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Messages - abstauber

#61
The Rumpus Room / Re: Name the Game
Fri 20/05/2022 10:15:37
#62
Quote from: AndreasBlack on Thu 19/05/2022 23:15:01
If i'm not mistakening i lose the rightclick open/close feature then won't i?
If you use
Code: ags
>e
you don't loose the exit extension. But this one e.g. means
Code: ags
>ed
exit and face downwards. As said, have a look at the manual and see how the extensions work.
#63
The Rumpus Room / Re: Name the Game
Thu 19/05/2022 19:45:52
Hey, a c64 game!

The Mask of the sun
#64
Well, I can see it but at least in the demo game it works as expected.

edit: I think I know what's going on: Have a look at the manual
https://adventuregamestudio.github.io/ags-manual/Tumbleweed.html#exit-extensions

Have a look at your hotspot description and change it to >e if needed.


Btw. I've just published the new release.

Maybe you could try the new template and see if your issues are still present in the latest version:
https://github.com/dkrey/ags_tumbleweed/releases/download/1.4/Tumbleweed_demo.1.4.zip

#65
Adding a different color for chosen topics was in fact pretty easy. Resetting the state on the other hand is not - at least not from the module's perspective.
There is no function which would be called after a dialog finishes, so there's no straight forward way to reset everything.
I suggest you reset the state in the stop section of the dialog scripts (or call your own reset function)

Also I wasn't able to get stuck on running with the mentioned options disabled. The movement speed is set back to normal after the sprite reaches the cursor - at least while I was testing it. But hey, since you already found a fix, I wouldn't dig too much further into this issue.

#66
Well, the last bugfix regarding running via doubleclick is from 2018. So I'm sure, if you started using the template afterwards you should be fine.
Nonetheless I see if I can replicate this issue.

Regarding the dialog options, that's actually a cool idea and it seems to be feasible.
https://adventuregamestudio.github.io/ags-manual/Dialog.html#dialoghasoptionbeenchosen

I see if I can find the time to implement this feature.
#67
I haven't tried it, but this should work. In the door script itself you can always check, if an item should be removed or not.

Around line 2265 in verbs.asc:
https://github.com/dkrey/ags_tumbleweed/blob/772b28ef9ac3b7eb7e3b081c3510f4a47404c414/verbgui.asc#L2265

Code: ags
          
        else if (Doors.GetDoorState(door_id) == 2 ) {
          if (verbsData.unlockDoorSound != null) chan = verbsData.unlockDoorSound.Play();
          if (!String.IsNullOrEmpty(verbsData.door_strings[eDoorStringUnlock])) player.Say(verbsData.door_strings[eDoorStringUnlock]);
          
          if (player.ActiveInventory == iFragileKey) player.Loseinventory(iFragileKey);
          
          Doors.SetDoorState(door_id, closevalue);
        } 


But I must admit, from a designers point of view, this solution is subpar. It way cleaner and easier to maintain your code if you leave the template code unchanged und put your game logic in rooms scripts or separate modules.
That way you can safely update the template without loosing all your hacks and customisation.

#68
Quote from: selmiak on Sat 30/10/2021 19:30:04
is this plugin still maintained?

Sorry for letting you down. At least for the moment it seems that I can actually push a few hours into AGS related stuff.

There has been some activity lately:

  • er0o and CW: Updated the Code to 3.6
  • Olleh19, morganw: Swedish Translation
  • Monsieur Ouxx: Fixed a bug in the custom dialog module
  • abstauber: fixed incorrect time calculation in the save/load gui

In the github repo, you'll find a release-3.5.1 branch and a master branch, which is 3.6 only - the changes are present in both branches.

I think I'll upload a proper release for 3.5.1 in the next couple of days. For now you can of course checkout the files in the repo.
#69
The Rumpus Room / Re: Name the Game
Mon 02/05/2022 14:59:44
You got it.

At least it has a Wikipedia Entry.
https://en.wikipedia.org/wiki/Soft_%26_Cuddly

Maybe the game violates some policies of Mobygames  :-X
#70
The Rumpus Room / Re: Name the Game
Mon 02/05/2022 13:44:52
Here's the game's cover - now this should not take you too long ;)
#71
The Rumpus Room / Re: Name the Game
Sat 30/04/2022 22:39:52
Does this ring a bell?
#72
The Rumpus Room / Re: Name the Game
Fri 29/04/2022 16:00:18
Nope
#73
Yeah, maybe my active scripting time are too long ago. I had something in mind, similar to how PHP would do it
https://www.php.net/manual/en/language.references.pass.php

But I agree, this would differ a lot from the rest of the script commands.
#74
The Rumpus Room / Re: Name the Game
Fri 29/04/2022 14:43:11
Speccy: yes, Evil Dead:  no
#75
About the "by reference or "by value" issue:

How about submitting a pointer to the function and overlays would be created by reference, whereas supplying a sprite slot would result in creating a copy.
#76
The Rumpus Room / Re: Name the Game
Fri 29/04/2022 09:53:46
Quote from: Pogwizd on Wed 27/04/2022 21:37:16
Quote from: Volcan on Wed 27/04/2022 20:38:54
My eye! the game? Nope.

If that was the title, it'd have been very appropriate.
Nah, that doesn't do the game any justice - the graphics were quite pleasing for the time. And even for a CGA conversion, much details have been preserved. The game itself is cryptic and unfair to be honest and only the visual kept me going. Here're some details, in case you're interested in a strange adventure game experience: https://hol.abime.net/2603

Quote from: CaptainD on Fri 29/04/2022 08:32:24
No idea what that is but pretty sure I'm having nightmares tonight...  8-0
Wait until you'll read about the game's title :D
#77
The Rumpus Room / Re: Name the Game
Fri 29/04/2022 07:56:42
Sorry for the delay.

This is one should be pretty easy
#78
The Rumpus Room / Re: Name the Game
Wed 27/04/2022 21:31:22
Thats Kult by Exxos and a dev calling himself ‚Arbeit von Spacecraft‘  8-0
#79
Ah okay, thanks for the clarification.
I might have some more question, but I'll start a separate thread.

Back to topic ;)
#80
This module + demo games really looks super cool. I'd never thought to see mode7 that fluent with just plain AGS script.
But there's more to it than just drawing on an overlay instead of a room's surface, right?


And is there a particular thread discussing the new possibilities with overlays? All I remember is that when I did my weather module back in 2008, overlays were rather limited.
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