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Messages - arj0n

#41


Looking for testers for the adventure game Grandad and The Quest for The Holey Vest.

Story:
Grandad and The Quest for The Holey Vest remake is an adventure game written in Adventure Game Studio. Grandad, who is rather old, has a habit of placing things in strange places and then forget where he has put them. One morning he wakes up and discovers that there is a bit of a nip in the air. He decides that he'll need to put on his string vest but he can't remember where it is. You have to help grandad find it. Guide grandad around his house, gather items, talk to people, solve puzzles and unlock doors.

Originally released in 1992 only for the Atari ST, this freeware remake is made for Windows and Linux.

Drop me a PM if interested.






#42
Quote from: heltenjondo you by any chance still have a copy of Monty Python's Makeout Mansion?

Yep, here it is: Monty Python's Makeout Mansion

(as pm didn't seemed work I posted the answer via this thread)
#43
This because of a GUI on top is shown permanently (the one with the score)
#44
I have a project that make use of the extra mouse cursor #8

  • I named it "Cast spell", but the ScriptID becomes "eModeCastspel"
    - is there a character max?
  • When I select a room object (e.g. oChest), the name shown in the Event pane is "Cast spel object".
    But when clicking the 3 dots to create a link, this link is named oChest_Mode8 in stead of oChest_Castspel
    - I know I can change this manually, but is there an easy way to let the to be created link MouseCursorName in stead of the Mode<number>?
#45
Hints & Tips / Re: Doc Apocalypse Walkthrough
Mon 24/10/2022 18:29:58
What to do to get the power up:
Spoiler
> use the A.P.U
> hammer left-mouse button until the lever reaches the top
> repeat this 3 times (each time is harder to reach the top)
[close]

I've also uploaded a save file as zip (from the steam version) where:
Spoiler
- the aux power is OK
- the player is ready to use the bunker-key on the panel
[close]
note: the file version of the file "Doc_Apocalypse.exe" in the steam gamefolder is version 3.4.1.11

In case you use the provided savefile: make sure you make a backup of your own savegame folder first!
- savegame folder: C:\Users\<your_name>\Saved Games\Doc Apocalypse - Steam
- download savefile: Doc_Apocalypse_save_Steam.zip
#46
you might want to change the player.SpeechAnimationDelay to a lower number too.
#47
you have set: Game.MinimumTextDisplayTimeMs = 1;
but this should be Game.MinimumTextDisplayTimeMs = 500;  // or 200, as 1000 = 1 second
#49
Thank you for that 'trick', snarky!
It definitely is an improvement over the #define constants I used.

One question:
should I also use "SCORE_EVENT_COUNT" instead of the static total "46" for "import Score scores[46];"

I currently have this:
ash:

Code: ags
struct Score
{
  String name;
  int points;
};

enum ScoreEvent
{
    R1_use_cap_on_owl = 0,
    R01_some_other_thing,
    ...
    SCORE_EVENT_COUNT
};

import Score scores[46];
import function set_score_values();

asc:

Code: ags
Score scores[SCORE_EVENT_COUNT];
export scores;

function set_score_values()
{
    scores[0].name = "R1 use cap on owl";
    scores[0].points = 3;
    ...
    ...
}

#50
Ow man, I completely overlooked that ";"
Thanx!
#51
Using AGS v3.5.1.21

I have an extra script called Points which is on top of all scripts
In its header it contains first 45 '#define' lines followed by a structs with arrays:

Code: ags
#define R01_use_cap_on_owl 0;
#define...

  
struct Score
{
  String name;
  int points;
};

import Score scores[46];
import function set_score_values();

And in the script Points I have this:


Code: ags
Score scores[46];
export scores;

function set_score_values()
{
  scores[0].name = "R1 use cap on owl";
  scores[0].points = 3;
  ...
}

So far so good, but in room 1 I have this line:

Code: ags
GiveScore(scores[R01_use_cap_on_owl].points);

Which gives me this error when compiling:
Code: ags
Error (line 322): Parse error in expr near 'scores' | room1.asc

I've no clue what's going wrong here...
#52
The sprite colours (except for the blue colour which marks transparency for ags) are the exact same as the ags colour slots, so no mismatch there...

You can check the zip which contains the sprite in the subfolder named Sprite. It's the first of the 2 sprites: 8bit-test_(ags_v3.5.1.21).zip
#53
Here's a zip of a 8-bit project with the same settings and colours-setup as my 8bit project: 8bit-test_(ags_v3.5.1.21).zip

The project folder (8bit-test) has an extra  subfolder called Sprite which contain 2 sprites:
1_no_black_left_imports_wrong.png
+
2_black_left_imports_correct.png

The 1st sprite should import correctly, but I can't seem to get it to import correctly
The 2nd sprite does import correctly, because there's a black border at the left-hand side of the sprite. (But I don't want all sprites in my project to have a black pixel at their leftside)

Maybe someone knows a way to import sprite nr1 correctly into the given project?
#54
My project had many sprites imported correctly around 2020, it looks like that was done in v3.5.0.27.
But now, using indeed v3.5.1 it doesn't.

But after reloading a backup of the project into v3.0.5.27 i tried to import the same sprite and now it doesn't import correctly in v3.5.0.27 too...
#55
Installed v3.5.0.27 and loaded a backup of the project, but having the same importing colour issue...
#56
not 100% sure but iirc i switched from v3.5.1.11

EDIT
loaded a backup of the project into v3.5.1.21 and it said it was made in v3.5.0.27.
#57
I'm not sure if this is related to me having switched to v3.5.1.21, but I'm sure it did work correct before:
When I import a sprite into my 8bit project, the result is wrong if the first left pixel isn't black (0,0,0).

My question: Am I doing something wrong and if so how to do this the correct way, or is this somehow a bug?

Project specs:
colour depth: 8-bit colour
resolution: 320 x 240
preferences > remap palette of room bgs into all. bg palette slots: no
Repro:
import 8-bit sprite with:
- ImportAlphaChannel: no

and any combination of RemapToGamePalette & RemapToRoomPalette:
- RemapToGamePalette yes, RemapToRoomPalette: yes
- RemapToGamePalette yes, RemapToRoomPalette: no
- RemapToGamePalette no, RemapToRoomPalette: yes
- RemapToGamePalette no, RemapToRoomPalette: no

result: left and top border section of the sprite is imported as black in stead of white


1 Colour settings:
0-4 is the exact same set colors as 32-35
0-4 = Background, 32-35 = Gamewide
any other slots are black (0,0,0) and Background


2 Import:
the to be imported sprite has a white (252,252,252) left and top edge and a blue lower left- and right area as to be imported as transparent


3 After importing:
the white left and top edge are imported as black


4 Imported sprite is imported wrong:
the left-hand sprite is the wrongly imported sprite
if a sprite does have a black pixel at the topleft it imports correctly, see the right-hand sprite, which is different as it has a 1-pixel wide black left edge.

#58
a small typo in the warning message when a character LoseInventory (item) while this item is not in character's inventory:



AGS Editor versions checked, typo is present:
  • 3.5.1.11
  • 3.5.1.21
  • 3.6.0.35 beta
#59
Quote from: Danvzare on Tue 12/07/2022 20:03:38
May I recommend Veronica Mars though.

Interesting, somehow this series slipped under my radar. Gonna check it out for sure, thanks for the recommendation.
#60
Quote from: KyriakosCH on Tue 12/07/2022 18:23:14
A good adaptation of a story (then play, with some ending changes, which this movie uses) by Agatha Christie is this one:
https://www.imdb.com/title/tt0051201/

Due to how old it is, you should easily be able to find it online (possibly also on youtube)

The two main actors are good, and the plot is imo very elegant  8-)

The 2016 2-ep miniseries is also a nice one
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