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Messages - Khris

#521
It's a QR code.

You can download an app for smartphones that pulls the code off of a picture you take with the camera. It usually contains URLs.
#522
Actually, thanks to the ags shell plugin, it's possible to run cli commands from within AGS.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=30948.msg397988#msg397988
#523
Very possible, there is a game like that in the works, I can't find the thread right now though.

Basically, all level info is stored in a grid, and the first person-view is generated by iterating through that grid from far to near, drawing pre-made walls.
I'd say the scripting involved is semi-complex. You'll need AI that moves monsters around and some short of shop system, I guess.

It all comes down to organizing a buttload of data well enough to not pull your hairs out continuously during coding :)

(In general, there's pretty much no limit as to what type of game can be created with AGS, except speed.)
#524
I guess it's ok, you might want get a graphics card with a bit more horse power though. The one in there should be fine to player Portal 2 and Borderlands, but anything a bit more recent might look a lot better with a 520 or 560.
#525
In case this happens again:

The WLAN light didn't light up as in the WLAN was turned off. If the LAN connection is up and running though you can pretty much rule out a power issue of any kind.
Some routers have a small switch near the jacks to quickly turn the WLAN on and off.
If there's no switch or it isn't turned off, a power cycle might fix it.
If the WLAN has got turned off for good, all you have to do is navigate to the router's menu and turn it back on. There's absolutely no need to change the network ID or password or setup new networks.

To get to the router menu: Start -> Run, type "cmd", enter, in the black window (command prompt) type "ipconfig", enter.
Your PC's LAN connection details will appear, among them the gateway address, something like 192.168.1.1. Just type that in the browser's address bar and you're in the router's menu (you might have to login first).
In there, find the Wireless settings and turn WLAN back on.

The AOL guy was working off a script and my guess is that 90% of that call was a complete waste of time.
#526
You're right, and this is pretty much a bug in AGS.
Solid characters cut a rectangle out of walkable areas but this seems to not have any effect on GetWalkableAreaAt, it'll still return the drawn area, ignoring the hole.

It's possible to check for this manually though; as soon as I find the time I'll update the module.
#527
That's not enough, the 4pin cable is just for power. Notice the wide, flat cable next to it? That's where the data goes through. :=
I'm not sure if getting another cable is enough here, my guess is you'd have to buy a SATA controller card (because your main board doesn't have one).
Connecting IDE HDs to a SATA port on the other hand would just require an adapter.

Since you're looking for a short term solution though, buy that one:
http://www.amazon.co.uk/USB-SATA-IDE-CABLE-ADAPTER/dp/B003Q97FIW/ref=sr_1_5?ie=UTF8&qid=1317157734&sr=8-5

With that you can connect any HD to a USB port, perfect if you just want to get data off a HD.

Edit: I've just noticed that the power supply seems to be really poor; this one might be better:
http://www.amazon.co.uk/Dynamode-USB-SI-C-controller-SATA-300-Hi-Speed/dp/B000LQ4WMU/ref=sr_1_11?ie=UTF8&qid=1317157734&sr=8-11
#528
At the start of the game, the button images are set automatically, according to the language that was set.
To edit the sprites, export them from the Sprite manager, edit them, then import over them.

You can find them here: Sprites -> MainGUI -> es

Another way: open Scripts -> guiscript.asc, then search the function AdjustLanguage().
In there, look for the Spanish block, then change the numbers.

Code: ags
    SetActionButtons(eGA_GiveTo, "a_button_give    0  6    11  Qq");


6 is the normal image, 11 the active one.

----


Al comienzo del juego, las imágenes de botón se ajustan automáticamente, en función del idioma que se estableció.
Para editar los sprites, los de exportación desde el gestor de Sprite, editarlos, a continuación, importe por encima de ellos.

Usted puede encontrar aquí: Sprites -> MainGUI -> es

Otra forma: abierta Scripts -> guiscript.asc, a continuación, buscar la AdjustLanguage() function.
De allí, buscar el bloque español, a continuación, cambiar los números.

Code: ags
 SetActionButtons (eGA_GiveTo, "a_button_give 0 6 11 Qq");


6 es la imagen normal, 11 el que está activo.
#529
Spanish is already built in, open guiscript.asc in the Scripts node, and in line 15 it says
(El español es ya integrado, abierto guiscript.asc en el nodo de secuencias de comandos, y en la línea 15 que dice)

Code: ags
int lang = eLangEN;


Just change that to:
(Sólo cambia que a:)

Code: ags
int lang = eLangES;
#530
They actually put a disclaimer on the page:
QuoteNo good games were damaged in the making of this video. All the video games used in this urinal were already broken or worthless sports games.

I'd rather see a urinal made from NES games though.
#531
Look for it in the device manager. Press Windows+Pause, then click the menu option at the top left. You should be able to re-enable it in there.
#533
Yes, this is a good LucasArts-y speech font with consistent character heights and outlining that you can use instead of the default AGS one.

   

It's ttf, too but should be exactly what you're looking for. Import it at 10pt. I've included the outline font though you shouldn't need it if you use automatic outlining.
#534
Also, I assume you're using the 9verb GUI included with AGS, right? (Since you wrote you had "got" it).
Its official thread is here: http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38874.0

The separate download includes a documentation.
#535
The module uses the player character's MovementSpeed setting, just change the value in the editor and you should be set.
#536
If you set MovementLinkedToAnimation to false, mouse walking will be much faster, yes.

Currently, my module only simulates walking with MovementLinkedToAnimation set to true i.e. the character moves MovementSpeed pixels every AnimationSpeed frames, not every frame.

I guess I could implement that setting, let me check that.
(checked it)
Actually, I'm not handling movement and animation separately, it's going to take some time to fix that.
#537
Spent a few hours today whipping this up; I tried to test it thoroughly but as you know, some bugs always seep through the cracks. I'd welcome some extensive testing :D

This module is a replacement for the one included in the default game. Be sure to remove the old one if you try this!
I wrote it from scratch but it's set up so the game_start line will still work. You might still want to change that though, the module was primarily written to be used in RPGs together with JoyToKey so ideally it should be set to pressing mode.

Note that the module completely relies on moving and animating the character manually; this allows changing the player's view and speed during movement. The module detects walkable areas pixel-perfectly, so no need to draw them 3 pixels wide any longer.

I've tried to integrate it as far as possible, the module uses several character settings (AdjustSpeedWithScaling, AnimationDelay, DiagonalLoops, MovementSpeedX, MovementSpeedY)

Update: v0.3 - added support for frame sounds (like footsteps)


General control commands:

   KeyboardMovement.SetMode(eKMMode Mode);
Mode is either eKMModePressing or eKeyboardMovement_Tapping (to maintain compatibility with Default Game Global.asc)

   int KeyboardMovement.GetMode()
Returns the current control mode.

   KeyboardMovement.Enable();
   KeyboardMovement.Disable();
Enables/disables the module functionality altogether.

   bool KeyboardMovement.IsEnabled();
Returns whether the module is enabled.
   KeyboardMovement.StopMoving();
In tapping mode, stops the character moving and changes to standing frame. If not in tapping mode, does nothing.


Key binding commands

   KeyboardMovement.SetKey(eKMKey key, eKeyCode k);
Assigns ASCII code k to movement key key.
Example:  KeyboardMovement.SetKey(eKMKeyLeft, eKeyLeftArrow);

   KeyboardMovement.SetRunKey(eKeyCode k);
Assigns ASCII code k to run key.
Example:  KeyboardMovement.SetRunKey(eKMModKeyLeftShift);

   int KeyboardMovement.GetKey(eKMKey key);
Returns ASCII code assigned to movement key key.

   KeyboardMovement.SetMovementKeys(eKMMovementKeys mk);
Assigns scheme mk to movement keys.
The default value is eKMMovementWASD.
Example:  KeyboardMovement.SetMovementKeys(eKMMovementArrowKeys);


Settings commands

   KeyboardMovement.SetRunSpeed(int RunSpeed);
Sets running animation delay to RunSpeed. The default value is 2. Like Character.AnimationSpeed, lower values mean faster movement.

   int KeyboardMovement.GetRunSpeed();
Returns the currently set animation delay of the player's running animation.

   KeyboardMovement.SetLoopDomination(eKMLoopDomination LoopDomination);
Changes which loop the player uses when moving diagonally when there are no diagonal loops.
LoopDomination is either eKMLoopDHorizontal, eKMLoopDVertical or eKMLoopDLast, the default value.

   KeyboardMovement.SetRunView(int RunView, int RunSpeedX, int RunSpeedY);
Allows using a second view for the run-cycle. RunSpeedX and RunSpeedY specify the movement of the character per frame i.e. are determined by the pixels of the run-cycle sprites. In theory it is possible to use the player's NormalView here, however, running by playing the walk animation faster is already implemented by default and increasing the movement values is not recommended because it leads to gliding.

   int KeyboardMovement.GetRunView();
Read back the currently set RunView. If none was set, this returns 0, an invalid view number!

   KeyboardMovement.SetDiagonalFactor(float DiagonalFactor);
Use this to slow down diagonal movement. The default value is 0.707. A value of 1.0 will add horizontal and vertical movement without correction.

   KeyboardMovement.SetEdgeAnimation(bool AnimateAtEdge);
Call this with true as parameter, and the character will continue to animate after having stopped at the edge of the walkable area. It is off by default.

   KeyboardMovement.SetBlockedTurn(bool TurnIfBlocked);
Call this with false as parameter, and the character will no longer face a direction they cannot walk in. It is on by default.

Edit:
Lewis has brought to my attention that the module doesn't work with IdleViews. I fixed the code and added this command:
   KeyboardMovement.SetIdleView(int view, int delay);
Call this instead of player.SetIdleView().


Status functions

   bool KeyboardMovement.Animating();
   bool KeyboardMovement.Moving();
Returns whether the player is currently animating/moving. Use this instead of player.Animating/player.Moving since they won't work with module movement. If edge animations are on, the character might animate but not move!



Phew. After you have imported the module, make sure it is above Global.asc/h. By default, the character will move with WASD and run when you hold down the left shift key.

   DOWNLOAD
#538
Maybe you're thinking of mine? I never started a thread for it.
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=36383.msg477380#msg477380

It should also be easy to adjust to your needs.
#539
Open the GUI for editing, then select the InventoryWindow.
In its properties, double ItemWidth and ItemHeight.
#540
For me, only converting the resolution to 640x400 works without the layout getting messy.
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