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Messages - klownstein

Pages: [1] 2
1
AGI Syntax Help / Re: Max characters in a single logic file?
« on: April 10, 2022, 04:25:25 PM »
Well, with fresh eyes today, my problem seems to be gone. I have successfully tested adding thousands of characters (of gibberish) to the logic that was causing me difficulty yesterday and had no problems. I do wonder what was happening the other day that prevented me from doing so and wonder what changed from yesterday to today that made my results different. If anyone has any ideas, they'd still be appreciated, but it seems like my 'problem' is really a non-problem. Thanks!
-klownstein

2
AGI Syntax Help / Max characters in a single logic file?
« on: April 10, 2022, 03:02:53 AM »
So I have been working hard on a massive AGI logic file and have run across a problem that I have never enountered and am curious if anyone can offer some guidance. I am using an older version of WinAGI (I can find the version if that is helpful) and was typing away and discovered that, mid-word, I was unable to type any more letters in my logic file unless I first erased something (anything from anywhere in the logic). It was character for character (i.e. when I erased one letter, I could then write one letter, if I erased 2, I could write 2). Eventually, I just erased some comments that I had created that were no longer necessary so I could finish what I had been working on, but I was wondering if anyone knows whether I have possibly hit some hard cap on characters possible in a single logic file.

Is there such a thing as a cap on characters possible in a logic? Or is it limited in any way? Is it possible that there is a cap on the WinAGI side of it? Or is it possible that somthing else is going on not really related to either that I am missing or misinterpreting? Has anyone come across this before?

I can split this logic up into several logics, so it ultimately won't make what I am planning impossible, but, if it is something I'll need to plan for, it would definitely be more convenient to figure out how to split things up into separate logics now rather than trying to cut one logic into two logics later. Thanks!
-klownstein

3
AGI Development Tools / Re: WinAGI Version 2.1.10
« on: February 02, 2022, 10:13:45 PM »
I'm glad to know that I am not the only person to have had this happen! I ran into this less than a week ago and thought I'd done something crazy because all my comments and formatting throughout all my logics had seemed to disappear. I wasn't even able to retrieve them by opening my backups. All my comments/editing had just disappeared. I even uninstalled my old version of WinAGI and reinstalled the most current version to see if it would fix it, without success. I just started to process of trying to re-add comments and rename variables yesterday so I could read my code again. But, thanks to your post, I have been able to find that my comments aren't really gone into oblivion. I'm sure it was something I did that caused the issue, but I don't know what it was, so wouldn't be able to reproduce it (on purpose anyway). Thanks a million!
-klownstein

4
AGI Development Tools / Re: Sierra's AGI Compiler (CG.EXE) Disassembled
« on: January 15, 2022, 02:24:45 AM »
I am definitely an amateur programmer, if that, and have not done any programming in the last two decades except to use AGIstudio and WinAGI to work on AGI projects as a personal hobby. So, my programming experience is very limited. My experience with AGI comes exclusively from playing AGI games as a child, from asking a handful of questions on these forums, and from the tools, like WinAGI, that others have made. So, while I don't really have much to contribute to the discussion about the original AGI compiler and it's inner workings, I very much appreciate those who do dissect it, understand it, and share that expertise with us. Thank you all.
-klownstein

5
AGI Development Tools / Re: Mouse move target question
« on: January 04, 2022, 12:28:16 AM »
AGKorson,
Would you be willing to share your algorithm and/or code to move AGI objects in the straightest path (as opposed to what move.obj does)? I have been using the move.obj command recently for objects that the ego is supposed to be throwing and am almost always disappointed with the results. Depending on where ego is, it sometimes doesn't look too bad. But, when ego is too close to where the end target is, the objects look like they get hit by an anti-gravity beam and levitate up at what should be the end of their trajectory.

As to your original question, I think that option 2 (moves to left if clicked left of ego, right if clicked right of ego, and center of ego moves to where the player clicks if in between) would be the most intuitive to me as a player. Thanks!
-klownstein

6
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!
-klownstein

7
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:

if(controller(c49){
    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
}

Ideas?

-klownstein



8
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.

9
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.

11
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: jollyrogercrew.com 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:
https://www.kickstarter.com/projects/662824861/the-golden-age-of-adventure-games-shall-rise-again

Also, visit and 'like' us on Facebook:
https://www.facebook.com/JollyRogerEpicProductions

12
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)

-klownstein

13
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:

(AT THE BEGINNING OF YOUR LOGIC, ONLY LOADED ONCE)
v200=0;
...

(LATER IN THE MAIN BODY OF THE LOGIC)
...
if (said("talk","man")){
  set(f50)
}
if ((isset(f50)) && (v200!=5)) {
  end.of.loop(o1,f50);
  v200++
  reset (f50);
}
if(v200==2){
  print("blah, blah, blah");
}
if(v200==4){
  print("La di da da");
}


Hope that helps.

-klownstein

14
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.
-klownstein

15
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 www.tigsource.com 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:

https://sites.google.com/site/klownstein/agi-combat

-klownstein

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