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Topics - simulacra

#21
I have made a 3 minute intro movie for my game and realized that this may cause some problems with cross-platform compatability as a FLC file of that length (and reasonable resolution and fps) is somewhere between 150-250 Mb. That is larger than the rest of my large game. I am considering how to go about this and come up with some alternatives:

1. Drop Linux support for the game and use a better video format.
2. Make a Linux version with a large-ass intro file.
3. Make a complicated "run intro from CD" feature (seems risky)
4. Think of something I haven't thought about.

Suggestions on what to do? None of these alternatives feels really desireable.
#22
I need someone to read the following two lines, preferably a female native English speaker:

"But I thought you said you did."

"Yes, who needs such crap? Trash it among the other stuff. Now, there is some sort of workshop south of your position, which ... "

It's going to be part of a scrambled radio message. I cannot pay you for this, but you will get mentioned in the credits.

Please reply to the thread if you are going to do it, then send WAV files to:

nordwall@verkligheter.se

And thank you!
#23
Beginners' Technical Questions / Script error
Sun 12/06/2005 00:28:32
What is wrong here? I get a type mismatch error.

      if(character[ME].ActiveInventory==1) {
        // Code
      }
#24
General Discussion / Resource hacker
Thu 26/05/2005 14:12:17
Can anyone recommend a good resource hacker for .exe files so that I can exchange the icons to high-res versions?
#25
I have two rooms, one with the "Quiet" setting and one with the "Loud" setting. And I have enabled crossfades. Problem is: when I switch room from the quiet room to the loud room, the music that is crossfading away suddenly is cranked up and gets very loud.  :o

A workaround would of course be to turn the music off before switching rooms, but it's not really a nice solution. Seems the cross-fader doesn't take these volume changes in account.

And I'm still using AGS 2.62
#26
Advanced Technical Forum / Flic flickering
Sun 22/05/2005 19:51:36
When starting a FLIC movie, the screen goes black very briefly before displaying the film. This makes my fullscreen animations that start with the room graphic not look so smooth as they could have. Is this possible to fix somehow?
#27
Pardon a non-native English speaker, but what do you call the plastic tape that are used to limit access to locations? I have not found the word in any dictionary.
#28
I have always thought that it is a bit strange that the dialogue scripts are in another language than the rest of the engine. How about having dialogue scripts that work like they do now, but with new commands that are integrated in the main script engine. So that instead of having

Narrator: Howdy!
run-script 31
return

would be (correct me if I am wrong - I have not tried 2.7 yet)

cNarrator.Say("Howdy!); //Could Narrator: Howdy! be shorthand for this?
SetBackgroundFrame(2);
Wait(1);
ShowDialogueOptions(2, 1); //2 s topic defaults to active topic for instance, 1 means pause game while displaying these

Or something. This would lessen the need for complex run-scripts, allow for more interactive dialogues (things happen while you talk), ambient animations while talking etc. Perhaps a bit more complex for beginners, though. But not more complicated than learning how to script in general.

How about it? Just an idea in the spur of the moment.
#29
I have a hotspot with the following code in "Any click on hotspot".

RunHotspotInteraction(7,MODE_WALK);

I want any click to be treated as a "Walk to command". What's wrong here?
#30
I have used the following code to make the player appear in front of some map objects. However, the character still appears behind the objects. What's wrong here?

SetObjectBaseline(0,0);
SetObjectBaseline(1,0);
SetObjectBaseline(2,0);
SetObjectBaseline(3,0);
#31
For compatability reasons, I have decided to use FLIC files for animations and videos. However, they inflate the EXE file size very much and it makes me nervous because I figure it could cause memory problems if it's too large (please correct me if I'm wrong). Is a 80 meg exe a problem? And is there a way to be able to play flic files without having to bundle them into the exe? Or can I use another video format and still be compatible with Linux and DOS?
#32
Is it possible to have background animations running while having the player choose between dialog options?
#33
I have two questions:

1. Does anyone know a good installation program? I would like to distribute the game as a single compressed file, that can be uninstalled using the Control panel. I'd prefer a gratis tool.

2. Is there an efficient way to distribute patches for the game without having to redistribute the full game again. I am thinking along the lines of a utility that compares old files vs. new files and makes a record of changes, then you allow the utility to change the installed game files. Or do every file of the distribution (game.001, game.002 ...) change if I make a minor bug fix?
#34
I suggest a game option, "Compress compiled data" to reduce the size of compiled games. They get very large quickly in high-resolution projects... You could compress the distibution, of course, but it does not solve the problem of the big executable.
#35
Some sort of miracle has happened: a publisher is actually interested in releasing my game. However, I am curious to know... has any other AGS games been published or commercially distributed? I know Dave Gilbert has mentioned a (completed) remake of the excellent game Bestowers of Eternity.

(I do not know if "commercial" is the right term for it in my case really, since the hourly wage in this business equals something like â,¬1 an hour. Ah, well. It was fun.)
#36
I have a suggestions: let's write some guidelines for making an AGS game portable (Win, DOS, Linux - heck, why not even work out how to run AGS DOS games on OS X with a DOS emulator?).

Come on, let's list do's and don'ts.
#37
I am working on a custom inventory and have run into some diffculties. I want the inventory to be modal (I have some timed events that I do not want to happen when the inventory is displayed as the player is occupied with that) and I want to have a lucas-arts descriptive tag line in that window.

Question one is: how do I prevent timed events from occuring while being able to update a tag line with repeatedly_execute?

I want the following commands to be available: Look, Select, Combine and Close. No problem with Look and Combine (Left click: Set cursor mode). However, when clicking the inventory after choosing Select, I want the game to close the inventory window and display a Use inv cursor with the clicked item. Problem is, when having a modal window, on_mouse is disabled and interface_click does not seem to recognise LEFTINV. I'm stuck.

Question two is: how do I do this without having a non-modal dialog with the game running in the background?
#38
I have implemented the sgs_load(); function and call it from a GUI, where it functions without problems. However, when I call the function from a hotspot (in the main menu), I get a "Undefined token" error.

What could be wrong?
#39
I'd like to put my game on the web for downloading, but I'd like to have a script (PHP, preferably) that keeps track of how many times the game has been downloaded and display it. How do you do that?
#40
Is there an effective method to proof-read all the text in a game?
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