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Messages - abstauber

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I finally managed to update the documentation and I also added a new chapter about the changes and differences to the 9verbs MI-style template.
I guess waiting for further bug reports at this point might be a bit useless, so I call this a release candidate :P

Engine Development / Re: How large FLIC movies can be?
« on: 16 May 2017, 13:47 »
Then I'd say: if you can actually find another library, go number 2 (maybe that would even support gif :) ) Otherwise I'd suggest to load them into the memory.
@Scavenger: How big are your files? Mine didn't exceed 2 MB if I remember correctly.

Btw. I would have suggested GIF support earlier, but since I can't help with the implementation, I didn't want to add more raise the stress level with even more demands ;)

Would this be of any help?

Engine Development / Re: How large FLIC movies can be?
« on: 16 May 2017, 09:19 »
What about letting FLIC go entirely and support animated gifs instead. AFAIK the functionality is almost identical and it is way more common. Apart from Scavenger nobody is currently using .flc anyway. Short video sequences can even be done by loops and views (which is what I did back in the days).

Supporting ancient games can still be handled by Scumm VM ;)

But I start getting the level of despair of what it means maintaining all those hacks and backwards compatibilty.

Also for this kind of stuff, try the Tween Module. It makes your life considerably easier and also handles transparency transitions.

Here's another release, mostly fixing running issues.

Oh and currently this thread the one with the most views ever in "Modules & Plugins" :=
Go verbs!

Engine Development / Re: OpenGL renderer for Windows
« on: 11 May 2017, 07:42 »
Great news! At a first glance, it seems to run just fine.

Okay, this would be a valid workaround. Still it is a bit unpredictable, that the engine cuts off the inventory name at 24 character, while the editor allows 255. Why 24 in the first place (wtf) ?
But of course this is not top priority. It is just a minor inconsistency .

Lo and behold, I received a bug report :-D
Beta4 is up. The running mode now waits for certain distance between player character and cursor. Also the running isn't blocking anymore.

edit: We have reached Beta5. You can now "run" on hotspots with an exit extention to change rooms.

The Rumpus Room / Re: Name the Game
« on: 09 May 2017, 14:44 »
Yes, that it!

Here's a new beta and I finally managed to create a repository for this template.

The "cog" button is now on the same GUI as the action label.
Slight changes to what happens if you "talk to" nothing.
Code cleanup and small bugfixes

Did actually anyone already give this a go?

Thanks for the info :)
It would be cool if those limits could be lifted at some point.

Sure, go to guiscript.asc and take a look at the Unhandled Function
instead of:
Code: Adventure Game Studio
  1.     // unhandled USE INV
  2.     else if (UsedAction(eGA_UseInv)) player.Say("That won't do any good.");
you could write
Code: Adventure Game Studio
  1.     // unhandled USE INV
  2.     else if (UsedAction(eGA_UseInv)) {
  3.       if (player.ActiveInventory == iKnife) player.Say("I don't want to cut that.");
  4.       else if (player.ActiveInventory == iOtherStuff) player.Say("I don't even know what it is.");
  5.       else player.Say("That won't do any good.");
  6. }
The unhandled function is all yours to be edited :)

The Rumpus Room / Re: Name the Game
« on: 09 May 2017, 10:25 »
Nope, it's more like a mixture between Soccer and Billiard

The Rumpus Room / Re: Name the Game
« on: 09 May 2017, 09:09 »
This should give it away.

I completely overlooked you ninja edit:
p.s. i noticed that at the end of "function any_click_move" is a "Wait(5);" command...any specific reason why this is there? from what i can tell, all it does is cause the game to block for a fraction of a second every time the character reaches his destination...which felt kind of "glitchy" to me t.b.h.

This is from a time before 3.4.0 where you needed a wait command to actually see the character turning. Why it's Wait(5) instead of Wait(1)... no idea ;)

I replaced it with this code snippet

Code: Adventure Game Studio
  1. #ifver 3.4
  2.     player.FaceDirection(dir, eBlock);
  3. #endif
  4. #ifnver 3.4
  5.   player.FaceDirection(dir);
  6.   Wait(1);
  7. #endif

Over at the Scumm help thread, Daniel discovered some rather odd limites regarding descriptions.

It seems like inventory item descriptions can be 24 characters long, even though the editor allows more.
Hotspot descriptions can be almost infinite (tested 35 chars).
Object descriptions can only be 29 chars long and the editor also blocks any longer attempts.

Is there a technical reason for this or could these limites be removed in a future engine release?

1. #5 by CaesarCub
2. #11 by cat
3. #14 by selmiak

Unfortunately nothing I could do right now. Possibly CW, Gurok or Alan could help you out.

what seems to be happening is that the names of inventory items get cut off after 24 characters.
I only tried 15 chars when I tried it. But this is seems to be a limitation of AGS itself. The editor limits object names to 29 characters, but apparently it forgot about limiting inventory names.

But the label itself could display all those characters ;)

edit: Hotspot names can be pretty long, I just managed to display "Go To 012345678901234567890123456789012345678 90123456"

The Rumpus Room / Re: Name the Game
« on: 08 May 2017, 14:05 »
Yeah Psygnosis can't be denied.
But it's not from Shadow of the Beast.

And the main "character" sprite is very disappointing. So much, that I though my copy was broken :D

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