Leisure Suit Larry 3 vga Cancelled

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Fribbi
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#26 Post by Fribbi » Mon Apr 19, 2004 6:54 pm

Great, and thank you so much for this Erpy!

I must be a big fool. ( I bet Erpy has being waiting for me to say this).
But I didn't know about this before about I have to type the name of the fonts manually so maybe there is a fonts I can use with my game until I read it in AGS tutorial. I mean since I can use Icelandic fonts with many fonts in Word so why not.

BTW have you all see the new updated AGS vebpage? Atleast it looks better now.

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#27 Post by Fribbi » Fri Apr 23, 2004 8:29 pm

Well I have now finally finish my walking sprites with Larry. It is not very good but atleast he looks like he is walking when I move him around. But there is one problem I have now. I need to know what is the code for if I want the player go out of the game. I mean like when the game is over and I want to kick the player off the game so he will return to the Windows.

And what is FLC animtion?

Here is another small screenshot from my game.



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#28 Post by Erpy » Fri Apr 23, 2004 9:03 pm

And what is FLC animtion?
An animation in the format of a .flc-file. Just like the gif-format holds multiple frames.
Well I have now finally finish my walking sprites with Larry. It is not very good but atleast he looks like he is walking when I move him around. But there is one problem I have now. I need to know what is the code for if I want the player go out of the game. I mean like when the game is over and I want to kick the player off the game so he will return to the Windows.
The command to exit the game is QuitGame(1) if you want an "are you sure"-message displayed, or QuitGame(0) if you want to kick the player out of the game without warning.

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#29 Post by Fribbi » Sat Apr 24, 2004 8:51 pm

The command to exit the game is QuitGame(1) if you want an "are you sure"-message displayed, or QuitGame(0) if you want to kick the player out of the game without warning.
Thanks again Erpy but you didn't explain for me what command or function shall I use to do this. Could you explain it for me how shall I do this.

I wish I can make the zipper function code. There is label box with a image of zipper as you know in LSL1 and LSL5 and...well maybe I skip that part. I will use the hand label instead then to let Larry open the zipper if he really has to go to toilet or do something else :o .

In King Quest 2 there was a 3d video animation in the intro. How can I install something like that in the game. And what kind of animation was this anyway you used in the game wma, mpg ? And are you going to install a 3d animation just like it was in KQ2 VGA? I got some few mpg video in my computer but how can I install those videos into the game? Do I have to use something else video format with the AGS? I'm not sure if I can do a animation but we never know what could happen in the future right guys? hehe?

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#30 Post by Erpy » Sun Apr 25, 2004 7:35 am

Thanks again Erpy but you didn't explain for me what command or function shall I use to do this. Could you explain it for me how shall I do this.
Actually, I did. It's the Quitgame-function. Just test it out, okay?
I wish I can make the zipper function code. There is label box with a image of zipper as you know in LSL1 and LSL5 and...well maybe I skip that part. I will use the hand label instead then to let Larry open the zipper if he really has to go to toilet or do something else
You can, by creating an additional cursor mode and customizing the default icon bar. (probably GUI2) Keep in mind that GUI-scripting is one of the more complicated things to do in AGS. But once you have the cursormode, setcursormode is all you basically need.
In King Quest 2 there was a 3d video animation in the intro. How can I install something like that in the game. And what kind of animation was this anyway you used in the game wma, mpg ? And are you going to install a 3d animation just like it was in KQ2 VGA?
The intro itself was created in 3D studio Max, but the eventual output file was a FLC-file that was played with PlayFLC.

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#31 Post by Fribbi » Sun Apr 25, 2004 9:28 pm

Does anybody know
where I can get a good FLC animation software for free? I have searched for it in goggle. But I always get this message "page not found".
So can anybody please help me with this!!! :cry

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#32 Post by Fribbi » Tue Apr 27, 2004 12:43 am

Never mind that. I found out I can use mpg video files to use with this and I got plenty of them.

Oh and Erpy I understand now about this Quit function. But when I use Quitgame(1) a message comes then with this sentence "Are you sure you want to quit" and there is a two buttons Quit and Play and when I want to press on the Play who let me cancel the quitting option , it didn't work. So only Quit button worked not the play button. Could you explain for me why?

I use Quitgame(1) but what is next after that?

With other words how can I let the Play button work with the Quit button?

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#33 Post by Erpy » Tue Apr 27, 2004 4:56 am

Sorry, I have no idea why the play-button in the default quit-GUI doesn't work. If there's something not working with it, CJ will have to look into it.

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#34 Post by Fribbi » Tue Apr 27, 2004 8:51 pm

Both Quit and play button works ok so I don't need to talk to CJ.

I used this script to interact the hotspot quitPlay(1) so I don't have to let the player use the Icon list option and select the button Quit. But when I tryed to push on "Play" it didn't work only the Quit button. It only worked when I use the Icon button.

And as you know the message "Are you sure you want to quit" with a two button "Quit" "Play" came then just like when I go up with the mouse cursor to the icons.

So what I need to know what is the code for the play button to let the play button work?

But if you must know it is not really a big problem. I used QuitPlay(0) instead so this option with the Quit and Play never pop up. But still I really want to know the source code for the play button.

Thanks. :(
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#35 Post by Fribbi » Wed Apr 28, 2004 5:51 pm

Never mind I found the solution for my own Quit and Play buttons issue. :D

But now I got a another problem. How can I let a new GUI work. The new GUI I created has the same buttons and the Music, Game speed and Sound Slider like it was in KQ games. Help!!!

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#36 Post by Erpy » Wed Apr 28, 2004 9:14 pm

You need to click the "edit GUI script"-button in the GUI's section.

If the new interface is GUI number 3 and you want code activated by button number 0 on that GUI, add something like this to the script.

Code: Select all

if (interface == 3) {

if (button==0) display("Button clicked.");

}

Make sure to have the "run script"-setting enabled for that particular button.

Slider values can be read by GetSliderValue(). Having said that, GUI scripting is pesky.

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#37 Post by Fribbi » Thu Apr 29, 2004 6:34 pm

Thanks Erpy. I'm now curious about you Erpy. How do you know so much about AGS scriptings anyway?
Have you being creating some games with the AGS lately? :D

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#38 Post by Erpy » Thu Apr 29, 2004 6:44 pm

I got courses at the C programming language (upon which AGS' scripting language is based) at school, so the basics of AGS weren't very hard for me to pick up. I did a bit of bugfixing on KQ1VGA early 2003, which supplied me with a bit of experience so I can answer AGS-related questions here. But most people at the AGS-forums are better programmers than I am.

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#39 Post by Fribbi » Fri May 07, 2004 7:35 pm

Now there is one thing I don't understand. The option in the "Leave to another room with Edge-offset settings. I usually leave the Edge-offset value nr to zero. Because I don't really know what value number I should use there. So can anyone teach me on that edge-offset?

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#40 Post by Erpy » Sat May 08, 2004 11:13 am

Leave to another room with offset? I'm not familiar with that. I assume you mean the option to go to another room at specific coordinates?

You can either go to a new room and appear at the exact coordinates you used to be at, or you can enter a new room and appear at specific coordinates. (0,100 is at the left-most edge of the screen, for example) Those two extra numbers are the x and y coordinate of the position you want to appear in at the new room.

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#41 Post by Fribbi » Sat May 08, 2004 6:33 pm

I already know know about that Erpy but that was not what I was talking about.

There is a two option in this AGS "Move character to another room" and Move character to a another room with coordinates number value option an I know what that is.

But in the first option I mentioned I can too choose what next room I want my character to appear in but there is option there called a "Edge-offset value" and the problem is I don't know what number I should put in that.
.

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#42 Post by Erpy » Sat May 08, 2004 7:20 pm

Hmm, I never used that myself, so I'm not certain what purpose it serves, but it mentions "old-style", so I'm having the feeling the second parameter is just there for backward compatibility. I'd just leave it 0.

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#43 Post by Fribbi » Sun May 09, 2004 7:25 pm

I always do the same when I choose that option. I just enter what room I want to go in next and do nothing with that edge-offset value. I always hide the main character when I use that option because if I don't do that the main character is then placed anywhere on the screen on none-walkable area and my character is then stuck to its place.

In the AGS Demoquest I noticed when I was walking to right of the screen the picture begins to slide then before I enter to the second room. How can I do something like that? And there is another thing I don't understand yet. I know what "set baseline" is but I don't understand what that yellow lines does for the background images. Can anyone please explain for me what it does for the images?

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#44 Post by Erpy » Sun May 09, 2004 8:02 pm

I always do the same when I choose that option. I just enter what room I want to go in next and do nothing with that edge-offset value. I always hide the main character when I use that option because if I don't do that the main character is then placed anywhere on the screen on none-walkable area and my character is then stuck to its place.
There are two ways to fix this.

1) Use the MoveToWalkableArea-function, which places the character you use it on onto the nearest walkable area. The results of this function can be a bit random, so it's not really recommended.

2) Use the NewRoomEx-function (or if you're only using AGS' menu options, enter new room with coordinates) and input coordinates that lie inside a walkable area.
In the AGS Demoquest I noticed when I was walking to right of the screen the picture begins to slide then before I enter to the second room. How can I do something like that?
Are you talking about a scrolling background? Creating a scrolling room isn't very hard. Just import a background that's bigger than the resolution you're using. (so if you use resolution 320x200, import a 640x200 background image and the room will be two times as wide) The screen will automatically follow the main character around, but you can also use the SetViewPort-function to manually scroll the screen.
And there is another thing I don't understand yet. I know what "set baseline" is but I don't understand what that yellow lines does for the background images. Can anyone please explain for me what it does for the images?
The yellow lines are unrelated to the SetBaseLine-function. The yellow lines mark the edges of the room. If the player crosses such a yellow line, the script or commands set under "leave screen on the left/right/top/bottom" are activated. In most rooms of a game, this triggers a "enter another room"-event.

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#45 Post by Fribbi » Mon May 10, 2004 6:14 pm

Thanks Erpy I understand it now. But once again I have another thing what is really bothering me now. And I promise you I will put your name in the creditlist if I can finally finish this game sometime.

I use 320x200 bakcground image. And when I want to make animated background with the same size it always shrink the picture to 320x199 and it won't work. I was just trying to create a neon light sign but I really wanted to let it on animated background image instead creating a moving object. So this has cause me to create more animated objects instead. So what am I doing wrong here Erpy?

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#46 Post by Erpy » Mon May 10, 2004 6:25 pm

That's odd. If you click on animating backgrounds and then import another 320x200 backgrounds, everything should work fine. How do you know it gets resized to 320x199, btw?

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#47 Post by Fribbi » Tue May 11, 2004 7:27 pm

How do you know it gets resized to 320x199, btw?
Just when I click on animated background and click "New frame" I always get this message that looks something like this

"Image width and height does not match main background size. Imported size 320x199.Main background: 320x200. Imported graphics: 320x199"

So what am I doing wrong here?

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#48 Post by Erpy » Tue May 11, 2004 9:02 pm

In that case, the additional background image you're trying to add isn't high enough. It needs to be 320x200.

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#49 Post by Fribbi » Wed May 12, 2004 4:53 pm

Yes I know that Erpy but when I place that image with that size it always shrink it to 320x199. :cry

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#50 Post by Fribbi » Sat May 15, 2004 6:50 pm

What is the code for a status meter. I need to know that for my game. It looks like a slider but it is supposed to show meter in %?

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