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Messages - arj0n

#721
Yes, I know there's no IsModeEnabled(), that was just a pseudo line.
I was really hoping there was a quick work-around instead of having to use player.ActiveInventory == null.
Because using that means I need to go through all the rooms and set it to null where an item is used.
A bool is indeed an option but the player.ActiveInv will do fine.
If I only had thought of this from the start. *slaps forehead*

Thanx for the answer, Khris!

EDIT:
Also, I wasn't using inventory items, I only used custom mouse mode 8 and set a certain (inv) graphic to it.
Bad choice I guess...
#722
I use the following mouse modes:

mode 1 = look
mode 2 = interact
mode 3 = talk
custom mode 8 = inventory


For mouse mode 8: when selecting an inv item, this mode get a certain Graphic set en gets enabled:
Code: ags

  mouse.EnableMode (eModeInventory);
  mouse.ChangeModeGraphic(eModeInventory, 39);
  mouse.Mode = eModeInventory;


After using this item on an object or char, this mouse mode gets disabled.
Code: ags

mouse.DisableMode(eModeInventory);


In the global script, for the MouseWheelNorth, I'd like to check if mouse mode 8 is enabled/disabled, and set the mouse to mode 8 if 8=enabled or to mode 3 if 8=disabled.
But I can't figure out how to do that.

Here's the global script part:
Code: ags

else if (button == eMouseWheelNorth) { 
    // Mouse-wheel up, cycle cursors 
    // If mode isn't LOOK, set the previous mode
    if (mouse.Mode>1) mouse.Mode=mouse.Mode-1; 
    else  
    { 
      // ...but if it is LOOK mode...
      if (mouse.Mode 8 == enabled) // <<THIS (PSEUDO) LINE IS MY PROBLEM, I HAVE NO IDEA HOW TO CHECK IF A MOUSE MODE IS ENABLED/DISABLED
      {
        //...and mouse mode 8 is enabled, set mouse mode to 8. 
        mouse.Mode=8; 
      }
      else 
      {
        // If they don't, however, just set it to mode TALK
        mouse.Mode=3; 
      }
    }
#723
AGS Games in Production / Re: Treasure Island
Tue 12/01/2016 19:53:54
Quote from: MiteWiseacreLives! on Sun 10/01/2016 21:43:58
;-D I Love Treasure Island!!!!!
Was always my favorite book! Read it a bunch of times as a young guy.. Then tried to read it to my son at 5-6yrs, I forced him... (I like to think he secretly liked it (nod) )

Thanx! If only I had made this (years?) earlier, then you could have played it together instead of reading him the book (nod)

Quote from: Mandle on Sun 10/01/2016 22:20:34
OMG....I totally played this game! I don't think I could finish it though. I either played it at a local library on limited time, or I rented the game for a week. Either way, I ran out of time. You may be saving my inner-completionist! AND the game looks beautiful!

Thank you! Once released, you finally can finished it without running out of time (laugh)

Quote from: Amélie on Mon 11/01/2016 03:25:05
A text-heavy, compass rose-driven fiction around Stevenson's lovely book? Sir, game of the year!
(If anyhow possible, please include an additional option to choose those four RGB values by myself :-* )

Thanx for the compliment! ;-D
And sorry: although a cool idea and probably not impossible, I can't include such option.
That would require too much extra work, having it so close to be finished.

Quote from: Rocchinator on Tue 12/01/2016 19:24:41
Wow this is such a beautiful and impressive oldstyle game nostalgia. Loving it ! Keep it up.

Thankies, Retro never dies 8-)
You're doing a great job on I'm Not Here btw!
#724
AGS Games in Production / Re: Treasure Island
Sun 10/01/2016 21:03:11
Quote from: Peder on Sun 10/01/2016 18:35:47
ops, just realised this is a remake so I should probably assume it's freeware :D. Never heard of the original game so :P. looks sweet either way ^^
I guess not many people know or played the original version since that one's over 30 years old... ;)
I used to play it back in the 80's and always wanted to remake it, point 'n click style but still as retro as possible, so I did.
#725
AGS Games in Production / Re: Treasure Island
Sun 10/01/2016 20:59:33
Quote from: Ibispi on Sun 10/01/2016 18:43:21
Looks cool, keep up the good work, Arj0n! :)
Thank you, Mr. APD2BIH :)

Quote from: AnasAbdin on Sun 10/01/2016 19:15:20
you can't just open a thread with something awesome like this and then tell us it's nearly complete! Have some mercy dude 8-0
I'm so, so, so sorry! :-D
#726
AGS Games in Production / Re: Treasure Island
Sun 10/01/2016 18:38:57
Haha, thanx Peder. ;)
Added the freeware info bullet.
#727
Looking for testers for 'Treasure Island'.

It's an 'interactive fiction adventure with graphics'.
Project information can be found >HERE<.

I've setup an online bugtracker for testing.

If interested contact me by PM or by email (arj0n@hotmail.com) and we take it from there.

EDIT:
Enough testers have volunteered, so no more positions are open.
#728
AGS Games in Production / Treasure Island
Sun 10/01/2016 18:28:32
TREASURE ISLAND


STORY:

"Greetings, mate, and welcome to treasure Island! You are Jim Hawkins, hero of this tale. You'll venture to recover the buried treasure of the infamous pirate Captain Flint.
You will need the treasure map; but beware--Captain Flint's crew is also searching for it. These bloodthirsty pirates are treacherous. They love only treasure and rum, and will stop at nothing to get them.
You will have help on your adventure. The wealthy Squire, the wise Doctor, and the courageous Captain are all honest men who will aid you as much as they can.
But beware the crafty Long John Silver and the strange maroon Ben Gunn. You will encounter them in your journey to the exotic West Indies, where Flint buried his treasure.
This is the adventure of a lifetime, filled with danger and excitement. Good luck, mate!"


ABOUT THE GAME:

  • Interactive Fiction Adventure with Graphics (aka text adventure with graphics)
  • Remake (slightly enhanced) of the original version by Windham Classics corp. (1985)
  • Second-person perspective
  • 320 x 200 resolution
  • 4-colour CGA palette (Cyan, Dark Magenta, Black and Gray)
  • Point 'n Click system instead of the text parser
  • 84 playable rooms
  • Full-length game
  • Freeware

STATUS:

  • Scripting: 98%
  • Graphics: 98%
  • Animations: 95%
  • Puzzles: 95%
  • Project status: Beta

SCREENSHOTS:

[/font]
#729
Quote from: Khris on Sat 02/01/2016 18:41:55
Try one of the 4x filters. On my system, the game runs @ 1280 x 800 with black borders on all sides.

Thanx, but I tried that already, with no result.
But: the log showed a 16bit problem. So I switched to 32-bit (true-colour) colour depth, recompiled and ran the game again: it now shows properly in full-screen.

Thanx CW and Khris, appreciated.


EDIT:
CW: I noticed your answer after my post:
Quote from: Crimson Wizard on Sat 02/01/2016 18:48:25
The solution for your case would be to enable windowed mode in setup when running on that particular computer.
Mmhh, Ok. But after switching to 32bit it seems to be solved perfectly.

Code: ags

Supported gfx modes (32-bit): 
	640x480;720x480;720x576;800x600;1024x768;1152x720;1152x864;1176x664;
	1280x720;1280x768;1280x800;1280x960;1280x1024;1360x768;1366x768;1440x900;
	1600x900;1600x1024;1600x1200;1680x1050;1768x992;1920x1080;


Code: ags

Chosen gfx resolution: 1920 x 1080 (32 bit), game frame: 384 x 216
Switching to graphics mode
Attempt to switch gfx mode to 1920 x 1080 (32-bit) fullscreen, game frame 384 x 216, gfx filter: StdScale5
Succeeded.


Thanx for looking into this!
#730
Sure, here's the (partial) log (game setting = fullscreen,max nearest-neighbour filter):

Code: ags

Initializing screen settings
Device display resolution: 1920 x 1080
Game native resolution: 320 x 200 (16 bit)
Game settings: letterbox acceptable, side borders acceptable
Init gfx driver
Built library path: d3d9.dll
Created graphics driver: Direct3D 9
Supported gfx modes (16-bit): none
Supported gfx modes (15-bit): none
Initializing gfx filters
Requested gfx filter: max
Couldn't find any supported uniform scaling for game size 320 x 200 (16 bit)
Applying graphics filter: None
Chosen gfx resolution: 320 x 200 (16 bit), game frame: 320 x 200
Switching to graphics mode
Attempt to switch gfx mode to 320 x 200 (16-bit) fullscreen, game frame 320 x 200, gfx filter: None
Failed, resolution not supported
Attempt to switch gfx mode to 320 x 200 (15-bit) fullscreen, game frame 320 x 200, gfx filter: None
Failed, resolution not supported
Attempt to switch gfx mode to 320 x 200 (16-bit) windowed, game frame 320 x 200, gfx filter: None
Succeeded. Using gfx mode 320 x 200 (16-bit) windowed, game frame 320 x 200, gfx filter: None
Preparing graphics mode screen
Initializing colour conversion
Check for preload image
#731
I'm wondering why my project isn't able to run in fullscreen.

When running in fullscreen combined with any nearest-neighbour
filter or 'none', it always shows as small as possible.

The best I can get is 'windowed & nearest-neighbour filter'.

Code: ags

Monitor Resolution:

1080p, 1920 x 1080 (native)
============================================================
AGS EDITOR version:

AGS Editor .NET (Build 3.3.4.2)
v3.3.4, July 2015

============================================================
Editor-General settings:

Colour depth: 16-bit (hi-colour)
Default graphics driver: Direct3D 9 hardware acceleration
Enable letterbox mode: false
Resolution: 320 x 200
============================================================
acsetup.cfg settings:

[sound]
digiid=-1
midiid=-1
digiwin=1096302880
midiwin=-1
digiindx=0
midiindx=0
digiwinindx=0
midiwinindx=0
usespeech=1
[misc]
gamecolordepth=16
defaultres=1
screenres=0
letterbox=1
defaultgfxdriver=D3D9
gfxdriver=D3D9
titletext=Treasure Island Setup
windowed=0
prefer_sideborders=0
refresh=0
prefer_letterbox=0
gfxfilter=max
============================================================
#733
Peder, I dug up another 13 missing ones from your list.
You can find them here

These are the games:
1196.Pub Master Quest [Demo].zip
1289.Fun With Numbers v1.1.zip
1316.Neku's New Trip [Complete Book].zip
1326.John Sinclair- Voodoo in London [New Demo].zip
1331.Pub Master Quest.II - Shogin Crystal [Part 1].zip
1349.Ramses Porter and the Relay for Love.exe.zip
1351.Forgetten Death [Demo] (Turkish only).zip
1354.Stranger in Stickworld.zip
1356.Frankenpooper.zip
1376.The Agnostic Chicken - The Quest For The Bottle Opener.zip
1382.OceanSpirit Dennis 2 beta.rar
1385.Firefly story 3D v1.0.rar
1395.Princess Marian's Pigeon Pinger.zip
#734
As many forum member already know by now, I resigned from the forum about 2 months ago. The reason is my ex and I broke up, because a relationship should be fair but it wasn't at all.
The stuff that has been done to me has hurt me greatly and it still does, and therefor I feel I can't stay on the forums while my ex and her new boyfriend are around here too.
I also do not attend to mittens this year for the exact same reason.

My LSL1 remake project will be frozen for now, not canceled, and I keep working on my Futurama game for now.

It was a great time here and I've met many truly nice and honest people here and also on Mittens.
Love you all, miss you all.

-arj0n

For specific questions, please PM or contact via my Facebook.
#736
General Discussion / Breakup drama
Sun 12/04/2015 15:10:35
Sadly I will not be joining mittens this year.

The reason for this is that, sadly enough, a few months ago [my  girlfriend] and I broke up.
As I'm still processing this very sad and not easy change of life, I feel I better skip this year.

For that same reason I am not active anymore on the forums. I've put my projects, as the 'LSL1 remake',
indefinitely on-hold. I do hope to pick up working on them in the future though, but now I'm still lacking the energy.

Sorry to bother you with this.

@All: Enjoy your Mittens 2015 trip.

Regards,
-arj0n

EDIT:
[Edit temporarily removed by mod. - Snarky]
#737
I did try the regular 1024x768 resolution. Same problem.
#739
General Discussion / Re: Wills and Wonders
Sun 29/03/2015 12:10:52
Quote"Wills and Wonders sporting an in-house engine crafted with love for comfort, playability, and versatility"
#740
Quote from: Snarky on Mon 23/03/2015 10:32:36
Now, feedback and suggestions!
Radiant reports a crash. I'm hoping for more details on that. Any other problems you experienced?
I only encountered 1 crash, which happened before the actual ceremony was running.
I think Radiant reported that one already. I believe it is obsolete now anyway.
During the ceremony, no crashes or whatsoever, nice job!

Also:
I really liked the extra features as the program list. Nice job, Award Ceremony App Team :)
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