Leisure Suit Larry 3 vga Cancelled

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Fribbi
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Leisure Suit Larry 3 vga Cancelled

#1 Post by Fribbi » Wed Mar 31, 2004 12:50 am

Can anyone please answer me how I can include or put a Icelandic fonts in this AGS game system program. <br><br>I was trying to write a game in my little AGS game I'am trying to work on but it wont work because it don't have the Icelandic fonts.<br><br>Must I really have my game in English then. Of course I was going to have it on English but I want it too on Icelandic. Help!!! <p></p><i></i>
Last edited by Fribbi on Wed Jan 12, 2005 12:29 pm, edited 4 times in total.

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AGS fonts

#2 Post by Radiant » Wed Mar 31, 2004 5:58 pm

Newer versions of AGS can import true-type fonts (TTF files).<br>If you don't have a suitable one, the alternative is downloading SCI studio, pixel-drawing your font and importing that.<br> <p></p><i></i>

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Re: AGS fonts

#3 Post by Erpy » Wed Mar 31, 2004 6:34 pm

Keep in mind that lots of TTF-fonts aren't created for use in a 320x200 resolution. (if you're using that resolution) Also keep in mind to import it at the right size.<br><br><!--EZCODE IMAGE START--><img src="http://httpd.chello.nl/c.vanempel/Nashn ... <!--EZCODE IMAGE END--> <p></p><i></i>

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Re: AGS fonts

#4 Post by Fribbi » Thu Apr 01, 2004 12:20 am

Erpy when we were working together on the Icelandic translation with the King Quest 1 VGA. How did you import the Icelandic fonts into the game. Do you keep the Icelandic fonts in your computer I can maybe use to import to this weird AGS system program? I got the latest version of this AGS game program and I was translating the new version demo game made by Chris Jones and tested it out and it always kicked me out of the game when I was trying to discuss to the guy who are waiting by the closed door because it doesn't have and understand the Icelandic fonts I tried to use with my own translation. <br><br>In other word.<br>How do I install the new fonts into AGS game system program?<br><br>BTW I am using 640x400 resolution. Keep in mind I'am just a rookie on this. <br><br><!--EZCODE UNDERLINE START--><span style="text-decoration:underline">About the sprites.</span><!--EZCODE UNDERLINE END--> <br>Must I use gif or jpg image on that one? I have tried the jpg sprite and it didn't work like I wanted it to be. When I tried it out it always displayed the character with the black background around him. Hehe yeah I know but it was really funny to see that but I want to get rid of the black background of the main character but don't know how to do it.<br><br>I am so helpless with this. So I guess I have to say it again.<br><br><!--EZCODE FONT START--><span style="color:red;font-size:large;">Help!!!</span><!--EZCODE FONT END--> <p></p><i></i>

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Re: AGS fonts

#5 Post by Erpy » Thu Apr 01, 2004 2:42 am

<!--EZCODE QUOTE START--><blockquote><strong><em>Quote:</em></strong><hr>I got the latest version of this AGS game program and I was translating the new version demo game made by Chris Jones and tested it out and it always kicked me out of the game when I was trying to discuss to the guy who are waiting by the closed door because it doesn't have and understand the Icelandic fonts I tried to use with my own translation.<hr></blockquote><!--EZCODE QUOTE END--><br><br>That's indeed because it can't display a certain character.<br><br><!--EZCODE QUOTE START--><blockquote><strong><em>Quote:</em></strong><hr>How do I install the new fonts into AGS game system program?<hr></blockquote><!--EZCODE QUOTE END--><br><br>Unless you're creating a game from scratch, the game's gonna have a default font used for displaying those lines. You can either:<br><br>- Put a font into the directory which contains the exe and give that file the name "agsfntx.tff" where x is the number of the font slot. (0, 1 etc.) The lines that kick you out are displayed in a certain font and you'll need to find out which font is being used. (when you open the game source, and click "fonts", you get the list of fonts used.) I don't think there's too many of them, 2, maybe 3. If font 1 is being used, rename the font file to agsfnt1.tff and if this file is in the game's folder, it'll automatically replace the default font of the same number.<br><br>- You can also just open the game source, go to fonts and import over the existing fonts.<br><br>I'm certain you can find Icelandic TTF fonts on the internet somewhere. At 640x400, most of them will look fine.<br><br><!--EZCODE QUOTE START--><blockquote><strong><em>Quote:</em></strong><hr>Must I use gif or jpg image on that one? I have tried the jpg sprite and it didn't work like I wanted it to be. When I tried it out it always displayed the character with the black background around him. Hehe yeah I know but it was really funny to see that but I want to get rid of the black background of the main character but don't know how to do it.<hr></blockquote><!--EZCODE QUOTE END--><br><br>Best thing you can do is import bmp-files. When you import a sprite, the color of the background is set as the transparent color. This means all pixels that don't belong to the sprite itself must have the same color and with jpg-files that's next to impossible because of the compression.<br><br><!--EZCODE IMAGE START--><img src="http://httpd.chello.nl/c.vanempel/Nasht ... <!--EZCODE IMAGE END--> <p></p><i></i>

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Re: AGS fonts

#6 Post by fluxmaster » Thu Apr 01, 2004 3:28 am

The fonts that come with Windows include Greek, Cyrillic, and Runic letters, but they require UNICODE (16-bit characters), so I assume you need to access the letters using ASCII (8-bit characters).<br><br>I found the following <!--EZCODE LINK START--><a href="http://www.georgetown.edu/faculty/ballc ... fonts.html" target="top">web page</a><!--EZCODE LINK END--> that has fonts to download for use in displaying Old English text. Would that be close enough for you to use? The Old English alphabet does contain the Runic letters þ (thorn) and ð (eth) that are found in Icelandic, as well as the ligature æ (ash), but vowells are marked differently. Old English used &#257;, &#275;, &#299;, &#333;, and &#363; (the vowells a, e, i, o, and u marked with a macroon; they didn't display properly when I previewed them) instead of the á, é, í, ó, ú found in Icelandic, and there is nothing corresponding to ö or ý.<br><br>Would one of those fonts be close enough for your needs?<br><br><!--EZCODE LINK START--><a href="http://www.replinemeadowsoftware.com" target="top">Repline Meadow Software</a><!--EZCODE LINK END--><br><br>The Fluxmaster <p></p><i></i>

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Darn!

#7 Post by Fribbi » Tue Apr 06, 2004 8:42 pm

Thanks but this fonts are only for Mac computers.

I give up looking for this fonts. I will just have to accept the english fonts then for my game.

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#8 Post by Pidgeot » Wed Apr 07, 2004 4:31 pm

This is just a wild shot, since I don't use AGS, but doesn't it support making your own bitmapped fonts? If so, you could make the characters there.

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#9 Post by Fribbi » Wed Apr 07, 2004 6:41 pm

This is just a wild shot, since I don't use AGS, but doesn't it support making your own bitmapped fonts? If so, you could make the characters there.
How can I do that? Could you teach me how I should do this Pidgeot?

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#10 Post by Fribbi » Sat Apr 10, 2004 8:14 pm

Ok no more worries about this. I understand it now.

And I'm really getting better knowing what I should do with this AGS game system program thanks to the tutoral I found in AGS webpage. Wiithout it I would never understand anything what I should do with this stuff.

But I still think I need to learn from other resources how to let some thinks works for me like how to let my player jump, swim, crawl, and swing in a rope some more stuff.

So far I only know now how to let the player take, use, and look at object and hotspot and I have for finally created my first game with the AGS. but I don't have a Internet server to give it out sorry.

There is only one thing I am most afraid to handle with myself. It is the Global scriptings. :eek Shit! Where in the hell can I learn what code is usuable for the a AGS game?

Do you know where I can get a free resourses for Chris Jones AGS game system I may use to learn codes?

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#11 Post by Erpy » Sat Apr 10, 2004 9:19 pm

Umm...the AGS helpfile is fairly helpful in explaining the functions.

You could also ask questions here or on the AGS-forums, but please be specific about what exactly you want to know/achieve.

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#12 Post by Fribbi » Sun Apr 11, 2004 6:48 pm

Ok first of all I wish you all happy and friendly and peaceful easter day.

I'm having a problem now how to change a character view in each time I want to speak to character object or character in hotspot. And how am I supposed to let the dialog animation work? I mean when I want to talk to somebody I want a dialog picture in the left corner to appear. I don't know how to script that.

I tried to use the view2 and put there two new image I want to use in dialog conversaton so I can see my character speak but I don't know how to make a animation. There is already a loop images for Roger walking "left",right,"down" and "up" but no dialog loop for "talk to" with (EGO or whatever)only in demo quest So the question is if I want to let my character speak to someone or do some animation like open door and how do I do the closeup dialog image conversation like it was in KQ1VGA and KQ2VGA. In each time I want my character to change view I always get kicked out with this message. "To much to draw", or something like that. I just want know how to make animation sprite for now.

I choosed my new character when I try the change character view but I am having difficult to choose what view number I should select. Please help me with this.

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#13 Post by navynuke04 » Sun Apr 11, 2004 7:05 pm

Go to the 'General settings' section of your game. You should see a section that is titled 'Dialog'.

Under 'Speech style' Select 'Sierra-style w/background

Now go to the 'Characters' section of your game. Select the character that you want to change the talking animation for. You should see a button titled 'Talking view:' Click that and select whatever view you want to use for the closeup talking view.

Hope that helps.

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#14 Post by Fribbi » Sun Apr 11, 2004 7:43 pm

Thanks Navynuke I hope it help. I was using the Lucas style.

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OK

#15 Post by Fribbi » Mon Apr 12, 2004 5:16 pm

It worked! :D I think I'm finally getting to understand about all this Sierra stylish thing now. Thanks again Navynuke.

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#16 Post by Fribbi » Tue Apr 13, 2004 9:29 pm

Image

This small little screenshot gift is taken from my own remake game "Leisure Suit Larry 3 VGA. I took the Larry sprite from LSL1 VGA. Yeah I know I am lazy working on sprites. But it still spare me more time to work on the background. And I know Larry is not supposed to appear on this screen. I was just trying it out.

But I have still problem with the animtions. So I have a question.

What is a Animation loop and animation mask and how is it used? Could you show me some Animation sample, with a codes script or what option should I use?

If I want to let a door open I want to show a Door anmation . But I still don't know how to do it.

And I also want to know If I want to let a NPC move left to right and when I want to talk to the NPC I want to know how let it stop and face my character when both the player and NPC are talking together, what code or options should I use then?

What code may I use in dialog
I know about return goto-dialog1 and stop but if there is any other command word I can use in the Dialog conversation please let me know about it.

Erpy if you can do too some little favour for me it would be really great.

Aa Áá Bb Cc Dd Ðð Ee Éé Ff Gg Hh Jj Ll Ii Íí Mm Nn Oo Óó Pp Qq Rr Ss Tt Uu Úú Vv Ww Þþ Zz Ææ Öö 1 2 3 4 5 6 7 8 9 0

This is all of the Icelandic fonts we have in Iceland. Could you be so nice and invert this fonts into True type fonts so I can use it in AGS. I have tryed this SCI system but it wont work for me. But since you could put the Icelandic font in KQ1VGA there should be useful Icelandic TTF fonts in you your computer right Erpy? How did you anyway let my fonts work in our translation we were working together on with? If you or somebody who is reading this and could do this for me too please let me know where I can find it by giving me a link to the fonts so I can use it in AGS system. And I am also looking for other fonts with a different and strange utilites too. I can't get many fonts in my Windows because when I clicked on the fonts I wanted to use with AGS , it always display a set with all English fonts and numbers.

That's all I want to know for now thanks.Image

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#17 Post by Erpy » Wed Apr 14, 2004 5:03 am

First of all, Fribbi, PLEASE don't use a 320x300 avatar. The entire thread is deformed because of it and it'd be close to unreadable on a 800x600 resolution.
What is a Animation loop and animation mask and how is it used? Could you show me some Animation sample, with a codes script or what option should I use?
A view is a series of loops. A loop is a series of pictures. In order to create a loop, go to the "views"-section and either create a new view or click on an existing one. On the right of the list, you can see an empty space with the words "new frame". (if not, click on the "new loop"-button) Doubleclick the words "new frame" and select a picture from the sprite manager that pops up. Double click the picture and it's inserted into the loop. Repeat until you have the animation you desire. In order to animate something, you'll have to know both the view number and loop number of the animation you created.

If I want to let a door open I want to show a Door anmation . But I still don't know how to do it.
Create a loop (like mentioned above) consisting of the pictures showing the door opening. You'll need to import those pictures in the sprite manager and then go to the views section and insert them into a loop. Let's say this is in view 3 and the loop number is 2. Go to the room the door is in. Create a new object, by clicking on the objects-tab in the main list and then click on the "new object"-button. Click where you want your door to appear. (you can drag the object around later) Now click on the "change image"-button and select the picture of the door in its closed position. Then, click on the button "interactions" and a list will appear. Right-click on "interact with object" and click on "new action". Select "run script" from the drop-down list and click on the "edit script"-button. Now fill in the following code:

Code: Select all

SetObjectFrame(0,3,2,0); //this sets the object's view to 3 and loop to 2. It gives the object the image of the first frame of loop 2. (frame 0)

AnimateObjectEx(0,2,0,0,0,1); //this animates the object with the animation in loop 2. It will animate object 0, the game will stop until the object has finished animating.
That's all. If you click the hand on the door, it'll open. (and stay open)
And I also want to know If I want to let a NPC move left to right and when I want to talk to the NPC I want to know how let it stop and face my character when both the player and NPC are talking together, what code or options should I use then?
In order to move an NPC, use MoveCharacter or MoveCharacterBlocking. You won't be able to talk to an NPC who moves with the last function, since you can't input any commands while the NPC is moving.

In order to have the NPC face you, use

Code: Select all

FaceCharacter(name of your NPC, EGO);
Regarding dialogues, you can run dialogue scripts, but I suggest not trying those out until you're more comfortable with the basics of AGS.

Regarding the fonts, I can't give out parts of our games without permission from the AGD's. This includes the fonts, I'm afraid.

Image

LF_

Iclandic fonts needed

#18 Post by LF_ » Wed Apr 14, 2004 2:08 pm

Regarding the fonts, I can't give out parts of our games without permission from the AGD's. This includes the fonts, I'm afraid.
You behaviour is embarrassing and humiliating, Erpy. You shouldn't let a team member begging nearly two weeks in a public board for a font that surely isn't even made by the AGD's.

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#19 Post by Erpy » Wed Apr 14, 2004 2:20 pm

I see it more as a principle of not spreading parts of the game around without a common statement by the team, LF. If I would have made animations for, say, KQ1VGA and someone would ask for them, I'd probably say the same thing. A mail would probably have been more efficient, since I'm not certain how often the AGD's check these forums.

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#20 Post by 1eyedParrot » Wed Apr 14, 2004 3:28 pm

I'd have to backup Erpy, once you join a team all your work and their work become the collective work of the entire team. It's respect for your fellow game developers that if any work is to be released to the public then you should get the consent from the team, or at the very least the Project leads.

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#21 Post by Erpy » Wed Apr 14, 2004 4:59 pm

Well, I'm not certain if the fonts can be qualified as "work", but even so, I got that source under the condition I wouldn't go around giving parts of it out.

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Oops!

#22 Post by Fribbi » Wed Apr 14, 2004 6:18 pm

Ok first of all I 'm trully sorry about that avatar image. In the old EZboard it didn't matter what size I used.

(Now I have a another reason of 3 why I miss the old Ezboard forums. there is no Spell checker here the post counting number is alwas same as the last one and now this. :( )

But don't worry I have changed the avatar now.

Could you e-mail me the fonts. I was not asking about part of your games I was only asking about the Icelandic fonts so I can use it with my games. I can't use this fonts ðþöæéóíúá as you know.

And thanks for the information about the animation.

And once again I apologize about that last avatar image.

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#23 Post by Erpy » Wed Apr 14, 2004 7:54 pm

Check your private messages.

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#24 Post by Fribbi » Sun Apr 18, 2004 6:08 pm

Now I have a big problem with the "Display message" option. The problem is what I have now is when I want to let my player speak to NPC without getting the same reply.

I just want to know how should I let the NPC player say other words after the first one. I know I can select "display the next word after this" option But I want to let the first word disappear so I can click on the man again to get a new reply.

Ok to understand me better, when I let the NPC player say this to me "Hi new around here?" without let my own player say something in reply and when I want to speak to him again by clicking on him again I want the NPC give me another reply other than the same word without letting my player give him a reply.

What I want to know, how can I get a different reply in evertime I click "Talk to NPC"? :\

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#25 Post by Erpy » Sun Apr 18, 2004 7:31 pm

Use the following code:

First of all, do you know what a Global Int is? It's a variable that can be adressed and modified from every room in the game. I'm going to assume Global Int 1 is still unused and that the script name of the NPC is "NPC".

Under the "talk to character"-event:

Code: Select all

if (GetGlobalInt(1)==0) {
DisplaySpeech(NPC,"New around here?");
SetGlobalInt(1,1);
}
else if (GetGlobalInt(1)==1) {
DisplaySpeech(NPC,"I asked you a question.");
SetGlobalInt(1,2);
}
else if (GetGlobalInt(1)==2) {
DisplaySpeech(NPC,"Never mind.");
SetGlobalInt(1,3);
}
else if (GetGlobalInt(1)==3) display("The man doesn't have anything else to say.");
You could also set the GlobalInt back to 0 after the last one to keep repeating the loops. You could use DisplayMessage instead. Whatever approach you like best depends on your own opinion.

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