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Messages - Snarky

#121
If it were me, I would suggest creating a bare-bones, minimalist demo game: One or two rooms, with everything needed for a traditional adventure game but nothing fancy going on. Release this separately (on github or similar) as "Demo Game - Basic." Arguably, this game should be the result you (can) get if you follow the AGS tutorial to the end.

Then use that as a basis for all other demonstrations: One version of the demo to demo each feature (or some small number of features), building on top of the common core. Same room, same gameplay, same everything (as far as possible), with the only changes those necessary to demonstrate the feature(s) in question.

And then create a merged project bundle of the most generally useful demo rooms, with some sort of menu to browse and navigate the different features demonstrated. Release this as "Demo Game - Advanced." (Alternatively, this could just be a website that would let you browse and play all the demos from within the browser.)

That way, a learner can see what an as-simple-as-possible AGS project looks like, and when trying to understand each more advanced feature, they will already recognize the basic bits and can focus on the changes.

It will also serve as a starting point for anyone who wants to demo something in AGS: a ready-made template that can be modified to show off whatever it is you want.

Key points:
-Project(s) kept as simple as possible, for pedagogic purposes
-Common core (code, assets, project setup): lower threshold of making future demos
-Extensible concept, not limited by an overall story/game design
-Integrate with documentation/tutorial, make playable online
#122
I don't think so. I believe someone would have to make a Mac/Linux version of the plugin, and even then you might have to rebuild the game to link it properly with the new plugin.
#123
Welcome, and good luck with your game! Glad you figured it out so soon yourself. That's often the way when you post a question.

Yeah, you did the right thing: post the solution you found and leave the question up in case others have a similar problem, or in case someone else has anything to add. The only other thing is to also edit the title to mark the problem as solved, which I have done for you.
#124
Hints & Tips / Dreams in the Witch House
Mon 05/06/2023 08:47:39
I'm getting fed up with the rat, and I wonder if there is some way to deal with it or if the constant frustration is meant to be an unavoidable part of the game.

Spoiler
Whenever I try to poison it, it just eats the plank and bites me, with no apparent ill effect of the poison.
[close]
#125
This is the problem I was referring to. Later versions of the engine may have been changed to be case-insensitive, but it should still be handled by the module in case it's used on older AGS versions. (And yes, if it doesn't find files case-insensitively in the packaged assets, that's probably going to be an issue since sync files are ideally suited for that kind of packaging.)
#126
Well, it was a failure of imagination on my part not to consider that users might be unfamiliar with how voice speech works in AGS. It should be mentioned/referenced in the documentation. Thanks for pointing it out!
#127
I think it was Ponce de Leon (I got as far as a Spanish explorer in Florida), but I didn't remember his name before the puzzle changed. I was quite pleased to work out Peter Abelard on the previous quiz in not too many guesses. Today's took me ages (and 147 guesses) to work out, though.
#128
Wordle 714 X/6*

⬜⬜⬜⬜⬜
⬜⬜🟩⬜⬜
⬜🟩🟩⬜🟩
⬜🟩🟩⬜🟩
⬜🟩🟩⬜🟩
⬜🟩🟩⬜🟩

It's been a long while since I struck out, but feel I got unlucky on this one.

Spoiler
HANKY, FANCY, PANSY, MANGY... word was NANNY
[close]

Incidentally, I just started playing Redactle. It's more like 20 questions than Wordle, but still a diverting game.
#129
Yes, AGS requires voice clip file names to be the first four letters of the character script name (excluding the first letter if it starts with "c"), followed by a number. Since it isn't something specific to this module, but a standard part of AGS, I didn't explain it, but perhaps I should mention it.

There is also a complication that on some platforms (but not Windows) the file names are case-sensitive. I should add some better way to deal with this.
#130
Just a quick note of thanks, @Eric Matyas, for all your contributions, the creation of an extraordinary library of resources for game makers and others, and your steady commitment to adding to it over many years.
#131
That is sad news. I never knew him, but Larry Vales has certainly left its mark on the AGS community, still appearing in the banner on the front page, as a forum emoji, and as a trophy in the AGS Awards. Thank you for letting us know, @edmundito.
#132
I think including all the UIs is a particularly bad idea, precisely for the reason cat gives: the codebase will be very large and inevitably entangled, the logic necessary to enable switching will add to the complexity, and it will therefore be almost impossible for a newbie to examine and understand (or merely adapt/reuse the relevant bits of) the code, and so the whole pedagogic purpose of a demo game will be lost.

Personally I think any such game should be kept as basic as possible, demonstrating only the bare minimum necessary to get going, and perhaps a few common use-cases and FAQs. For anything more complex or obscure, I think a separate demo focusing only on that particular feature would be much easier to get to grips with.
#133
Playing Quordle on practice, I thought to warn you all about MYRRH. Not easy to guess unless you're on the lookout.
#134
So, with the general lack of response and it being nearly June, I take it this is not happening this year? As far as I can tell, the only people expressing interest who haven't definitely stated that they are unavailable are AGA/Tamara, Disco and myself. And while it would certainly be nice to see you, I'm not sure it would be Mittens.
#135
As a useful rule of thumb: if you are a beginner, and you are putting code in repeatedly_execute(), you are almost certainly doing something wrong.

From your description, the better way to do this would be, from wherever you start the cutscene:

Code: ags
  player.ChangeView(8);
  player.SetWalkSpeed(10,10);
  player.AnimationSpeed = 0;
  player.MovementLinkedToAnimation = false;
  player.Walk(DEST_X, DEST_Y); // Where DEST_X/Y are where you want the character to go

This simply tells it to play the animation you want while "walking" where the character needs to go, at the correct speed, and "gliding" along the way (movement not linked to animation, though with the animation delay set to 0, that shouldn't matter).

Then afterwards you'd need to reset all the settings to what they were.
#136
That's great, Khris. Thanks! I recently had to ban a couple of accounts with spaces, and it was a bit of a pain. This'll make it a lot easier.
#137
I think the FontEdit instructions are directed to game creators. When you're making a game, changing the fonts is pretty straightforward.

I'm not 100% certain, but if you're doing a fan translation without coordinating with the game creator, you might be stuck with the fonts the game comes with (unless you go in and really hack the game files), and if those fonts don't have the umlaut characters... you're probably out of luck. I don't know that AGS offers any way to replace fonts as part of a third-party translation.
#138
Sorry, I should have addressed that question to @Dualnames!
#139
Ah, yeah. It would be great if you could clarify if by GMT you mean UTC or BST (British Summer Time), @cat.
#140
ISTR that the apparent issue was that the windows are recreated or at least rerendered constantly, even when nothing is happening.

Edit: Well, I guess I just restated CW's post. The point being that quite apart from the lack of optimization of the rendering logic, it doesn't seem necessary to re-render the graphics at all unless there's an update.
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