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Messages - mkennedy

#641
The parser is now available for download at:
http://www.rudolphuebe.com/suf/uploads/autoparsertemplate.zip
Thanks to Candle for the hosting.
#642
Quote from: Edmundo on Sat 03/02/2007 19:50:25
We also need less of the following:[/p]
1. Pirates
2. Paranormal
3. Horror
3. Knights and Wizards
4. Space Adventures
5. Detectives
6. Indiana Jones

Oh man, those are some of my  are some of my favorite things in games!
Did somebody suggest a parody like "Trillby Baggins, 8 Days a Hobbit"?
Or a parody of the Lost show with the "Giligan's Island" crew getting shipwrecked neardby just days before the plane crash and then make the others Headhunters also. Bumpimg Giligan off on purpose (IE murder) would lose you the game, but assigning him to dangerous task like polar bear hunting won't get him killed either.
#643
Text parser are fine, The ability to combine the robust parser ability of something like PAWS or ADRIFT with the graphical ability of AGS would be wonderfull!
#644
I've finaly managed to make a template with the code. If desired I can upload it, Though it may need some more testing because it was originaly stripped out of the test game.
#645
There were 2 "Evil Dead" based games and one based on "John Carpenter's, the Thing", Not to mention countless "Lord of the Rings" games. There are also a few "Pirates of the Caribean" games avialable and an online version coming up if I'm not mistaken. The genre could probably best be classified as "Fan work" (unless it's comercial) and could extend to fan games, fanfiction, and fan art. Some good ideas for adventure games I'd like to see:

Futurama
Simpsons
SouthPark
Evil Dead/Army of Darkness
Doctor Who

Other sources for fan games:

Battlestar Galactica (has no one thought of this?)
Lost (There may be a comercial one in the works...)
24
Babylon 5
Star Trek
Star Wars



#646
Somebody was working on a Quest for Glory parody if I remember correctly, But they were issued a "Cease and Desist" order by the creators (Sierra I think). From a legal standpoint they may be able to nail you for copyright infringement if you rip any of thier game's graphics or sounds. But if you make a pardoy based on something and make your OWN original graphics and sounds you may be safe even if you use the same names and places.  If you are doing a parody of a non comercial product then you should probably get the author's permission just to be polite, But if it's a parody of  a comercial game then just make sure you don't directly rip any graphics or stuff.
#647
Will it have Trillby? Or will it take place in the future like 7 days?
#648
Will there be an option to skip the arcade sequences or at least make them easier? The battles near the end gave me some real trouble.
#649
Quote from: sthomannch on Tue 21/11/2006 16:25:59
Anybody still interested in a complete walkthrough?


A walkthough would be good!
#650
Adventure Related Talk & Chat / Re: LOST game?
Sat 25/11/2006 03:35:36
Back on topic...

It may work as a sort of survival/strategy/adventure game, where diferent castaways would have diferent skills/assets.
Jack would be good with medical things, Sayid  works with electronics, Locke can track and hunt, Sun is good at botany/plant lore and is bilingual. Then you assign diferent characters various tasks, explore/map the island, try not to get any of the castaways killed.
#651
I have recently created code for automated text parser functionality, though it does not use the word list. For testing purposes the code is currently imbedded in the "Demo Quest 2" example. Basicly the code looks at what the player typed in, if they typed in the name of an inventory item, a character, an object, or a hotspot then the game will run an interaction based on the current cursor mode. The "Names" of the cursor modes are stored in an array, if the player types in a word that matches one of names in the array then the code will set the mouse mode to match.  The code is quite dependant on "while" loops and does not support synonyms. This is so the user will not have to fill the word list themselves. If anybody is interested or wants to host it please let me know. Originaly I wanted to make it as a module so that it could be added to an allready existing game, but the code is dependant on a textbox GUI so I wasn't sure if that  could be done. I also would like to make a stripped down template consisting of the basic code, some GUIs, one room and a character, but am unsure of the simplest way to do that.

EDIT:

The parser is now available for download at:
http://www.rudolphuebe.com/suf/uploads/autoparsertemplate.zip
Thanks to Candle for the hosting.

Now available in module form at:
http://www.rudolphuebe.com/suf/uploads/autoparsermodV2.zip

#652
Glad to see a Doctor Who game. A minor note about the TARDIS screen shot, the circular depressions are aranged in a honeycomb pattern so every other vertical row should be shifted down by about  half a repetition.  As for having Guybrush in the game, if you decide to keep him make him a good guy, not a nazi! He could be one of the brigidare's soldiers.
#653
Does anybody else want an option to allow rooms to have inventories the same way characters can have inventories? This would allow programmers to implemtnt droping of items and picking up of items. Some possible functions:

room[int room_number].AddInventory(InventoryItem or number)
Used to place that item in the room.

room[int room_number].InventoryQuantity[InventoryItem or number]
This returns how many of the item the room has. Useful if you want check if a certain item appears in a certain  room.

room[int room_number].LoseInventory(InventoryItem or number)
Used to remove that item from the room.

Another idea would be the ability to determine a character's or room's inventory directly from the editor.

What do others think? Please give your opinion and input.


#654
The problem with that would be if word beer is the 4th or 5th word entered. As far as I know anyword only discards a single word. Thta's primarily why I suggested the more leniant version of said. The main reason for my interest is becuase I am developing a text parser template. So far I've made it so that the game will automaticly run the correct interaction based on what the player typed in.
#655
Is there a way to get the names of the cursors and feed them into an array of strings? For example curs[1] would contain the name of cursor 1 and so on.
#656
Quote from: GarageGothic on Sun 01/10/2006 09:19:38
It's because you're using old scripting style with strings rather than Strings. You need to use StrContains instead, or rewrite your code to use Strings (maybe not possible depending on which AGS version you're using).

Thanks for the tip, I'm getting it to work now. Too bad the new String functions don't seam to work on old style string or char variables. Do the new String functions also work with synonyms from the parser list?
#657
Quote from: Pumaman on Fri 29/09/2006 19:18:16
Well, if you're not bothered about teh sentence structure and just want to check for particular words, it's just as easy to do it yourself:

if (input.Contains("beer") && input.Contains("Homer")) {
// do something
}

I seam to be having trouble with the .Contains function. My code is:

  if (interface == 0) {    //starts parsing, including any global commands
    if (button == 0)
    {string forparser,unknownbuffer;
     StrCopy(forparser,"");
     GetTextBoxText(0,0,forparser);
     InterfaceOff(0);
     if (StrComp(forparser,""))
      {ParseText(forparser);
       if (SaidUnknownWord(unknownbuffer))
         Display ("I don't understand the word '%s'.",unknownbuffer);
       else
         SetGlobalInt(6,1); //sends signal to room to contine parsing
counter = 1;
  while (counter < Game.InventoryItemCount) {
if (forparser.Contains(inventory[counter].Name))
player.ActiveInventory = inventory[counter];
counter ++;
}      }
     }
  } // end iface 0

But when I go to save the game I get an error message saying:

.Contains  is not a puclic member of 'string'
#658
Quote from: Rui "Trovatore" Pires on Fri 29/09/2006 13:42:58
You mean like the functions StrContain (and its 2.7 counterpart), and like "if (Said(anyword beer rol))" stuff?

Yeah, similar to StrContain. This way the player could have typed andy of the following:

Use beer on Homer
Give beer to Homer
Give Homer beer
Beer Homer
#659
I would like a more leninat version of the function 'said' that rather than checking the whole string the player typed it would only check to see if the typed string contains the desired word. Rather than replace 'said' the function could have a name like spoke.  For example lets say you want to run an interaction if the player uses the object 'beer' on the character 'Homer' you can check this with the code:

if (Parser.Spoke("beer"))  and if (Parser.Spoke("Homer"))

#660
Well the reason I am interested in getting the names of the cursor modes is for making a text parser template. The parser would read what the player typed in, and if the text contains the name of one of the mouse modes then it will run an intercation based on that mouse mode.
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