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#1
Heyhey,
thank you for replying :) I'll check out the translation option then, seems like a manageable effort.
I added the game to the database, couldn't find the link before. I'll update the post.
Cheers!
#2
DAS GEHEIMNIS VON MAIKE ISLAND

"The Secret of Maike Island" is a birthday present four years in the making.

You help Maike and her boyfriend Flo, who are trying to get into an underground rave on a remote island.
Unfortunately, an uptight landlord from Munich won't have it, and when he doesn't see reason - destruction ensues.




The game plays in a single room and consists of one main puzzle - don't expect hours of gameplay, but at least you get some stupid gags and a submarine.

DOWNLOAD (Windows)

AGS Database Entry

This was planned as a three week project when Maike was going to turn 27, and in the end she got it after her 30th birthday. She nevertheless still liked it, and even made it through in one session.
This means development was started long before Covid locked us down. (Un-) fortunately, the escapism theme only became more relevant in 2020, so we could all use a trip to the Caribbean.

For the moment, the game is only released in German. The dialogue-system wasn't used, so I'm unsure what the best way to translate this would be. If you really want it though, I can look into it.
Fun fact: It is the first AGS-game that I ever finished - after lurking here since 2004. Thanks to everyone involved with the engine, editor and the forum!
Best regards from Berlin,

Johannes
#3
Alright. Just wanted to mention that after changing the setting by hand on my work PC, at home I got lazy and just deleted the acsetup.cfg in Saved Games... it was automatically rebuilt when starting my game from the EXE, WITHOUT the line "control_enabled = 0", and my mouse control worked. I don't understand it, but it's working now anyway.
#4
Mhm, thanks, I'll have a look.  It's not like my game is running sluggishly or lagging though, it's just the "slow" mouse. By that I mean that moving my physical mouse doesn't move the cursor a whole lot.
Also, not unplayably so, but it's still ruining the experience in my view. I just set the winsetup slider to 0.1, and still no difference, it's not going EVEN slower or anything.

EDIT: Alright, so I just tested it adjusting the windows Mouse speed... and that has an effect. While my mouse speed is perfect for using the desktop, for some reason it is a lot slower when running the program... By that I don't mean that I perceive it differently, it IS different, but still controlled by Windows. Maybe this has to do with the resolution somehow? I'll keep testing.

EDIT2: This turned out to be true. My game resolution is 384 x 216, which is HD-aspect ratio. Winsetup is usually set to my desktop resolution of 2560 x 1440, and "Stretch, maintaining aspect ratio". If I set it to 640x480 for example, and lose the aspect ration and image quality, then the mouse moves faster again. Mhm.

EDIT3: [SOLUTION] I found the second "acsetup.cfg" in my user profile under "Saved Games"... the one that is actually used for the game... In it, for some reason, there was a setting:
Code: ags

[mouse]
control_enabled = 0


Setting this to 1 let me control mouse speed via the slider in winsetup again, so that the windows mouse config and resolution stuff all became irrelevant. I haven't yet found how to set this in the editor, or whether I or some script I'm using set this when I started with the game :/

#5
Thanks guys!
Unfortunately, I tried both methods, and couldn't get the mouse speed to change. I put this into my acsetup.cfg and started the game from the compiled exe:

Code: ags

[mouse]
control=never
auto_lock=0
speed=1



And I tried putting

Code: ags

mouse.Speed = 10.0;


into game_start() with different values. As of yet I couldn't notice a change. What am I doing wrong? Thanks in advance!
#6
Heyhey,
I'm testing my game in windowed mode mostly, so I only just now noticed that the mouse cursor is moving a lot slower when in full screen (after compilation with F7 and then "start and run" in winsetup).
I tried dialing up the mouse speed in the advanced winsetup, but it made no difference - I tried 1x, 3x and 10x, same speed. I found an old thread talking about mouse acceleration, but couldn't connect it t my issue - it seems people rather had the problem of the mouse going too fast in the past.
I tried this on my parents win7 and my win 10 desktop using the (Build 3.5.0.14) of AGS.


Best regards from Berlin,

Johannes
#7
It worked after installing your first link, didn't try the second one after that. Thank you!
#8
Sure, and thanks for replying:



I only just noticed it's in German.
"Die Datei oder Assembly..." etc translates to "The file or assembly 'AGS.Native.dll' or a dependency wasn't found. The declared module couldn't be found."
#9
Hey guys,
I'm at my parents with our daughter, and wanted to show my girlfriend the game I'd been working on the last weeks. I have it on github, including the AGS 3.5 (beta 5) as a zip.

When I download and unpack my repository, and try to open the editor, I get a big "AGS.Native.dll"- error and AGS won't start, even though the splash screen appears. I have to then close that with the Task Manager. It says this dll or one of its dependencies is missing.

This PC is running Windows 7. Is this connectedc to the .NET version installed? The latest .NET version is "v4.0.30319" here. I'll try to install 4.5 now, it seemed to me that that might remedy the problem from some old posts I found in the forum.

Any hints?

Thanks and have a great weekend,

Johannes

EDIT: I was mistaken, I actually have .NET 4.7 installed here already, as well as some lower versions. Also, I forgot to mention in the original post: AGS.Native.dll is of course present in the AGS folder with the executable.

I tried redownloading the current editor and tried using it from a different folder, but no dice. Also, I tried the solution from this thread: https://www.adventuregamestudio.co.uk/forums/index.php?topic=47966.msg636479217#msg636479217
Didn't get it to run though :(
#10
Hey guys,
thank you for the infos.
I actually spent yesterday trying to figure out how to convert that Atom plugin into a VSCode extension, but so far no dice. Couldn't really understand what tree-sitter does, to be honest. It is a parser that maintains the syntax tree... so it basically crawls the codebase and spits out rules for syntax highlighting, right?
Either way, I found a reddit post on it, and tried to convert the grammar that edmundito created into a textmate syntax for VSCode, but as you probably noticed, I turned out not to have sufficient understanding of the material. If I do get anywhere I'll post it.
#11
Good evening, everyone,

I'm trying to edit my .ash and .asc script-files with VSCode. I have found an old topic about editing with Sublime, but it didn't answer my question, and I couldn't find an answer elsewhere, so here goes:

When I open up the files and set syntax highlighting to C++, it looks absolutely beautiful and I want to use this. However, something is wrong about the character encoding - the German characters that I have in my dialogue-lines are replaced. They are not when developing in AGS itself or when testing the game. What is the encoding for these files? I tried all the obvious ones included in VSCode, but none of them would give me the ö, ü and ä that I need :)

Thanks in advance!

Johannes

EDIT: I found my solution by letting VSCode guess the encoding, which turned out to be "Windows 1252". I thought I had manually tried out this encoding before, but apparently I was wrong. To achieve this, I added "files.autoGuessEncoding":true to the settings.json in VSCode.
#12
I totally support the VS Code idea... why reinvent the wheel when there is a flexible and open source IDE ready to go?
I have no idea about the technicalities, but it must be possible to somehow generate the stubs or crawl your assemblies for autocomplete (Intellisense), which is really all I need from the "typing"-side of the editor. That must be a lot less work than writing a code-editor yourself.
So is the plan then to have a graphical editor and an external code-editor that complement each other?
Best regards
#13
Thanks for sharing!
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