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Messages - sgreco

#1
sorry monkey , but i can't see download your module..
please can you upload again ?
#2
Woho!
It work great!

This was exaclty what i looking for!
Really, really thanks, AJA to sharing your knowledge with me!


#3
Quote from: AJA on Sun 30/05/2010 12:08:16
Our game project (see picture below) uses a system that works something like this:

Every room has a separate text file for speech text, a sort of a very limited custom scripting language, formatted in separate blocks like this

Code: ags
# ACTION-TITLE
  roger: Your hair looks fabulous!
  larry: Thanks, I grew it myself.
  wait: 40
  walk: roger, 160, 100
}


Then upon entering a room a module sets the current read-file to the room's file and after that you can call readLines("ACTION-TITLE") which reads through the file and finds the piece of script with that title and parses and runs it line by line. And since every room has its own file, the files are shorter and thus faster to read through. It's not exactly what you're asking for but it's quite useful. We took this feature out of our game's demo and converted the scripts into AGS scripts to hide the content but hopefully we can upgrade the system somehow before the final release of the game and keep the content separated from AGS.
Thanks AJa. I think this is the better solution, instead to have a big-enormous file for ALL the rooms.

Now my question is, How you can make a search into the file ?
for example,

i've in Room 1 two objects.
i suppose that on my "Room1.txt" file i need to have :

..
# Room1
object1= "This is a cup of coffee"
object2= "This is a cup of tea"
...

Now,
Somebody can post some example code that i integrate into my project, in order to read these phrases , and use these when i click "Examine-the-object" ? :)

Thanks a lot to all :)
#4
Quote from: Sslaxx on Sat 29/05/2010 15:15:16
Quote from: sgreco on Sat 29/05/2010 15:03:15
Quote from: Sslaxx on Sat 29/05/2010 14:17:59
Quote from: sgreco on Sat 29/05/2010 14:13:42
2 - Imagine having to do a translation of your game. How do you manage it?
I do not think you want to go line by line in code to search for phrases to be translated:)
But you don't have to, you can get AGS to do that for you! It'd save you half of the legwork (by finding strings of text that need to be translated).

Ok, maybe this is a solution, but not the better i think :) in 50% of cases, translation made by an automatico tool is always cheap.
The point is, it doesn't do the translation for you - it finds all the strings of text that can be translated.

ok, but the translation is a consequence of what I do.

My primary purpose is to manage an external file as repositorydi sentences.
For example all the "Examine" facts about the objects of a room.
I do not like them in the code, and I want them outside.
#5
Quote from: Sslaxx on Sat 29/05/2010 14:17:59
Quote from: sgreco on Sat 29/05/2010 14:13:42
2 - Imagine having to do a translation of your game. How do you manage it?
I do not think you want to go line by line in code to search for phrases to be translated:)
But you don't have to, you can get AGS to do that for you! It'd save you half of the legwork (by finding strings of text that need to be translated).

Ok, maybe this is a solution, but not the better i think :) in 50% of cases, translation made by an automatico tool is always cheap.
By the way, i repeeat my question..
somebody know some kind of a module, script o way to manage this ?

thanks
#6
Quote from: Khris on Sat 29/05/2010 11:52:05
May I ask the reason for that?

If you don't encrypt the file, anybody could alter the messages.

above all other games have an external file dialogues \ phrases (see A vampyre story).
and then I prefer to have an external file for 2 simpe reason :

1 - the basics of software programming is inadvisable to use values in the code.
values must always be set outside the code (in this case, the values correspond to the phrases that the character should say

2 - Imagine having to do a translation of your game. How do you manage it?
I do not think you want to go line by line in code to search for phrases to be translated :)
#7
Hi all ,
my pourpose is to use a external text file ( a simple txt or a xml ) where i can create a repository for a phrases to use in-game.

I mean,

instead of
----------------------------
Character.say("Hello");

i want to use something like
-----------------------------------------
String mystr = MyReadFunction()
Character.Say(mystr);

How can i structure external file?
There is some plugin who permit me to use xml structure?

My scope is to externalize all the phrases (used for a examine a object, for example) actually write into code

Thanks to all :)

#8
Quote from: miguel on Fri 25/09/2009 13:57:23
But, I think that the Scumm Bar screen isn't as good as the rest of it. It's a shame really and I guess you could change it on the final version.

Anyway, you did a pretty good job with this DEMO.
Good luck!

Really! is so horrible? :)

#9
Quote from: ProgZmax on Thu 17/09/2009 02:46:59
After looking at the demo, the game looks to have great potential but take my advice and strive to have an English translation available on release.  You'll attract a much, much wider audience and your game will be easier to rate and vote for as well. 



absolutely yes...
but now our scope is to release the complete game (maybe in the middle of next year, but i'm not sure)
the second step is the translation.
#10
Quote from: Joe Carl on Mon 14/09/2009 12:56:46
I downloaded the demo. Nice character movement but I didn't like the pub background design it seems like the animation delay is really short...

did you mean that the animation of candle on "scummbar" is too fast ?
#11
UPDATE :
sorry guys, but i haven't find this topic.. thanks to Khris!
However.. this is the demo 2.1 if Return to Monkey Island..

started initially wiht the name "Son of guybrush" in 2005, have changed his name in 2007 and now we can show to you a complete playable demo.

We are a italian team, and unfortunousely the only language avaiable is Italian.

This is the story, rapidly :

Our mighty pirate hero, Guybrush Threepwood, was hit by a stange voodoo curse by his pirate-nemesis LeChuck.
But the intention of the latter were only to.. kill him!
So, our hero was transported 10 years before its first appearance in Melee Island!
it's up to Guybrush understand how to return to his time, but the homecoming is not like expected!

demo is avaiable in this site :

www.rmigame.altervista.org

Two in-game screenshot :






enjoy
#12
Hi all!

The RedMonkeys house is glad to present to you
"RETURN TO MONKEY ISLAND , demo version 2.0" :D

started initially wiht the name "Son of guybrush" in 2005, have changed his name in 2007 and now we can show to you a complete playable demo.

We are a italian team, and unfortunousely the only language avaiable is Italian.

This is the story, rapidly :

Our mighty pirate hero, Guybrush Threepwood, was hit by a stange voodoo curse by his pirate-nemesis LeChuck.
But the intention of the latter were only to.. kill him!
So, our hero was transported 10 years before its first appearance in Melee Island!
it's up to Guybrush understand how to return to his time, but the homecoming is not like expected!

demo is avaiable in this site :

www.rmigame.altervista.org

enjoy :D





#13
Quote from: Cyrus on Sun 02/08/2009 12:43:32
When are you planning to release an English demo?

Unfortunately not been :(

For the Final Release, the other language traduction will be our last development  :(

..
Did you mean For the Actual Demo ?

Quote from: Synok on Sat 01/08/2009 22:11:27
Looks awesome  :o but for some reason, some stuff just sticks out for some reason.

sorry, but i've a limitated comprension of english ;D

what you mean when you say :
"but for some reason, some stuff just sticks out for some reason" ?

Quote from: SuperDre on Thu 30/07/2009 19:47:50
I just hope you won't be stopped by Lucasarts, especially since they are promoting MI themselves now again..
It absolutely looks great..

think not, because our game is not 'for profit   ::)

Edit by Darth - combined posts.  Please do not triple (or double) post.
#14
Sorry,
don't care about
http://st2.altervista.org/split.php?http://returntomi.altervista.org/rmi_setup1.1.exe

is a old demo with a lot of bugs and made with AGS 2.56.

We will release a new demo made with AGS 3.1 with :
more fluids character movement,
more graphical effect,
more puzzle to solve!

stay tuned :D
#15
Hi Guys,
i write from Italy, Milan ..
So, sorry for my "not perfect english" ! ;)

I'm a great fan of Monkey island series (in particular I , II e III episodes) ,
for this, i decide to create a Our FAN GAME production , that will be inspirated to the mythical characters created by Ron Gilbert in the 1990 (you have already unsterstand, i hope! :) )

The final name for our work will be : RETURN TO MONKEY ISLAND

This is the story :

Thanks to a curse of LeChuck, Guybrush is dispatched on Melee Island.
So far so normal, it may seem.
The problem is that our hero was shipped well 10 years before his first appearance on this island, when he was eager to become a pirate.
It will then Guybrush solve the riddle, Sailing to the island of TRIBE and retrieve an ancient object Voodo that help to get back in time ..
But .. not all go toward the expected

We actually develope the Demo 1.0 , builded with AGS 3.1 v3ersion.
The lenguage actually is only Italian, but we are providing an English translation

Here you can look a screeshot taken from the game :


This is the Melee Map


This is the Mighty ScummBAR!


There is two important notes :

1 . This game will be completely FREE! We work only for passion, and futhermore these is a copyright whit LucasArts and his characters

2.  There isn't Graphic Ripped! All Our graphics is absolutely inedit and creted from zero.

So, i hope you like this project!
If you have any question, please write me to sgreco2002@libero.it

Thanks for your attention.!
Sergio



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