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Messages - klownstein

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AGI Syntax Help / Re: Need help adding text to parser
« on: May 19, 2021, 10:04:24 PM »
Thanks for the quick replies. I'd spent quite a few hours over the past several days pouring over the documentation and reading through the WinAGI help files to see if I could get a little more control over the parser before I felt like I'd hit a dead end and needed to ask the experts. It sounds like the closest option will be some type of work around with a small compromise in expectations. Even so, it will be much, much better than having to type "ask about" a zillion times. Thanks again for the responses and the help!

AGI Syntax Help / Need help adding text to parser
« on: May 19, 2021, 04:13:57 PM »
I am working on an AGI project and want to implement a hot key to add "ask about" to the text parser a la Quest for Glory II. In QFG2, the player can press Ctrl-A and the parser writes "ask about" as if the player had written those words into the parser.

I know how to set up controllers to trigger when the player presses Ctrl-A, but am finding it harder to write anything into the parser and am not sure if it is even possible.

The closest I have been able to get is by using the following command:

get.string(s1, ">ask about ", 22, 0, 40);

This will appear to do what I want, but is not the same as just writing "ask about" in the parser because it stops the game from cycling, prevents you from erasing the words "ask about", because they are not actually in the parser, and requires extra work to provide responses to the question (rather than using the if(said("words")) command, I am having to set and compare strings AND have it work when the player actually writes "ask about" into the parser, more than twice the effort and feels very clunky).

Does anyone know where the information that is written into the parser before the player presses <enter> is stored? Is it in a string somewhere that I can access? Is there any way to modify that information?

What I have works, but does anyone know if it is possible to write words into parser? It would make life so much easier if I could do it that way. Something like:

    cancel.line(); //clears all words from the parser if player has something written there
    MAGIC.COMMAND("ask about");//writes the words "ask about" into the parser
    accept.input();//allows player to type like normal with the words "ask about" having previously been written



AGI Development Tools / Re: Need Testers for WinAGI
« on: December 19, 2018, 11:09:17 PM »
I am actively (weekly, if not daily) using your previous version of WinAGI (ver 1.2.1) and would be happy to use your newest version, although I don't know that I would be able to put in the effort to actively look for bugs to fix.  Mostly, I have been using the picture and view editors lately.  If that would be helpful, let me know.  I also would not need or expect to be compensated.

P.S.  The most common error I run into currently with ver 1.2.1 happens when editing views.  If I copy and paste a portion of the view, move the highlighted section so part of it is off the right hand side of the screen, and use the flip horizontal feature, I get an error that says:

Run time error: '9':
Subscript out of range

The program then crashes and I lose any unsaved data (usually the view I've been working on up until it was last saved).  If I do the same thing but flip vertical, I get no error and it works like I would expect.

AGI Development Tools / Re: WinAGI is Back
« on: March 20, 2018, 07:30:49 PM »
I don't check the forums frequently, but noticed Andrew was back and wanted to thank him for his WinAGI tool.  For me, it has been extremely helpful and I want to say, "Thanks!" and I look forward to its further refinements.

On Middle-teen-earth, a small hoddit is about to embark on a dangerous and hazardous quest.  You are Frobo Baddins, an abused charity case and alleged village idiot who has been assigned an apparently simple quest, to make the preparations for Uncle Bildo's birthday party.  But, from an apparently inauspicious beginning, an unplanned adventure is about to begin.

Visit us at: to download the game.

At long last, my Gourd of the Beans project is ready for release.  I recruited help from two of my brothers who made significant contributions to the game.  It has been a labor of love and I have particularly enjoyed the artwork that I made for the game.  After all the work, however, we began to wonder if there is still a large enough audience that enjoys these retro games to continue our development.  As such we started a Kickstarter campaign to gauge that interest.  We would love to continue development and have already completed a significant portion of the 'next' game as well as flushed out most of the planned storyline. 

If you believe that we have a worthy goal, please consider contributing to our cause.  I would ask that you please share our game with your friends that might have interest in it.  Further, please do not upload the game to other sites until after the Kickstarter campaign has concluded (in about a month) so that interested individuals will be directed to our website and will have become acquainted with our campaign.

The Kickstarter campaign can be found at:

Also, visit and 'like' us on Facebook:

AGI Syntax Help / Re: Print multiple messages at the same time?
« on: February 20, 2012, 08:47:14 PM »
I belive there is a way to make multiple text boxes on the screen at once.  I think it is rather convoluted and I can't remember all the specifics, but I believe it is accomplished by preventing the background from 'refreshing' and then making the text appear on it.  That way, when the player presses 'enter', the text box does not disappear.  Note that if you have any 'views' around the text box, you need to prevent them from refreshing as well because it causes the text box around the view to be cleared.  Sorry I can't give specifics because I can't remember them anymore. :(  If I can muster the motivation, I'll see if I can flush out the details for you.

An additional technique that you could use:
Make a view that is a blank white box, draw the view on the background and stop it from refreshing, use the command to write text on the screen (Like when 'you think you hear footsteps!' in SQ1).  This would allow you to have multiple areas of text on different parts of the screen but can also allow the player to move around while the text is there.  (See Mixed Up Mother Goose when the riddles are written out for an example of how this works)


One option that I have used is to use a variable as a counter.  Set the variable to 0 (v200=0) at the start of your logic.  Then, each time the view loops, have it add 1 to the variable (v200++).  You can have logic that cuts in at any number of cycles.  The good thing about this is that the variable will reset to 0 every time the player enters the room and you can reuse the same variable in the next room assuming you set it back to 0 in that room.  Your code may look something like this:


if (said("talk","man")){
if ((isset(f50)) && (v200!=5)) {
  reset (f50);
  print("blah, blah, blah");
  print("La di da da");

Hope that helps.


Alright, the game has been approved and is now available for download

Thanks for doing that!  Now back to the grindstone with my other AGI project, The Gourd of the Beans.

I just finished an AGI Game titled Adventure Game Interpreter Combat and submitted it to be hosted on this site.  I made the game to compete in a 'versus' competition hosted on that ends tomorrow and thought, if I hosted it here, it might create some more interest in SCI/AGI programming.  Check out some screenshots at:


The Games and other Sierra Adventure stuff / Re: Gourd of the Beans
« on: December 19, 2010, 04:51:22 PM »
Thanks!  I originally wanted to call it the Glue Master 5000 but couldn't fit a 5000 anywhere with the AGI resolution.  Glue Master was a compromise, but I think it works. :)


I'm going to download this now and give it a whirl!


AGI Development Tools / Re: AGI Tools and whatnot
« on: November 28, 2010, 08:18:56 PM »
I'm glad to find another AGI forum since agigames went down.  A big thanks to the host for offering one here!


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