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#71
Advanced Technical Forum / Re: A Platformer Template with...
Last post by Matti - Wed 23/04/2025 09:55:16
Nice work!

In case you don't know, abstauber also made a tile-based platformer engine a long time ago. I never really tried it out though and the links seem to be dead.
#72
Wow, thanks for such a detailed response! I hadn't realised there was so much to it. It all makes sense, though – especially what you said about performance with high-res backgrounds and working collaboratively. I once shared a project with someone and tried using Git for version control. It did the job, but felt a bit clunky – unless I was just doing it wrong.

#73
Hi Crimson Wizard, indeed, I've been rocking Game.DoOnceOnly over here. I've been updating my GiveScore(); scripts with Game.DoOnceOnly IDs. It's making the game more fun to play, I believe, which is always nice.

In this case, the player is able to exit after a score of 5, and after leaving they can always come back. However, if they rack up a score of 20 before they exit, they get a bonus event.

But if they exited with between 5-19 points the first time, the bonus is no longer attainable. Even if they come back later with 20 points or more.

I think I'm slowly getting the hang of this over here.

Much appreciated Crimson and Khris. Your assistance continues to be a great help.
#74
Quote from: Eon_Star on Mon 21/04/2025 11:37:15PS: Problem solved on AGS 3.6.0 but AGS 3.6.1 crashed. I will go with 3.6.0

Crashed how? Please post details, I would need to know if this is a problem in the engine that needs to be fixed!
#75
Also see Game.DoOnceOnly in the manual: that function is commonly used for a one-time action in game:
https://adventuregamestudio.github.io/ags-manual/Game.html#gamedoonceonly
#76
General Discussion / Re: ACDOS.exe and acsetup.cfg ...
Last post by Gilbert - Wed 23/04/2025 01:47:38
Try running 'acdos.exe --setup' and see whether there are available options to change this.
#77
You can use a custom function like this:
Code: ags
// global header
import GiveScoreAreaA(int score);

// global script
int score_area_a;

function GiveScoreAreaA(int score) {
  GiveScore(score);
  score_area_a += score;
  if (score_area_a == 20) {
    // secret bonus code
  }
}

Now call GiveScoreAreaA(5); instead of GiveScore(5); in rooms 1-4.

However if the player always enters area B via room 5, all you really need is a suitable check in room 5:
Code: ags
// room event "first time player enters room"
function room_FirstLoad() {
  if (game.score == 20) {
    // secret bonus code
  }
}
#78
Greetings once again all. Hope everyone is well.

I'm getting much better at creating a functional script (with the emphasis on function) without help.

I think if work on this I can figure it out. However, if anyone is bored and/or willing to point me in the right direction, I would certainly appreciate it.

So, my game is somewhat broken up into areas. Let's say rooms 1 through 4 are area A. Room 5 begins area B. Currently, the player must score a few points in area A before area B becomes available. So far so good.

So for the purpose of this example let's say there are 20 possible points in area A, and area B opens up when the player has scored 5 points or more.

I would like to add a secret bonus for the player that scores 20/20 points before, and only before, moving on to area B.

So, as I'm thinking it through typing here, the solution must be to create a bool that becomes true when entering area B. And if 20 points are scored while the bool is false, the secret bonus occurs...

I think I can cobble that code together. Yet it's all still quite new to this old dog, er, owl.

Anyhow, respond only if you feel like doing so.

As always, happy creating to all.

#79
Well, I have to say that I have already finished it, thanks to Nralsd from abandonsocios who gave me the solution to run it.

Nralsd:

Quote"I got curious and downloaded the game. I'm also getting the same error in Dosbox. But after searching around, I finally managed to launch the game. You need a file called cwsdpmi.exe, which you can get here: https://archive.org/details/cwsdpmi

Unzip the zip file into the game folder and run it in Dosbox."

I hope this helps someone, Regards
#80
General Discussion / ACDOS.exe and acsetup.cfg sett...
Last post by MannyMania - Tue 22/04/2025 23:06:06
Hi All. I'm using ACDOS.exe to run the Kings Quest 1 VGA remake. In windows it uses AWE32 for digital audio and the default Midi is mapped to a Roland SCC1. All works great!! I'm also running it in real DOS but there it uses the AWE32 for Digital Audio and the Midi is the AWE32 FM synth music. There is a acsetup.cfg that has settings for sound. Does anyone know what setting options can be used in that file to use different midi?

acsetup.cfg

[misc]
screenres=0
windowed=0

[sound]
digiid=-1
midiid=-1
digiindx=0
midiindx=0
digiwinindx=0
digiwin=1096302880
midiwinindx=0
midiwin=-1



 
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