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Messages - Blacki

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1
Mega Tokyo AGI Archive / Re:Ninja Forever
« on: January 02, 2003, 08:38:41 PM »
Why not use some funny names like;

Wel Hung
Ping Pong
Sosumi Fatakinyomoni
Siyuat Mipicnik

2
Mega Tokyo AGI Archive / Re:When do ego's die?
« on: September 12, 2002, 09:50:29 PM »
Yeah.  In police quest three, but that's not agi.  If you shoot someone you're not supposed to, it's game over and it shows the front page of a newspaper saying cop goes on killing spree or something...

3
Mega Tokyo AGI Archive / Re:A wierd question.
« on: August 12, 2002, 08:35:06 PM »
There was a Roberta Williams that made a series in the original Sierra Games... if my memory serves me correctly.

The King's Quest series.

4
I know you guys have been putting a lot of time and work into this, but does AGI really need improvement?  It's about 15 years old and is still being used, that say's something doesn't it?

I just thought if you wanted to improve somthing you could make a compiler/decomiler for SCIV if it isn't already being worked on?

Just an idea.

5
Mega Tokyo AGI Archive / Re:Help
« on: July 18, 2002, 11:53:00 PM »
Make sure the whole tree is the same priority color.
Otherwise you have the wrong priority color for your object.  Also try to place the base of your tree (or other object) where the priority lines change.

Have a look at a few of sierra's PIC screens and priority lines, they may help you get a better idea on what to do.  ie, each object in the picture (wall, tree, bin, desk) is the same priority color depending on where it is on the screen.

Have a look at the help file that came with AgiStudio, I'm sure it has a section about the priority screen colors.

6
Mega Tokyo AGI Archive / Re:PIC preview screen problem
« on: July 18, 2002, 11:42:37 PM »
I need to be able to show the PIC just like AgiStudio, maybe bigger.  I want to have it so that you select ;

-the view/objects you want to put into the room
-the doors / entry-exit areas
-look at ... text

and just click the position on the pic where you want it.
Then the program generates the logic.

Just wanted help on how to make the PIC display, if someone has an algorithm for it or the code it would speed my project along.
                                           Thanks.

7
Mega Tokyo AGI Archive / PIC preview screen problem
« on: June 06, 2002, 10:53:39 PM »
Is there anything I can use to make it easier to open the PIC files in my program?
I want to just have a preview screen like in agi studio (maybe twice as big).
I'm doing the program in Java.

8
Mega Tokyo AGI Archive / Re:My fangame project problems
« on: June 06, 2002, 10:52:15 PM »
I'd try;

animate.obj(ego);

But that's just a guess...

Oh, yeah.  And Dial "A" for Anarchy 2 is going to be in SCI but I'm not going to worry about that until I've finished 1 in AGI.  And those other projects.

9
Mega Tokyo AGI Archive / Re:Project Black Horrizon
« on: May 12, 2002, 02:11:45 AM »
Dang tootin'!

Start your own cult followings.
Go with that original idea.
Noone wants the same re-heated sh*t everyday.

10
Mega Tokyo AGI Archive / Re:Help with logic needed
« on: May 07, 2002, 06:19:52 PM »
Can anyone explain what has happened then??

11
Mega Tokyo AGI Archive / Re:how about mouse-area generator?
« on: May 06, 2002, 11:51:37 PM »
I won't release AGI assistant until I'm happy with it...  And there won't be no messy difficult-to-read code in there.  I'm trying to make it easier...

There shouldn't be much of a wait though...

12
Mega Tokyo AGI Archive / Re:Ego coming from another room
« on: May 06, 2002, 11:39:14 PM »
Try this;-----

#include "defines.txt"
#define pearl  o10
#define torch  o11
#define torch2 o12

if (new_room) {
 load.pic(room_no);
 draw.pic(room_no);
 discard.pic(room_no);
 set.horizon(61);
                         
 animate.obj(o12);
 load.view(22);
 set.view(o12,22);
 position(o12,44,52);
 set.priority(o12,6);
 ignore.objs(o12);
 ignore.horizon(o12);
 ignore.blocks(o12);
 draw(o12);

 animate.obj(o11);
 load.view(22);
 set.view(o11,22);
 position(o11,91,52);
 set.priority(o11,6);
 ignore.objs(o11);
 ignore.horizon(o11);
 ignore.blocks(o11);
 draw(o11);

 if(!has("pearl")){
   animate.obj(o10);
   load.view(19);
   set.view(o10,19);
   set.loop(o10,0);
   set.cel(o10,0);
   position(o10,75,84);
   set.priority(o10,7);
   ignore.objs(o10);
   draw(o10);
 }

 //init

 if (prev_room_no == 5){
   position(o0, 79, 161);
 }
 if (prev_room_no == 10){
   position(o0, 71, 64);
 }
 draw(o0);
 show.pic();
}  
if (ego_edge_code == horizon_edge){
 //horizon exit
 new.room(10);
}

if (ego_edge_code == bottom_edge){
 //bottom exit
 new.room(5);
}
if (f2 && unknown_word_no == 0 && !input_parsed){
 if (said("look")){
   print("You see a cave with a pearl on a pillow in the middle of the room on a rock.");
 }
}

if (said("get","pearl")) {
 if (posn(o0,45,68,107,131)) {
   if (!has("pearl")) {
     get("pearl");
     load.sound(73);
     sound(73,f16);
     erase(o10);
     print("You take the magnificant pearl.");
     v3 += 3;
   }
   else {
     print("You already have it.");
   }
 }
 else {
   print("Get closer.");
 }
}
   
return();

13
Mega Tokyo AGI Archive / Re:Ego coming from another room
« on: May 06, 2002, 08:54:08 PM »
First check your object editor and make sure the object is in the right room.

If it's not that, can you show us the logic?

sounds pretty messy.

14
Mega Tokyo AGI Archive / Re:Help with logic needed
« on: May 06, 2002, 08:28:21 PM »
I'm assuming AGI is multi-threaded because otherwise the logic would have worked in the first place.

The only thing that was done to make it work was moving the reset command from the bottom to the top.
So for some reason before it gets to the reset command it restarts the IF statement.   It's the only explanation I can come up with.



(The "virtual processor" thing was only hypothetical.  I'm not saying there is such a thing, I'm just using the term to try to explain how the multi-threading works.)

15
Mega Tokyo AGI Archive / Re:AGI assistant
« on: May 06, 2002, 07:33:44 PM »
The AGI Assistant will be released as an application.  

It's just easier to use.

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