PQAGI Demo!!!

smartguy240 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!
smartguy240 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
smartguy240 Anyone gonna say ANYTHING???
Jocke The Beast I just tried it out! Seems like a nice game. The graphics are good and I havn't encountered any bugs yet. Nice work!
juncmodule 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
smartguy240 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
jelleghys Very nice. I like the music!

But you did something weird here:

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.");
}



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
jelleghys Another thing I noticed:

if (f2 && unknown_word_no == 0 && !input_parsed)

Why do you do that?
bokkers 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.

smartguy240
Jelle wrote:

Another thing I noticed:

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
smartguy240
Jelle wrote:

Very nice. I like the music!

But you did something weird here:

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.");
}



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!!!!!
Joel
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".
smartguy240 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....
Joel What I'm saying is that when the BLG generates the following code:


/////////////////////////////////////////////////////
//
// 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.
smartguy240 ok thank you for clearing that ip 4 me!
06dude 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.
smartguy240 It should not be doning that...what OS are you running on?
Joel 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
smartguy240 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 :-\
sonneveld well considering my compiler is only for logic.. it won't help you with your views.

- Nick
smartguy240 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 :-\
Zonkie Why don't you just use the last AGI Studio that was released by Peter Kelly? That one shouldn't give any problems.
smartguy240 I dont like the Compiler the colors or the not colored compiling words!
Broken Link
06dude wrote:

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.
smartguy240 Oh well i have XP and it dosen do it for....WAIT ARE YOU USING NAGI OR THE SIERRA.exe?????
Joey ill try it soon. i got home work to do now.
jelleghys 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...
smartguy240 OK GUYS DONT PLAY THE GAME UNDER SIERRA.EXE ONLY USE THE [glow=red,2,300][font=Verdana]n.exe[/glow][/font][/glow]
smartguy240 BTW JOEL do you remeber the rule

I before E except after C?

***received*** <> recieved
Joel 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.
sonneveld after looking at some your spelling smg.. I don't think you have a right to pick on other people's spelling anyway.

- Nick
smartguy240 oh ok.

Nick...i was just asking him if he knew the rule ::)
SGreenslade Pretty nice so far for a demo. Hey I get a message after getting the apple that tells me to get closer.
smartguy240 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?
SGreenslade must have a conflict somewhere with your flags...
smartguy240 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... ::)
Andrew_Baker 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.
smartguy240 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?
sonneveld 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
sonneveld 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
smartguy240 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
HwM 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'.
smartguy240 161..that is it! I always got that before...i asked about it...and i was directed to the best intrepeter ever...NAGI