Author Topic: PQAGI Demo!!!  (Read 11060 times)

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Offline Patrick

PQAGI Demo!!!
« on: November 23, 2002, 11:28:26 PM »
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!




Offline Patrick

Re:PQAGI Demo!!!
« Reply #1 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
« Last Edit: November 23, 2002, 11:31:37 PM by smartguy240 »


Offline Patrick

Re:PQAGI Demo!!!
« Reply #2 on: November 24, 2002, 11:43:33 AM »
Anyone gonna say ANYTHING???


Offline Jocke The Beast

Re:PQAGI Demo!!!
« Reply #3 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!

Offline juncmodule

Re:PQAGI Demo!!!
« Reply #4 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

Offline Patrick

Re:PQAGI Demo!!!
« Reply #5 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


Offline Jelle

Re:PQAGI Demo!!!
« Reply #6 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
Politics is supposed to be the second-oldest profession. I have come to realize that it bears a very close resemblance to the first.

Offline Jelle

Re:PQAGI Demo!!!
« Reply #7 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?
Politics is supposed to be the second-oldest profession. I have come to realize that it bears a very close resemblance to the first.

Offline bokkers

Re:PQAGI Demo!!!
« Reply #8 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.


Offline Patrick

Re:PQAGI Demo!!!
« Reply #9 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


Offline Patrick

Re:PQAGI Demo!!!
« Reply #10 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!!!!!


Offline Joel

Re:PQAGI Demo!!!
« Reply #11 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".

Offline Patrick

Re:PQAGI Demo!!!
« Reply #12 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....


Offline Joel

Re:PQAGI Demo!!!
« Reply #13 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.

Offline Patrick

Re:PQAGI Demo!!!
« Reply #14 on: November 25, 2002, 05:26:21 PM »
ok thank you for clearing that ip 4 me!



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