all up to date.

A temporary solution is using Teracopy but I don't want to use that proggy anymore cause it crashes randomly once in a while.
So far I haven't been able to find a proper solution (except for waiting for Win8 and hoping they will have fixed this damn issue)

Anyone else having this problem?
Anyone know a solution for this extremely annoying issue?
#110
Question:
Is it possible to create a room containing an 'excellish' way of columns and being able to sort them too?
#111
Is it possible to modify (remove or hide) parts from the winsetup.exe, like for example the sound options?
(Just to create a more simplified version of the winsetup.exe with only the parts that are really needed for a specific project)
#112
Ik ben op zoek naar voor mij nog ontbrekende delen van het games blad Hoogspel (1990-2000).
Als iemand ze kwijt wil of weet waar ze nog te verkrijgen zijn, laat het me a.u.b. weten. Thanx.

Arj0n.

Dit is de eerste uitgave:
#113
I was playing and extremely enjoying the demo of the game
VVVVVV, an awesome 2D puzzle platform video game.
A really cool retro game so I thought let's post it here.  :)



Gameplay (taken from wiki):
Unlike most platforming games, in VVVVVV the player is not
able to jump, but instead can reverse the direction of gravity
when standing on a surface, causing Captain Viridian to either
fall upwards or downwards. The player utilizes this mechanic
to traverse the game's environment and avoid various hazards,
including stationary spikes and moving enemies. Later areas
introduce new mechanics such as moving floors or rooms which,
upon touching one edge of the screen, cause the player character
to appear on the other side. VVVVVV contains eight main levels
situated inside a larger open world for the player to explore. Due
to its high level of difficulty, the game world contains many
checkpoints, to which the player's character is reset upon death.

You should really go try out the demo.
(play online or download the Windows or the Mac demo)
#114
I recently had a PC problem and due to that my game went corrupt.
So I went importing all the rooms into a new project.
Now, when opening several of these imported rooms I got the error message, poster after the line below.
Any idea what this caused? I really want to know so I can prevent this to happen again...
I have had no other PC problems at all so I got no clue...
(b.t.w., after re-importing these rooms again, they work properly again)



Error: Load_Room: Bad packed file. Either the file requires a newer or older version of
this program or the file is corrupt.

Version: AGS 3.2.1.111

AGS.Types.AGSEditorException: Load_Room: Bad packed file. Either the file requires a newer or older version of
this program or the file is corrupt.

  at ThrowManagedException(SByte* message)
  at load_room_file(SByte* )
  at load_crm_file(UnloadedRoom roomToLoad)
  at AGS.Native.NativeMethods.LoadRoomFile(UnloadedRoom roomToLoad)
  at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
  at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
  at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
  at AGS.Editor.Components.RoomsComponent.CommandClick(String controlID)
  at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
  at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
  at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
  at System.Windows.Forms.TreeView.WndProc(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

#115
Is there a way to import multiple rooms at once in stead of one-by-one?
#116
Somehow my PC didn't want to log off so I restarted it manually.
Now my AGS project can't start up anymore.


ERROR MESSAGE:

---------------------------
Adventure Game Studio
---------------------------
An error occurred whilst trying to load your game. The error was:

Root element is missing.

If you cannot resolve the error, please post on the AGS Technical Forum for assistance.

Error details: System.Xml.XmlException: Root element is missing.

  at System.Xml.XmlTextReaderImpl.Throw(Exception e)

  at System.Xml.XmlTextReaderImpl.ThrowWithoutLineInfo(String res)

  at System.Xml.XmlTextReaderImpl.ParseDocumentContent()

  at System.Xml.XmlTextReaderImpl.Read()

  at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace)

  at System.Xml.XmlDocument.Load(XmlReader reader)

  at System.Xml.XmlDocument.Load(String filename)

  at AGS.Editor.AGSEditor.LoadGameFile(String fileName)

  at AGS.Editor.Tasks.LoadGameFromDisk(String gameToLoad, Boolean interactive)

  at AGS.Editor.InteractiveTasks.LoadGameFromDisk(String gameToLoad)
---------------------------
OK  
---------------------------


I deleted the "Game.agf.user", deleted "Game.agf" and renamed my "Game.agf.bak" to "Game.agf" and it still doesn't work...

HELP!  :'(

The from "Game.agf.bak" to "Game.agf" renamed file also only exists of an extremely large string containing "NULNULNULNUL". (way more then 4 of course)
Seems to be corrupted too  :'(
#117
I wanted to have the countdown (counting from 01:59 to 00:00) displayed in a label in a gui. So far I've got this:


Code: ags

// main global script file
int countdown;


function repeatedly_execute() {
if (countdown==0){
  countdown = -1; 
}}
export countdown;


function repeatedly_execute_always() {
if (countdown > 0) {
countdown--;
String buffer;
int mins = ((countdown / GetGameSpeed()) / 60) % 60;
int secs = (countdown / GetGameSpeed()) % 60;
Ltime.Text=String.Format(buffer, "%02d:%02d", mins, secs);
}}


Code: ags

// room script file
import int countdown;
//int countdown;
//bool countingDown;

function room_FirstLoad()
{
countdown=4800;//length in seconds*40
}


When running the testgame I got an error:
---------------------------------------------------------------
Error running function 'repeatedly_execute_always':
Error: Null string referenced
---------------------------------------------------------------



EDIT:
Found it.
Removed "String buffer;" and "buffer" in "Ltime.Text=String.Format(buffer, "%02d:%02d", mins, secs);".

Sorry...It was to early in the morning for me to think clear I guess ;)
#118
Hello there,

I have a question concerning my game Blockz, which I slowly picked up working on again.

This is a screeny:


You can play a level and earn a trophy.
You can replay a level in order to try to get a better trophy unless you finished it already with the best score possible
Each move will be shown with a number that counts up per move. (Only real moves will be counted, so when clicking a block that can't move: it will not be counted as a move)

The number of moves you take will be shown in the 1st line
If you have beaten a level you get a trophy. Which one (eg. gold, silver, bronze) depends on how much moves it took you to solve it. This trophy will be shown in the 3th line.
If you are replaying a level in order to beat the trophy (and therefor score) you got for that specific level, the trophy you already have earned for this level will be shown in the 2nd line.

The 3 lines (in a gui):
Number of moves: <nummer of moves>
Previous earned trophy: <name of trophy>
Current earned trophy: <name of trophy>


Since English is not my native language I would like to know this:
What would be really well fitting names for the 3 labels ("Number of moves:",  "Previous earned trophy:" & "Current earned trophy")?
I'm not really satisfied with how I have named them now...

Thanx.
#119
Running a game in 640x480 16 bit and higher results in stretched backgrounds and objects and no side border.
System1:
Graphic card: nvidia Geforce GT 220
Maximum resolution: 1920x1080
Monitor: LG 20"

While running the same game using the following hardware works fine:
System2:
Graphic card: nvidia Geforce GT 430
Maximum resolution: 1600x900
Monitor: Samsung SyncMaster BX2231 (22")

So checking for system 1:
This works fine:
Game in 320x200 & 320x240 8-bit fullscreen in combination with desktop resolution 1600x900:
Game in 320x200 & 320x240 8-bit fullscreen in combination with desktop resolution 1280x1024:

These combi's goes wrong, stretched stuff and no side borders:
Game in 640x400 16 bit fullscreen in combination with desktop resolution 1600x900:
Game in 640x480 16 bit fullscreen in combination with desktop resolution 1600x900:
Game in 640x480 16 bit fullscreen in combination with desktop resolution 1280x1024:
Game in 640x400 16 bit in fullscreen combination with desktop resolution 1280x1024:

So the problem is only in 640x480 and higher (640x480, 800x600 & 1280-1024) in 16-bit & 32-bit.

Partial DebugView logfile info:

Game: 640X480 16bit -  desktop : 1600X900  full-screen:

[4000] AGS: Init gfx filters
[4000] AGS: Init gfx driver
[4000] AGS: Switching to graphics mode
[4000] AGS: Widescreen side borders: game resolution: 640 x 480; desktop resolution: 1600 x 900
[4000] AGS: Widescreen side borders: gfx card does not support suitable resolution. will attempt 853 x 480 anyway
[4000] AGS: Attempt to switch gfx mode to 853 x 480 (16-bit)
[4000] AGS: Failed, resolution not supported
[4000] AGS: Attempt to switch gfx mode to 640 x 480 (16-bit)
[4000] AGS -- InitializeD3DState()
[4000] AGS: Succeeded. Using gfx mode 640 x 480 (16-bit)
[4000] AGS: Preparing graphics mode screen
[4000] AGS: Screen resolution: 640 x 480; game resolution 640 x 400


Game: 640X480 16bit -  desktop : 1280 x 1024  fullscreen:

[2168] AGS: Init gfx filters
[2168] AGS: Init gfx driver
[2168] AGS: Switching to graphics mode
[2168] AGS: Widescreen side borders: game resolution: 640 x 480; desktop resolution: 1280 x 1024
[2168] AGS: Widescreen side borders: disabled (not necessary, game and desktop aspect ratios match)
[2168] AGS: Attempt to switch gfx mode to 640 x 480 (16-bit)
[2168] AGS -- InitializeD3DState()
[2168] AGS: Succeeded. Using gfx mode 640 x 480 (16-bit)
[2168] AGS: Preparing graphics mode screen
[2168] AGS: Screen resolution: 640 x 480; game resolution 640 x 400

Both ways results in a stretched screen with no side-borders...

Now I'm left with one question: (for system1) is the problem the graphic card or the monitor?

(if someone wants to see the 2 log files completely I can post them too.)
#120
Beginners' Technical Questions / Export rooms
Mon 01/08/2011 20:59:17
I guess not but I ask it just in case I overlooked it: is there a way to create/export a list of all rooms containing their description?
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