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Messages - homelightgames

#101
Thanks for that Ashen.  That's exactly what I was wondering.

visionmind
#102
Hey All,

I'm working on a project that I'd like the freedom of releasing with the mp3-less version of AGS.  I'm wondering what you all would suggest:
(a) use and build my project with the 2.72 mp3 version and hope/wait for the 2.72 mp3-less to come along
- or -
(b) use the current 2.71.894 mp3-less version to begin with just in case things aren't updated for a while?

My only issue with going back to 2.71.894 is I've already learned the 2.72 syntax, BUT I'd be willing to do so (learn the 2.71.894 syntax) if I had to.

Recommendations/Advice?

thanks everyone,

visionmind
#103
Hey,

Sorry for not labelling the subject properly.

I had been working in AGS for a while at the time, so when it crashed I lost all the changes with characters and inventory, BUT since room saves occur when you leave the room I only lost the work in that current room.
So... I redid all the work (as best as I could remember) including the script in that particular room, and had no problems saving it.  Things worked fine.

It was just that one freak occurance when it crashed trying to save the room.  My best guess is what you suggested that I made a simple mistake that just didn't work right with the compiler.  I say simple because I wasn't scripting anything advanced in the room.  I had a bunch of .Say's (a conversation), an IF statement with a GetGraphicalVariable, some //comments and a setgraphicalvariable, that's all I can remember. 

I know occasionally I miss an ; or a ", but it never has crashed before.  Either way it's wierd. 

While at the time it was frustrating (as anyone could imagine), I have since coded beyond that point without any other problems.

#104
I'm really glad to hear Al Emmo is doing well.  Congratulations.  I have even more respect for you guys by how you handle yourself with all these ambiguous replies.

I also see you guys updated your site with the game download news.

Keep up the good work.

visionmind
#105
Hey All,

I received this fatal error when trying to save the room I was working it.  I had just closed a script (which simply held a conversation and a variable change (setgraphicvariable...).  As far as I know there wasn't any syntax error with my script, although it happened rather quickly.

Quote
Illegal exception
--
An exception 0xC0000005 occured in AGSEDIT.EXE at EIP = 0x00497068; ACI version 2.72.652 while saving the room.

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the the time and notify CJ on the Tech forum.

Does anyone know why that happened?

thanks,

visionmind

(Edit by strazer: Please post error messages in clear text so they show up in the forum search!)
#106
I think it's quite ironic that people have complained about prices.  AGS was originally designed for was to make Sierra, LucasArts games (it has since grown in abilities), those Sierra and LucasArts arts games originally cost anywhere from $40 to $60.  Only people who played the originals (back in the 80's and early 90's) would remember the 'steep' prices.  For instance, the retail price for KQ3 was $59.99.  60 Bucks!  The first game I played was KQ4 which we got for Christmas for like $40.00 if not more.  (We went on to play the all the KQ's);

Fast forward to now and people want adventure games for either (a) free or (b) far below the price that would compensate for time ($10-20).   The sad part is is that you still pay top dollar for other new games and people just accept it.  AND cost of living hasn't exactly become cheaper.

I was very surprised to see how many people react negatively to a commercial released game.   It's kind of sad to me.   I don't understand what people don't expect.  My mind is the better Al Emmo or Shiva sell (or whatever else game that's being released commercially)l the better other adventure games sell.  We're all in this together.  If they fail, other commercial endeavors fail.  It's not a competition, it's a support group.

If your not making money right now (for whatever reason) don't complain, just wait until you do/are.   Save up if you need.  That's my situation, and when I'm able I fully intend on supporting these guys (with the benefit of playing a fun game).

With that I wish Himalaya Studios, Wadjet Eye Games and any other person/entity making a commercial game tons of success.

Visionmind

PS To Himalaya Studios I would really recommend updating your website with the announcement your selling your game online.  I check your website regularely and didn't know, until now, that you are.

PPS I don't mean any offense and so if your tempted to be offended don't be
#107
That's exactly what I was wondering. 

Thank you very much KhrisMUC.

visionmind
#108
Is is possible to change the property of an object (in this case visibility) from a different room or character script?  Preferrably without the use of variables.

For this example I the situation is:  I need to remove an object after talking with a character.  The script is in the character properties.  I'd like to be able to do this without using variables or repeatedly_executes.

I'd also like to know if it's possible to change an objects property from a different room.

thanks everyone

visionmind
#109
That was obvious.  Sheesh.

Thanks for your help Alynn.

visionmind
#110
I have a question concerning set global int:

I want to set a global variable (setglobalint) when the game starts, yet putting "setglobalint" in the global script returns a Parse error (Parse  Error: unexpected 'SetGlobalInt')

Global Script:
// main global script file

SetGlobalInt(2,1);

#sectionstart game_start...

Where do you put "setglobalints" to define them at the start of the game?  Is there some syntax I'm forgetting?

thanks

visionmind
#111
Yeah.  What it is, is I'm using Conditional Events to run my own scripts, but I was wanting to edit the conditional events so it wasn't simpley "==", so I could do greater than or less then conditions.

It was a long shot (if it was possible) but I just thought I'd ask.

thanks

visionmind
#112
Hey all,

I have a quick question. 

I assume everything in the Interaction Editor is converted to script somewhere.  Is there a way to edit that script? 

I've checked around, and looked at the manual but can't find if this is possible.

thanks

visionmind
#113
This looks really good.Ã,  I think it rocks anytime someone goes commercial.Ã,  Power to the people.

Good luck and keep up the good work.

visionmind
#114
No worries.  Thanks for clearing things up.

visionmind
#115
Theeph, it's probably best not to assume someone else's skills or talents, especially if the assumption is wrong. (poser?)

As far as this being a commercial venture, to each their own, eh?

cheers,

visionmind
#116
Hey guys,

Yeah, we're still hammering out the look of Robin so that he fits with the world around him.Ã,  We're putting the sprites through a pretty extensive filtering formula, trying to get the look we like.Ã,  So for sure things can change.Ã,  (The pictures are different than the ingame preview on the website)

We have messed around with the the Sierra version just to see what it was like.Ã,  (We wanted to know what was out there before we started).Ã,  That said, we're feeling pretty good about the tale we got spinning.

Thanks everyone for your feedback.Ã,  We'll try to update things regularly as possible.

cheers,

visionmind

PS good spotting on those feathers :)Ã,  once we nail down Robin's look we'll finalize stuff like that.
#117
We are well into production on recreating the old legend of Robin Hood into a new adventure game.Ã,  In Robin Hood: Birth of a Hero we help Robin in usurping the Sheriff of Nottingham, saving the town from his iron grip of cruelty and unfairness.Ã,  In doing so we breath new life into the tired and dreary people.

For me personally, I wanted to do this project because Robin Hood has always been one of my favorite heroes, especially when I was a kid.Ã,  I've always thought there's a lot there that would make a really entertaining adventure game, filling in the blanks or making new ones.

One of the hardest parts about this project was to make the adventure familiar but not the same as all the stories.Ã,  We didn't want people to fly right through the game because they had read the book or heard the story.Ã,  We wanted everyone to enjoy the game as a fresh new experience.Ã, 

So far, we're very happy with it's progression.






StoryÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  100%
PuzzlesÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  95%
BackgroundsÃ,  Ã,  Ã,  Ã,  Ã,  70%
AnimationÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, Ã,  35%
ProgrammingÃ,  Ã,  Ã,  Ã,  Ã,  20%
AudioÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  00% (we only have so many hands :) )

If you would like to dig deeper feel free to visit the website:

http://robinhood.visionmindstudios.com

Thanks everyone!
#118
Wow thanks Gilbot V7000a, I really wasn't expecting that.

thank you.

visionmind
#119
Hmm.  Does anyone know the difficulty of making a no-mp3 version of 2.72?  I don't know if it would be worth Chris's time or not for just one person.  Shoot.

thanks for your replies, though.

visionmind
#120
 :) Sorry, I failed to clarify.  I intend on using the no-mp3 version because I don't want the mp3 hassle, but I was wondering if there were any other differences between AGS 2.71.894 and 2.72, like any code/script incompatibilities.

The scenario is that I've already started putting together the game with AGS 2.72 (mp3 version) but I want to convert to the no-mp3 version which is 2.71.894, and I'm wondering if there are any major differences (other than the lack of mp3 support).

Thanks,

visionmind
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