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Messages - jamesreg

#61
Thanks for the kind words Drew I am almost done with the first game added a few screen shots since your post.
I also am working on getting it to work with a usb nes Control pad and possible other Controlers.
Also taking a little longer cause im adding the original manuals, Soundtracks, Hints, Box and cart art to it as well.
Just about ready to finish shadowgate up and move on to doing the launcher so I can put out a demo of the project soon.

edit I have no idea why but I just noticed I put 2012 on one of my credit screens god I am behind the times lol
#62
Ok this sounds like the way to go for me as I wont be using any voice files nothing needs to be shared back and forth ill still have to play around with the saves probably something simular to the code you gave me earlier that I have been playing around with but I was going to have to do that anyway.

So doing it this way I could do the following as well

1) each game could be released speperatly if I wanted to it will load up just fine  or I could load it with a launcher or any of the other games using runagsgame. Correct?

2) If I exit the "loaded up game" can I set it to return to the orginal game which is actully just a menu list or launcher.

This sounds like the way to go.
#63
I have a few questions about the RunAgsGame function.

Beings I am doing a game which is a complilation of other games many of which can fit in one room or so on but some can not.
Since I am only one game into it so far I began to wonder if it would not be better for me to utilize the runagsgame command
and seperate the games into seperate ags games with the main game acting simply as a launcher.

even though I understand some basic principles of how this works im I am still unsure about a couple things.

1) If running each game as a seperate ags game and utilizing the runagsgame command to call each game up Does that mean each game would be able to use its own save game features and such out of the box?

2) when it comes to sprites do all the sprites have to be in the first original game or can each game have its own sprites saved in that particuar ags game? and how does the numbering of the sprites thing work back and forth? I will have no need to call up any sprites back and forth between games each one will be independant of any other games. But was unsure if say one game had sprite number 1 and say the launcher had sprite number 1 as something different how that works.

3) other then the coding runagsgame command to lauch the new game is there any other set up or things that must be done? the manual says that the speech.vox and other such files are shared what do I do with the ones from the new game delete them or what and exactly what does that mean does that mean all sound files need to go into the first copy?

Sorry if my questions were confusing but others who have done things with the runagsgame feature id like to here from you and your experiences and anything else you may want to comment on to watch out for or know about. and do you think this is the way for me to go with my project?

4) is there a limit of runagsgames you can have other then alot would be a huge download?
#64
Yes each game would take place its on room and at 999 saves thats 333 games possible and Ill get tired of this long before I do that many so Yeah this would work thank you very much.
#65
Ok im comming back to this now cause im at a point of needing to figure it out now.

Here is what I was thinking tell me if this is possible or not.

First a couple questions

1) How many slave slots can an ags game have is there any limits? and if so is this easily changed or changeable in script?

2) Is it possible to code it out so that say a game that is made up of multiple mini games such as my NES remake/port whatever you call it project can define certain save game slots per game. (Example being say I want the shadowgate game I am doing to only use save game slots 1-3, then When I do another game I want it only to use save game spots 4-6) I would only want the three save/load game slots to show according to what game is played at the moment.

3) If number two above is possible would it be possible then to have a different background on the save game dialog box for each game.

Hope I made that clear enough and not to confusing hope its clear enough people understand what im trying to achieve.
#66
Well on this project where these games are so basic each game easily could be contained in one room just making things alot more simple.
Two other occasions I found having more limits in the room would help was when I attempted to do a role playing game I had designed a map
of the overworld, one of the seas and one of the dungeons and one of towns. Ags more then handled these large backgrounds but then I figured out
pretty quickly I would have to seperate things into many more rooms or even create a tile engine within AGS instead had the limits been increased
I could have done it the way I wanted to. Also when the star trek game I was working on fell though I continued working on it and instead went
into a deck by deck walkable Enterprise project which I have been working on for 2 yrs now. Now I had originally wanted each deck layout to be
a seperate room but because of limits I had to seperate decks out to about 3 rooms apiece. Now if i wanted to turn that into a game later then I have
already used up half my rooms. My problem is my mind does not work as the avarage person I always come up with these huge projects vs smaller ones.
Now I dont want to turn my post into a debate on AGS I should have made those comments in the proper forum area and will join those discussions when I have time. But I am sure there are many others who have some good ideas and then get limited by some of those room restrictions and just go off to another engine thinking ags isnt all that powerful when in fact it is one of the best engines out there. I dont even think of going to another Engine ags is awesome as far as I am concerned just know I get frustrated with the room limits sometimes.
#67
Actully to me this is a small scope compared to all the things I wanted to do or tried to do before lol.
Shadowgate has been fairly easy so far it was kinda set up to work with ags pretty well. Univited and deja vu will be easy to which is why I chose those three games to start with. I do need some suggestions beyound that point of what would still be easy to do in ags but up the challange level a bit any suggestions?
Beings this will be an ongoing project for awhile do you guys want me to realese a demo version after each game I add to it? And to those who have made suggestions to the developers of AGS about upping some of the limits such as hotspots, regions, walkable areas, and amount of things in rooms. I totaly put my vote in for that in an upcomming version. Looking at this alot of these games I can get programmed into taking up only one room and not tax the program at all but I find myself wishing those limits were slightly higher because some of them I will have to make more rooms out of. I really do agree with those who feel those limits are not neccesarry when the avarage 300 dollar cheap computer at walmart can handle the load. Just my two cents.
#68
Ill update as soon as possible im leaving for a 16 hr shift as I read this so please give me about 24 hrs to get it updated and ill update the text to accidently reversed the colors lol

#69
Yeah I may have saved them wrong. I can Always go back and replace the sprites Im almost done with shadow gate and just replacing the sprites would be easy.
As far as this one being ambitious to I dont really see it as such as that I am simply going to work on one game at a time.
If I only get that one game done ill release it but if i get five or 10 done ill release that many. I am starting with something that Is simple to reproduce and going up the the next level of difficulty from there when I reach my end or patiance ill stop and release the ones I completed.
What format do you suggest I save the files in?
#70
AGS Nintendo Classics(In Production)


AGS Nintendo Classics(In Production)

Why I am doing AGS Nintendo Classics
After attempting many custom scratch games and joining other projects that for one reason or another always failed. I decided to take a step back and look at what was causing me to never get a game finished and published. I came to the conclusion that much of the reason was because I always had to big of projects set out as my first game. Or that I took on to much for my limited skills and knowledge and did not leave myself enough room to take time to learn about AGS and other creative process before jumping in. So I would get so boggled down that I would just give up along the way in frustration. So I decided to go about things a little differently this next time. Instead of worrying about the glory and notoriaty of completing the next big adventure game extravaganza. I decided I would take a simpler approach designed more at learning the ins and outs of AGS and let my progress in game creation be according to my knowlege at the moment and let it all be a learning process to me. I decided to instead of making something new and custom to rather just try to recreate something existing that I already know about and have played before. This would give me the oppotunity to spend more time on learning coding and the ins and outs of AGS and less time trying to learn every other field to like graphics, music and so on. So that was were the Idea for AGS Nintendo Classics comes from. If I could reproduce old classic nes games in ags and learn the engine better then I would be a step closer to doing other things I wanted. So before any haters out there bash on me for recreating something old and not doing something fresh or using my own graphics vs rips remember we are all on different levels here and each of us had to learn and have a starting point somewhere.

What is AGS Nintendo Classics?
Ags Nintendo Classics is an attempt to Port many classics Nes games into the AGS Editor.
The goal is to as closely as possible recreat classic NES games into ags as they were originally played on the NES.
AGS Nintendo Classics uses all the original Music, Backgrounds & Sprites from the original NES Cartridges.
All programming in AGS to make the game function as it did on the nes is custom and where the learning part comes in for me.

How many games do you plan on re-creating?
Currently the plans are to make as many games as I can before running out of AGS Resources or until Im tired of it and ready to release it whichever comes first

What is the progress so far?

---Shadow Gate---





UPDATED INFO 1-22-2014
Looking for an artist which might want to re-do some of these game sprites and make everything original. I will still realse versions with the ripped sprites and a new updated version if I find a Sprite Artist. Shadowgate is almost complete about to start work on a launcher

Will be making a Launcher which will launche these games plan on releasing one game at a time
Thanks for everyone at AGS for this great Engine.

Update will be adding for each game
BOX ART
CART ART
ORIGINAL MANUALS
SOUNDTRACKS
HINTS

Also ordered a nes usb controler and am working to see if i can get it working with ags for those who want to play with original controler
#71
Man I wished I had known that along time ago you have no idea how many times I went to links that say the bigbluecup and thought I couldnt access that info glad to know now though
#72
I never looked at the 9 verb thing before cause I had never been interested in a doing a game like this before so I hadnt been as familar with that part of the engine.Thanks for pointing me in the right direction.
#73
Hmm Interesting I did not know this.
Its wierd some of the custom ones I created appear in the menus and stuff maybe they are ones I renamed or something.
Great ill try it like you said and see if that does the job got to head off to work right now though.

Thanks again for saving the day I hate little things like this that are so simple but make you pull you hair out lol.
#74


no thats not it im doing mouse.Mode = eModeInteract;
just like that
#75
I have created extra mouse modes via the side panel under mouse cursors
I have a total of 12 mouse cursors in addition to the standard ones.
However new ones I have created seem not to be picking up in AGS.
I have clicked the pull down menu that says make this cursor a standard cursor.

I know I am missing something simple here.

The mouse cursor in question is Mode12  which is named Close "eModeClose"
#76
That was enough info to get me along the way Might still have a couple questions but thats enough to get me going thanks
#77
Is there a way to get this script to pause the text will mouse or keyboard press before moving onto other scripts?
#78
Ok this one might should be in advanced help.
and if this has been handled before Im sorry for reposting but couldnt find anything like it in the search.

Ok here is what I am doing.

I am creating an ags game that is multiple games in one example being multple old style nes style games or small games like that.
Each game so far consist of one room each game will have about a dozen or so seperate games all together.

Now I had not problem up till now when I totally forgot about save/restore features.
I do not want to or want to avoid using one save game menu for all games.

I would rather have seperate save game menus and systems for each game.
Is this possible to do at all?

and if so could someone point me in the way of getting started or what to look at.
#79
Hi,

I really have a need for this script to work for me in a game I am working on.
The easiest way to explain how I will use it is that it will be a game simular in style to how shadowgate
displays text down in a text box as you enter into rooms or look at things that style of typing on screen.

This code looks like it will work for that but I am unsure as exactly what script files or locations to put the script.

is the header section suppossed to go in globalscript.ash
and the part that says goes in the main go in globalscript.acs just somewhere?
not sure exactly where I put this
#80
Ok got it working now, Sorry been busy with holiday stuff and couldnt get on here.
I thought you had to goto that global varibles menu and create stuff like this there.
Still confused what that section is for now. But I Got this working the way I want now.
Thanks to all of your input.
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