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Messages - arj0n

#2561
General Discussion / Ported/cloned games
Wed 04/08/2010 10:37:07
Are there any AGS games released or in production which are actually
ported games [from other platforms to PC using the AGS engine]?
#2562
Quote from: auriond on Wed 04/08/2010 02:47:30
It just seems like a compilation of Wikipedia articles and linked interviews.
I think that's just what it is, no less, no more.
#2563
@GarageGothic
Woops, sorry, didn't noticed you've already created a thread 'bout this...

Anyway,


Contents

   * Part I: Lucasfilm Games

         o Labyrinth
         o Maniac Mansion
         o Maniac Mansion: Day of the Tentacle
         o Zak McKracken and the Alien Mindbenders
         o Interlude: A Talk With Matthew Alan Kane, Peter Langston and David Fox
         o Indiana Jones and the Last Crusade
         o Indiana Jones and the Fate of Atlantis
         o Interlude: Boris Schneider on localizing Lucasfilm games
         o Loom
         o The Secret of Monkey Island
         o Monkey Island 2: LeChuck's Revenge
         o The Curse of Monkey Island
         o Escape from Monkey Island
         o Sam & Max Hit the Road
         o Full Throttle
         o The Dig
         o Grim Fandango

   * Part II: Sierra

         o Mystery House
         o Wizard and the Princess
         o Time Zone
         o King's Quest
         o King's Quest II: Romancing the Throne
         o King's Quest III: To Heir Is Human
         o King's Quest: Mask of Eternity
         o The Black Cauldron
         o Space Quest
         o Space Quest II: Vohaul's Revenge
         o Space Quest III: The Pirates of Pestulon
         o Space Quest IV: Roger Wilco and the Time Rippers
         o Space Quest V: The Next Mutation
         o Space Quest 6: The Spinal Frontier
         o Interlude: A Talk with Scott Murphy
         o Leisure Suit Larry in the Land of the Lounge Lizards
         o Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)
         o Leisure Suit Larry 3: Passionate Patti in Pursuit of the Pulsating Pectorals
         o Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work
         o Leisure Suit Larry 6: Shape Up or Slip Out!
         o Leisure Suit Larry: Love for Sail!
         o Interlude: A Talk to Al Lowe
         o Police Quest
         o Manhunter: New York
         o Gabriel Knight
         o Phantasmagoria

   * Part III: ... And All the Others

         o Deja Vu
         o Shadowgate
         o Future Wars
         o Operation Stealth
         o Myst
         o Starship Titanic
         o Interlude: Michael Bywater
         o The Last Express
         o Neuromancer
         o Return to Zork
         o Zork Nemesis
         o Tex Murphy: Mean Streets
         o Interlude: A Talk With Chris Jones
         o Simon the Sorcerer
         o Beneath a Steel Sky

   * Addendum 1: Gilbert's Rules of Thumb for Adventure Games

   * Addendum 2: The Puzzles of Zak McKracken
#2564
Read this?

Graphic Adventures, the Book:


Did you love to play graphic adventures as much as I did, and want to
learn more about them? The book Graphic Adventures  is the mostly
correct history of the adventure game classics by Lucasfilm, Sierra and
others, from the pages of Wikipedia. The book features the tales
behind games like Loom, Labyrinth, Mystery House, Maniac Mansion,
Space Quest, The Secret of Monkey Island, King's Quest, Myst, Zork
Nemesis and Leisure Suit Larry.

The book was based on the pages of Wikipedia articles, which were
edited and added to. Many game creators, like Al Lowe, David Fox
and Peter Langston, are interviewed and provide further historical
background on these games.

Download the digital editable version.

Arj0n.
#2565
That's right, my mistake  ;)

Code: ags

// room script file
  bool ClickedRightHalf(this Object*) { //call when the object has been clicked
  if (mouse.x + GetViewportX() > (this.X + (Game.SpriteWidth[this.Graphic]/2))) return true;
  }
  bool ClickedLowerHalf(this Object*) { //call when the object has been clicked
  if (mouse.y + GetViewportY() > (this.Y - (Game.SpriteHeight[this.Graphic]/2))) return true;
  }
  
function Block_left_right()
{
  Object* myobject = Object.GetAtScreenXY(mouse.x, mouse.y);
 
//Move to the left

Object* block [6];
  block[0] = oBlock1;
  block[1] = oBlock2;
  block[2] = oBlock4;
  block[3] = oBlock5;
  block[4] = oBlock6;
  block[5] = oBlock7;

  int i=0;
  while(i<6){
 
  if ((Game.SpriteHeight[object[i].Graphic] == 60 && myobject.X+120==object[i].X && 
             myobject.Y-60==object[i].Y-60) && myobject.X <=360 &&  myobject.ClickedRightHalf())
             {myobject.Move(myobject.X+00, myobject.Y, 10, eNoBlock, eAnywhere);
             Display ("can't move");}
 
  else if  (myobject.X <=360 && 
             myobject.ClickedRightHalf()) {myobject.Move(myobject.X+60, myobject.Y, 10, eNoBlock, eAnywhere);
             aClick.Play();}
i++;}   
} 

OK, the IF should prevent 'myobject' to move, if not the ELSE IF should move 'myobject'.
With this code it displays "can't move" but after that it still moves 'myobject'?

#2566
Quote from: Joe on Sat 31/07/2010 11:24:47
i++ should be inside the loop at the end.

I guess like this?
But now the loopscript hangs while running the game and clicking the "myobject"...

Code: ags

// room script file
  bool ClickedRightHalf(this Object*) { //call when the object has been clicked
  if (mouse.x + GetViewportX() > (this.X + (Game.SpriteWidth[this.Graphic]/2))) return true;
  }
  bool ClickedLowerHalf(this Object*) { //call when the object has been clicked
  if (mouse.y + GetViewportY() > (this.Y - (Game.SpriteHeight[this.Graphic]/2))) return true;
  }
  
function Block_left_right()
{
  Object* myobject = Object.GetAtScreenXY(mouse.x, mouse.y);
 
//Move to the left
  Object* block [2];
  block[0] = oBlock1;
  block[1] = oBlock4;

  int i=0;
  while(i<2){
 
  if (Game.SpriteHeight[object[i].Graphic] == 60) 
     {myobject.Move(myobject.X+00, myobject.Y, 10, eNoBlock, eAnywhere);
     Display ("can't move");

  i++; }  

  else if   (myobject.X <=360 && 
             myobject.ClickedRightHalf()) {myobject.Move(myobject.X+60, myobject.Y, 10, eNoBlock, eAnywhere);
             aClick.Play();}
      
  } 
#2567
@tzachs
oBlock1 a.o. needed to change to block[ i] indeed but it wasn't changed to show where the aray should be used.

Saving the room script with this loop goes ok
Running the game also goes ok.
But it doesn't do what it's suppose to do.


Code: ags

// room script file
  bool ClickedRightHalf(this Object*) { //call when the object has been clicked
  if (mouse.x + GetViewportX() > (this.X + (Game.SpriteWidth[this.Graphic]/2))) return true;
  }
  bool ClickedLowerHalf(this Object*) { //call when the object has been clicked
  if (mouse.y + GetViewportY() > (this.Y - (Game.SpriteHeight[this.Graphic]/2))) return true;
  }
  
function Block_left_right()
{
  Object* myobject = Object.GetAtScreenXY(mouse.x, mouse.y);
 
//Move to the left
  Object* block [2];
  block[0] = oBlock1;
  block[1] = oBlock4;

  int i=0;
  while(i<2){
 
  if (Game.SpriteHeight[object[i].Graphic] == 60) 
     {myobject.Move(myobject.X+00, myobject.Y, 10, eNoBlock, eAnywhere);
     Display ("can't move");}

  else if   (myobject.X <=360 && 
             myobject.ClickedRightHalf()) {myobject.Move(myobject.X+60, myobject.Y, 10, eNoBlock, eAnywhere);
             aClick.Play();}
  i++;          
  } 



Now it runs the "If" to check if myobject can't move (which works fine, I know by using "Display"),
but then it runs the "Else If" and let myobject also move.
It should be one of the two options instead of doing both.
Can't find what is wrong with the loop now  ???
#2568
Quote from: Joe Carl on Wed 28/07/2010 12:57:24
Well, you "can't" do that, but... what about a loop?

Code: ags

int i=0;

while(i<NUM_OBJECTS){
  object[i].stuff;
  //more stuff 
  i++;
}


NUM_OBJECTS is a constant value which you must define

Getting a parse error having this:

{
Object* block [3];
block[1] = oBlock1;
block[2] = oBlock2;
block[3] = oBlock3;
int i=0;
while(i<[1]){
if (((Game.SpriteHeight[object.Graphic] == 60) && myobject.X+120==object.X && myobject.Y-60==oBlock1.Y-60) && myobject.X <=360 &&  myobject.ClickedRightHalf()) myobject.Move(myobject.X+10, myobject.Y, 10, eNoBlock, eAnywhere);
//more stuff
i++;
}

I'm sure there's more wrong with my 'loop'....
#2569
Spoiler
Throw the shield on the cliff, cross the jeweler.
[close]
#2570
The Rumpus Room / Re: Happy Birthday Thread!
Fri 30/07/2010 14:36:25
Happy BD, Calin.
#2571
For now I go for the option that the function in the room will be valid for every object.
Hope that will be enough.

Thanx all.
#2572
Quote from: Lyaer on Thu 29/07/2010 11:27:49
That's all I got.
Best name so far  ;D
#2573
I have some code for the "function oBlock0_AnyClick()" in my room script.
In the same room I have this same function for "function oBlock1_AnyClick()" untill "function oBlock7_AnyClick()".

If I'm understanding it right I can place this function 1 time in the global script in stead
of several times in the roomscript for all the "oBlock'x'_AnyClick()" functions in that room.

I can't figure out how to do this.

Any help?
#2574
I have an if, else statement for 1 object.
But I have several objects for the same if, else statement,
so that statement now needs to be copy-pasted for each object.

How can I group them first, for example as X and then run the if, else statement
only once for X in stead of running the statement all objects1, then running it for object2, etc.?

I hope my explanation makes any sense  :P

Arj0n.
#2575
Now just finish this KQ1 remake and continue with KQ2 & KQ3 remakes  ;)
#2576
Of course you have to click on the bird's paws.
But *when* is where it seems to go wrong for you.
Keep trying to click on it's paws just a tiny little bit earlier or later.

Maybe this will help, quote from the AGDI forum:
"there's a spot marked by two small rocks near the center of the screen. Stand in that spot and click on the condor just before he swoops over your head so Graham has the time to jump."

Arj0n.
#2577
Quote from: Mods on Tue 27/07/2010 14:30:36
I'll keep playing.
"keep praying" you mean  :D
I really hope it works out.
#2578
Quote from: Mods on Mon 26/07/2010 17:30:36
Quote from: Wyz on Mon 26/07/2010 17:05:05
Ouch! That really sucks. Since vista was installed on that partition it looks like it created a blank partition on top of the existing one and did happily overwrite chunks of the existing data. You can have some luck with disk recovery tools, but there are no guarantees. For the best results, don't touch it! Boot from a different partition or use a live CD. Every time you start from the new partition it will corrupt your old data even further. Good luck! :(

Cheers. I've tried a few things, it's definitely not bringing any old material back from that HD. sigh
Sorry to say but when [re]installing on a partition, windows cleansweeps it first.
There seems to be no way to get your stuff back that was on that partition...
#2579
Ahhh, an opening bracked before the move statement and a closing bracket after the play statement.
Thank you very much  :)

And yes, I forgot to copy-paste the semicolon ;)
#2580
It's just a matter of timing, for example: try a tiny bit earlier to grab the paws...
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