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Messages - abstauber

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I made a JRPG proof of concept back in 2013. Unfortunately the guy I made this for never released the game. I never implemented a battle screen though, but Snarky did.
So yes - it's all possible, and it's fun doing it in AGS :)

@Babar: Sorry about the broken link, I've just fixed it.

@Monsieur OUXX: Your changes seem to make a lot of sense, but unfortunately your pull request does not compile (yet)
GlobalScript.asc(54): Error (line 54): '.AdjustLanguage' is not a public member of 'Verbs'. Are you sure you spelt it correctly (remember, capital letters are important)?

The Rumpus Room / Re: Name the Game
« on: 28 Aug 2018, 10:35 »
The Adventures of Captain Comic

Oh, that's easy to explain: the "tiny" font is a .wfn font. But if I recall correctly, you have to start with a ttf font first and then replace it with the wfn font in the file system.
You can find the wfn font in the assets folder in Github, or here on the forums: it is Tom Thumb.

@Imsomnia212: Cheers! I'm looking forward to see some of your games in the future. Your abandoned mags game already looked very promising.

Here's the new version - sorry for refactoring so much code after the 1.0 release.
All template settings are now grouped in a separate module and you can change them from anywhere in your code. I've also removed the old doubleclick code and integrated CW's module instead.

Btw. thanks to CW and Snarky for telling me about attributs and how they work :D Also thanks to Monsieur Ouxx who brought the issue up.

This version also contains two bugfixes:
1) Alpha transparency for the dialog GUI is now a thing
2) Running works on everything, not just plain areas.

Phew, it's been a while since I played enough MAGS game to actually qualify on voting ;-D
It was really entertaining, thank you all for creating this great content!

Pizza Calls
Spoiler: ShowHide
That was the most disturbing game of poker in a long time :D

Spoiler: ShowHide
Well, too bad that it's not game yet, but cool that you had the guts to release it anyway. I liked the style and I really had hopes that I could explore this a screen a bit.

The Lightning Spell
Spoiler: ShowHide
Wow, the presentation layer is fantastic. This could be a commercial demo from the late 90s for all I know. Also it made me chuckle a few times :) Gameplaywise it was not very challenging unfortunately. Still, what was there, was fun

Stories of the unexpected
Spoiler: ShowHide
This was the longest game and it even contains a mini game, very nice. What I don't get is why there are Laptops in the 60s... I might have preferred it to be a bit more accurate in terms of technology. But it was still very entertaining, especially the ending.

The Shaft
Spoiler: ShowHide
I have to admit that I'm a huge fan of Kastcheys work... since forever? So I'm a bit biased here. I adore the graphics, they are quite grainy and (as always) a bit unpolished but they fit the setting perfectly. Well the inventory puzzles on the other hand where a bit trial and error, especially because pliers on wire work, but not the other way round etc. Also I loved the surprising element in the ending and I despise the fact that this story will probably never be continued (/me looks at the postapocalyptic snow queen). So yes - I want to see more of Reed! Please!

Spoiler: ShowHide

Thanks again to all creators for giving my such a good time. For me it was a tight decision between Slasher and Kastchey, but finally my vote goes to The Shaft.

Hints & Tips / Re: The Shaft
« on: 03 Aug 2018, 10:00 »
Spoiler: ShowHide

Use the pliers on the taped wire to bend a hook. That will do as a nice fishing rod for the knife

Critics' Lounge / Re: Verbcoin Interface
« on: 02 Aug 2018, 09:21 »
Don't forget that a typical 9-Verb GUI covers up to one third of your screen. So you have to take this into account when designing your backgrounds.
The DOTT remake zooms into the backgrounds, when activating the verb coin. But I'm sure that this is not feasable in AGS.

I can only think of these solutions having both type of GUIs in one game.
A) Add a blank area for the verbs and make all rooms scrolling vertically. Lock the scrolling with the verbcoin.
B) Draw two backgrounds: one with the resevered blank space for the verbs and one without. Then switch between those when changing the GUI.

@Monsieur OUXX
Have a look over here:

1) they make the things accessible from outside

2) they group the settings by category
I decided against individual arrays for each category of settings, as I find this a bit too confusing when setting up a new GUI. The options are still somehow categorized by the attribute name.

3) they make them reflexive (accessible by index or name in the array of settings, allowing to tie them to an in-game console system)

4) they clarify the initialization sequence and keep the object in a consistent state

err... 1/2 check? The initialization is done by the internal AGS functions. There is no needed sequence or order for the options to be set. Also the whole dialog GUI is now static.

And as said before: this won't make it into this template. But since the module doesn't have dependencies, you should have no problems importing the code from Tumbleweed Verbs.

Advanced Technical Forum / Re: Static extenders confusion
« on: 01 Aug 2018, 13:42 »
Ah alright, thanks for the clarification! Btw. in your doubleclick module you're using the non-static extender on a static struct - so at one time you might want to fix it.
Code: Adventure Game Studio
  1. bool geti_Event(this DoubleClick*, MouseButton mb)

Advanced Technical Forum / Re: Static extenders confusion
« on: 01 Aug 2018, 12:31 »
Sure, but why the exception for the attribute extenders. I just found out that either of these work.
Code: Adventure Game Studio
  1. bool seti_DialogGuiOptions(static CustomDialogGui, eDialogGuiOptions index,  int value) {
  2. }
  4. // works too on a static struct, but it should not
  5. bool seti_DialogGuiOptions(this CustomDialogGui*, eDialogGuiOptions index,  int value){
  6. }

Advanced Technical Forum / Static extenders confusion
« on: 01 Aug 2018, 12:18 »
After learning about attributes, I am currently implementing them to my modules. Now I have also learned that static extenders are possible since 3.4.

I have a static struct like this, along with its extenders:
Code: Adventure Game Studio
  1. struct CustomDialogGui {
  2.   import static void init();
  3.   import static attribute int DialogGuiOptions[];
  4. };
  5. import void prepare(static CustomDialogGui, DialogOptionsRenderingInfo *info);
  6. import void addOption(static CustomDialogGui, int position, int optionNumber, String optionText);
  7. import void getOptionDetails(static CustomDialogGui, DialogOptionsRenderingInfo *info);
  8. import void getRowCount(static CustomDialogGui, int width);

An extender function head looks like this in the .asc file, as it was explained here http://www.adventuregamestudio.co.uk/manual/ags38.htm
Code: Adventure Game Studio
  1. void prepare(static CustomDialogGui, DialogOptionsRenderingInfo *info)
Now here's the thing I don't understand.

The attribute extender has to be like declared like a non-static extender. And it even works (wtf)
Code: Adventure Game Studio
  1. bool seti_DialogGuiOptions(this CustomDialogGui*, eDialogGuiOptions index,  int value)

So yes, it all works but I don't get why attribute extenders have to be non-static on static structs.

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Many thanks! I've refactored the Tumbleweed template to use attributes now. But I won't do it with this template as I'd really like users to switch to the newer template and this one has not been refactored at all.

Maybe it would have been smarter to call the Tumbleweed Template "9-verb MI-Style 2.0" :-\

Sorry if this seems patronizing, you probably knew most of it already, but I wasn't sure exactly what part of it had you confused.
Not at all, this was quite insightful. Although I have to admit that in the end the wiki article did the trick of me fully understanding what attributes do in AGS :)

But since the wiki article mentions it: will this scripting feature still be supported in the future? I sure hope so ;)

@Monsieur OUXX:
First of all, I really appreciate that you share your hard work with us/me and it's quite educational how you did things.
That said, I do not understand why you haven't refactored the fully fledged dialog module instead (http://www.adventuregamestudio.co.uk/forums/index.php?topic=36313.0) :confused:
If I accept your pull request now I'm in the delicate position that I have to apply all your changes to the parent module at some point.

Btw. because of this problem I usually do not integrate 3rd party modules in my templates. For the dialog GUI I made an exception because the default dialog in AGS is very very basic.
Also if I accept the pull request, it would make sense to apply these changes to the GUI script itself. This would as well be a major task and the new settings array doesn't help code-readability either.

Another thing is the refactored module still has around 13 options left which are not covered by the settings array - correct me if I'm wrong.
Edit: The function dropdown in the AGSEditor is also broken in your version of the customdialoggui.asc.

But enough of that... my main point is: if we change the way how variables are assigned, let's do it for the whole template.
I agree with Snarky: adding dozens of setters and getters (I know this from some if my modules too) blows up the code a lot. I like CW's approach, just with an enum instead of plain index numbers. But what difference makes " import attribute int " instead of a regular import?

For some reason I thought that this would be the way to do it. But apparently you can doubleclick-walk to everything in Thimbleweed Park.
So yeah, it seems to be an intentional bug which I'll fix right away :)

In the meantime you can comment out the 'if condition' in line 2075 and it's bracket in 2085. In line 2095 remove this piece from the if condition: 
"&& location_type == eLocationNothing"

I'll test it some more and see if this fix breaks anything.
--edit: of course it broke something :P Gotta fix the door handling now.

Modules & Plugins / Re: MODULE: TotalLipSync v0.5
« on: 31 Jul 2018, 07:51 »
Just a quick guess, but have a look at 'General Settings' in the AGS Editor. In the category 'Visual', check the setting "When player interface is disabled, GUIs should" and make sure it's set to 'Display normally'.
That could be at least one cause of the icons disappearing.

General Discussion / Re: AGS Image Host?
« on: 30 Jul 2018, 13:24 »
The only thing that would make sense in my eyes is to support direct image uploading in the forums. But that would cause even more traffic and generate costs for AGA and so on.

I can do that.  Bandwidth isn't really an issue.

It would make a lot more sense for images to be hosted here, where basically they'd stay until AGS is no longer a thing...

Please do (nod)

Critics' Lounge / Re: Verbcoin Interface
« on: 27 Jul 2018, 22:17 »
just as a side-note - the remastered DOTT version changed the 9 verb GUI to a dynamic verbcoin and I think it's quite playable. But it still doesn't "feel" like the best adventure game UI ever - yet for a verbcoin it is alright.

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