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AGI Programming => Mega Tokyo AGI Archive => Topic started by: Patrick on November 23, 2002, 11:28:26 PM

Title: PQAGI Demo!!!
Post by: Patrick on November 23, 2002, 11:28:26 PM
http://www.geocities.com/smartguy240/DEMO.zip (http://www.geocities.com/smartguy240/DEMO.zip)

I completed the demo of PQAGI last night...

You can get it there or at chris's site!
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 23, 2002, 11:30:58 PM
ok that link dosent work...ughhh

just get it at this "kool agi sitte"  ;) lol

http://www.agigames.com/games/index.php?game=32;action=show (http://www.agigames.com/games/index.php?game=32;action=show)
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 24, 2002, 11:43:33 AM
Anyone gonna say ANYTHING???
Title: Re:PQAGI Demo!!!
Post by: Jocke The Beast on November 24, 2002, 12:14:17 PM
I just tried it out! Seems like a nice game. The graphics are good and I havn't encountered any bugs yet. Nice work!
Title: Re:PQAGI Demo!!!
Post by: juncmodule on November 24, 2002, 02:42:28 PM
Looks pretty good. Everything seems to flow fairly well. A lot less bugs than I've seen in some rushed games. For something you abandoned and then picked back up it looks really good. I did have a funny error when returning to the beginning screen. At the bottom of the park area near the log, when you walk from there back to the start screen everything gets all wacky. I know it's a demo so I will point out a few things that I'm sure are already on your to do list. Talk man, woman, whatever doesn't work. Just "Talk". That could frustrate some players. If I'm supposed to be able to interact with the tree with the face I can't. Ummm...that's all I could think of.

Looking forward to the full game.

Later,
-junc
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 24, 2002, 05:49:44 PM
Yeah i also have  abut with the GET APPLE thingy...ill submit the code and see if anyone can help me... questions will be easier now for me...i have Brodband Cable with a router so it is on my downstars comp and i dont have to do the disk transfer from down to up anymore...thanks Junc  and Beast(Jocke?) ;D

I noticed that in games like FQ and stuff that there are really not that many choices of things to say...so i tried to make the tok file be more extensive...and guys...Ill try to incorporate a plot in there somewhere ;D

SMg240
Title: Re:PQAGI Demo!!!
Post by: Jelle on November 25, 2002, 03:35:46 AM
Very nice. I like the music!

But you did something weird here:
Code: [Select]
if (said("get","apple")) {
   if (posn(o0,111,51,132,78)) {
       get("apple");
       load.sound(32);
       sound(32,f16);
       erase(o8);
       print("You pick up the shiny red apple.");
       v3 += 3;
    } else {
      print("You already have it.");
    }
 else {
   print("Get closer.");
 }

Code: [Select]
if (said("get","apple")) {
  if (!has("apple")) {
    if (posn(o0,111,51,132,78)) {
       get("apple");
       load.sound(32);
       sound(32,f16);
       erase(o8);
       print("You pick up the shiny red apple.");
       v3 += 3;
    else {
       print("Get closer.");
    }
  } else {
    print("You already have it.");
  }
}


- Jelle
Title: Re:PQAGI Demo!!!
Post by: Jelle on November 25, 2002, 03:36:39 AM
Another thing I noticed:

Code: [Select]
if (f2 && unknown_word_no == 0 && !input_parsed)
Why do you do that?
Title: Re:PQAGI Demo!!!
Post by: bokkers on November 25, 2002, 04:00:35 AM
The game looks good and is fun to play. But regarding some screens taken from Sierra games, I personally prefer it when they are heavily diguised and altered so that you can only tell upon second looking that there is Sierra-stuff in there. Just a thought for something you could add.

Title: Re:PQAGI Demo!!!
Post by: Patrick on November 25, 2002, 06:32:35 AM
Another thing I noticed:

Code: [Select]
if (f2 && unknown_word_no == 0 && !input_parsed)
Why do you do that?

Ok i use AGIBLG it puts that code there for me and when i compile it the input_something says taht it HAS to be a variable...so i just change it and it works fine
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 25, 2002, 06:33:42 AM
Very nice. I like the music!

But you did something weird here:
Code: [Select]
if (said("get","apple")) {
   if (posn(o0,111,51,132,78)) {
       get("apple");
       load.sound(32);
       sound(32,f16);
       erase(o8);
       print("You pick up the shiny red apple.");
       v3 += 3;
    } else {
      print("You already have it.");
    }
 else {
   print("Get closer.");
 }

Code: [Select]
if (said("get","apple")) {
  if (!has("apple")) {
    if (posn(o0,111,51,132,78)) {
       get("apple");
       load.sound(32);
       sound(32,f16);
       erase(o8);
       print("You pick up the shiny red apple.");
       v3 += 3;
    else {
       print("Get closer.");
    }
  } else {
    print("You already have it.");
  }
}


- Jelle


YEAH that is what i was going to post...so is the bottom one the corrected one?

BTW THANKS!!!!!
Title: Re:PQAGI Demo!!!
Post by: Joel on November 25, 2002, 11:24:17 AM
Code: [Select]
if (input_recieved && !input_parsed && unknown_word_no == 0)
{
}

That code makes it so that the game doesn't even attempt to process said commands unless there is something to parse. Strictly speaking, it may not be necessary, but I got it directly from the template game (see logic 90), and it seems to cleanly specify that what is in between the brackets is the input-parsing section of the logic.

smartguy, the code produced by the BLG should compile without any modification whatsoever unless you have modified your defines.txt file (or the word "look" is not in the WORDS.TOK file), in which case you can go into the BLG's options, click on the Source Code tab, click on the "Edit define names..." button, and make the necessary modifications so that the code produced by the BLG will compile without modification for you, as well.

Incidentally, the template game variable "input_recieved" is misspelled by the BLG because it is misspelled in the template game's defines.txt file. If you by some chance changed that variable to "input_received" with the define name editor, then the code the BLG gives you will not compile unless you also change your defines.txt file and go through your game and change all instances of "input_recieved" to "input_received".
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 25, 2002, 04:45:29 PM
Well what i was saying is that it asks for a variable and i have it as f2 so that is what i put there....
Title: Re:PQAGI Demo!!!
Post by: Joel on November 25, 2002, 05:20:10 PM
What I'm saying is that when the BLG generates the following code:

Code: [Select]
/////////////////////////////////////////////////////
//
// Logic 17
//
/////////////////////////////////////////////////////

#include "defines.txt"

if (new_room)
{
  // this is the first cycle through this room

  load.pic(room_no);
  draw.pic(room_no);
  discard.pic(room_no);

  // TODO: add additional room initialization here

  draw(ego);
  show.pic();

}

if (input_recieved && !input_parsed && unknown_word_no == 0)
{
  // input parsing section

  if (said("look"))
  {
    print("Wow. This is a nice room.");
  }

  // TODO: add additional input parsing statements here

}

// NOTE: the return command is required by AGI
return();

it should compile right away with no errors at all. AGI Studio shouldn't be asking you for a variable or anything like that. If it is, then the most likely cause is that your defines.txt is incompatible with your current settings in the BLG, but this is a problem that is entirely correctable without you having to change input_recieved to f2 every time you create a new room.
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 25, 2002, 05:26:21 PM
ok thank you for clearing that ip 4 me!
Title: Re:PQAGI Demo!!!
Post by: 06dude on November 25, 2002, 11:46:45 PM
Ok, I must be doing something wrong because whenever I press escape the game dies. Nobody else has this problem? p.s. hey smartguy you should download my demo now that it's available.
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 26, 2002, 06:34:48 AM
It should not be doning that...what OS are you running on?
Title: Re:PQAGI Demo!!!
Post by: Joel on November 26, 2002, 01:52:48 PM
smartyguy, here is the exact procedure to follow to correct your problems using the BLG:

1. Start the BLG, of course
2. Click the Options button
3. Click the Source Code tab
4. Click the Edit define names... button
5. From the Type list, select Flags
6. Double-click "input_recieved"
7. Type "input_received" and press enter
8. Click OK
9. Click OK

I looked at your defines.txt file, and the problem is that you (or possibly whoever you got the template from) corrected the misspelled "input_recieved". I created the BLG to work with the template's misspelling, since that is what the vast majority of people are using unless they manually correct the problem. This creates the side effect, however, that if you did correct the misspelling in the template game, you will also have to correct it in the BLG.

Incidentally, you have to be using version 2.0 of the Base Logic Generator to be able to edit the define names that the BLG uses. If you don't have it, you can get it at http://weremoose.tripod.com/agi/agiUtilities.html (http://weremoose.tripod.com/agi/agiUtilities.html)
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 26, 2002, 03:03:52 PM
Alrighty then...BTW i am using AGI BLG 2.0!!!  ;D

I have to wait for a new version of AGI STUDIO or Nick's Compiler/vAGI/APE or something to be done before i can continue...VIEW EDITOR  :-\
Title: Re:PQAGI Demo!!!
Post by: Nick Sonneveld on November 26, 2002, 03:15:47 PM
well considering my compiler is only for logic.. it won't help you with your views.

- Nick
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 26, 2002, 03:17:16 PM
Oh well then...still! I want Eric to come to this thread...but i really have no way that i know of of contacting him  :-\
Title: Re:PQAGI Demo!!!
Post by: Zonkie on November 26, 2002, 03:20:44 PM
Why don't you just use the last AGI Studio that was released by Peter Kelly? That one shouldn't give any problems.
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 26, 2002, 03:21:57 PM
I dont like the Compiler the colors or the not colored compiling words!
Title: Re:PQAGI Demo!!!
Post by: Broken Link on November 26, 2002, 03:25:39 PM
Ok, I must be doing something wrong because whenever I press escape the game dies. Nobody else has this problem? p.s. hey smartguy you should download my demo now that it's available.

     The same thing happens when I play it. I have XP.
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 26, 2002, 03:32:30 PM
Oh well i have XP and it dosen do it for....WAIT ARE YOU USING NAGI OR THE SIERRA.exe?????
Title: Re:PQAGI Demo!!!
Post by: Joey on November 26, 2002, 03:45:08 PM
ill try it soon. i got home work to do now.
Title: Re:PQAGI Demo!!!
Post by: Jelle on November 26, 2002, 03:51:35 PM
I've got the Esc-problem too...
It only occures under the sierra interpreter.

When I played the game under Nagi, I had no problems...
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 26, 2002, 03:55:02 PM
OK GUYS DONT PLAY THE GAME UNDER SIERRA.EXE ONLY USE THE n.exe[/font][/glow]
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 26, 2002, 08:33:58 PM
BTW JOEL do you remeber the rule

I before E except after C?

***received*** <> recieved
Title: Re:PQAGI Demo!!!
Post by: Joel on November 26, 2002, 09:53:37 PM
Yes, I do remember the rule. I intentionally misspelled "received" in the BLG because it is misspelled in the template game and the rule of writing programs is that you make things as easy as possible for the user. When everybody is using a template with a misspelled variable name, I have to create a program that also misspells the variable name by default, or it will create a hassle for the majority of users. There is no really elegant solution for something like that, because even if the template game is corrected there are still a number of projects that use the incorrect spelling.
Title: Re:PQAGI Demo!!!
Post by: Nick Sonneveld on November 27, 2002, 12:03:19 AM
after looking at some your spelling smg.. I don't think you have a right to pick on other people's spelling anyway.

- Nick
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 27, 2002, 06:41:26 AM
oh ok.

Nick...i was just asking him if he knew the rule  ::)
Title: Re:PQAGI Demo!!!
Post by: SGreenslade on November 29, 2002, 05:40:51 PM
Pretty nice so far for a demo. Hey I get a message after getting the apple that tells me to get closer.
Title: Re:PQAGI Demo!!!
Post by: Patrick on November 29, 2002, 10:12:07 PM
i corrected it...although...after i give it to the girl i found if i type get apple...it comes up with a message...how do i get it to not?
Title: Re:PQAGI Demo!!!
Post by: SGreenslade on December 03, 2002, 09:36:51 PM
must have a conflict somewhere with your flags...
Title: Re:PQAGI Demo!!!
Post by: Patrick on December 04, 2002, 03:06:38 PM
doubt it... the only place that i really use flags in the game is in the swordsman's place and in the tree's place...i just copied and pasted for the doors...i really JUST now actually understand them... ::)
Title: Re:PQAGI Demo!!!
Post by: Andrew_Baker on December 04, 2002, 04:52:05 PM
Then that's your conflict...  for instance, the apple.  I can pick it up again and get points from it after I've given it to the girl, because you didn't set a flag telling the interpreter that the apple was no longer available.
Title: Re:PQAGI Demo!!!
Post by: Patrick on December 04, 2002, 09:19:24 PM
OK then, i would do something like this..(please correct me if i am wrong)

If(said("Get","Apple") {
If(isset(f104)) {
 ...
code for NOT GETTING APPLE?
}
Else
Code for getting Apple THEN set f104
....
return();

am i remotely right?
Title: Re:PQAGI Demo!!!
Post by: Nick Sonneveld on December 04, 2002, 09:55:00 PM
ideally, you would check the said option LAST.  cause once it matches, you have to do some tricky stuff to make further stuff.  (that's why you have that "I don't understand what you said" last)

so  if (flag)
{
if (said(...))
{
}
}

that way, the template code will still catch it if the flag isn't
set.

- Nick
Title: Re:PQAGI Demo!!!
Post by: Nick Sonneveld on December 05, 2002, 03:01:35 PM
btw smg.. there's something wrong with the code in your defines.txt (my compiler barfed on it) :)

you use controllers like c101 and c108.  These don't exist.  AGI only allows for controllers 0-39. (or -49.. I have to check.. but go with -39).  Use anything else and you're asking for it.

It *may* help with your crashing problem.

- Nick
Title: Re:PQAGI Demo!!!
Post by: Patrick on December 05, 2002, 03:06:07 PM
well...i really dont use the Sierra interpreter...i use the one that you made...NAGI...maybe the people should jsut use thout one...but ok
Title: Re:PQAGI Demo!!!
Post by: HWM on December 05, 2002, 05:36:09 PM
People, the whole 'bug' is a result of the fact that  Smartguy packed it with an 2.272 interpreter... Which doesn't recognize command 161 and thus 'crashes'.
Title: Re:PQAGI Demo!!!
Post by: Patrick on December 05, 2002, 06:01:25 PM
161..that is it! I always got that before...i asked about it...and i was directed to the best intrepeter ever...NAGI