Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Messages - morganw

Pages: [1] 2 3 ... 18
1
The use of append is a little counter intuitive, since it returns a string rather than modifying the original.
So you would actually need something like this:
Code: Adventure Game Studio
  1. expectations = expectations.Append("Aggressive, ");

2
  • Creamy
  • Flugeldufel
  • Cassiebsg

3
Hints & Tips / Re: Blooded Fields
« on: 01 Dec 2018, 21:23 »
You need to
Add spoiler tag for Hidden:
spy from outside

4
Engine Development / Re: AGS engine Mac OS X port
« on: 30 Nov 2018, 10:30 »
I did build them by switching from Xcode 10 to 9, and was looking at updating everything for Xcode 10. I think to make it work the minimum OS version needs to be raised to 10.9 though, as well as removing the 32 bit builds. I don't know what Apple developers normally do to keep the greatest level of compatibility, maybe 10.9 is the new baseline for everything.

5
We won't even have time to recruit external betatesters...
I'll test it, if you can PM me a link.

6
I also thought it had dead ends, although perhaps this was just to cover up my own failings in playing it. I always seemed to get stuck at the same point.

7
I've installed the sources of scummvm and I'm running it in step-by-step debug because I had this crazy idea that I'd love to dump all graphics of Cruise for a Corpse into some sprite sheets.
As far as I know, the majority of things that moved in-game were vectors, so I don't think there will be equivalent bitmaps to dump.

1) I think the graphics are gorgeous (in an Amiga 64-colors way)
32 colours, without HAM.

- if there were some proper music and sound effects (the current music is painful because chiptune doesn't fit 1930's French opera/jazzy music well)
I had the Amiga version, and remember the music being okay (and very effective for the intro sequence), but playing the game was pretty much silent.

- if the interface was slightly pimped up (less pixel hunt and more hinting)
...I never finished it, and always seemed to get stuck at the same point. You could 'talk' to the wooden mermaid to get a code, which I think would give you a hint from the copy protection wheel. It is on the bucket list to try it again one day...

8
Here is a Rhodonessa caryophyllacea (pink-headed duck).

9
I guess that is alpha channel blending, with yellow on top of red.

My fish has disappeared as the table is linking it from the Dropbox cache and not the original source, but I'm happy to let the illusion go to the next level.

10
1. Cleanic
2. Tabata
3. selmiak

11
Yes, it is a lot faster. Although some of the slowness will probably be down to the 'vintage' of my laptop. :)

12
Here is before the change:
Quote
Found assets directory at: /home/mwillcock/Build/MonoAGS/Source/Demo/DemoQuest/Assets
Loading resource from Fonts/pf_ronda_seven.ttf
Loading resource from Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF
Loading resource from /home/mwillcock/Build/MonoAGS/Source/Demo/DemoQuest/bin/Debug/net461/pf_ronda_seven.ttf
Loading resource from /home/mwillcock/Build/MonoAGS/Source/Demo/DemoQuest/bin/Debug/net461/Pixel_Berry_08_84_Ltd.Edition.TTF
Refreshing font cache
/usr/share/fonts: caching, new cache contents: 0 fonts, 8 dirs
/usr/share/fonts/X11: caching, new cache contents: 0 fonts, 6 dirs
/usr/share/fonts/X11/100dpi: caching, new cache contents: 358 fonts, 0 dirs
/usr/share/fonts/X11/75dpi: caching, new cache contents: 358 fonts, 0 dirs
/usr/share/fonts/X11/Type1: caching, new cache contents: 8 fonts, 0 dirs
/usr/share/fonts/X11/encodings: caching, new cache contents: 0 fonts, 1 dirs
/usr/share/fonts/X11/encodings/large: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/X11/misc: caching, new cache contents: 59 fonts, 0 dirs
/usr/share/fonts/X11/util: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/cmap: caching, new cache contents: 0 fonts, 5 dirs
/usr/share/fonts/cmap/adobe-cns1: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/cmap/adobe-gb1: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/cmap/adobe-japan1: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/cmap/adobe-japan2: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/cmap/adobe-korea1: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/eot: caching, new cache contents: 0 fonts, 1 dirs
/usr/share/fonts/eot/font-awesome: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/opentype: caching, new cache contents: 0 fonts, 2 dirs
/usr/share/fonts/opentype/font-awesome: caching, new cache contents: 1 fonts, 0 dirs
/usr/share/fonts/opentype/linux-libertine: caching, new cache contents: 13 fonts, 0 dirs
/usr/share/fonts/svg: caching, new cache contents: 0 fonts, 1 dirs
/usr/share/fonts/svg/font-awesome: caching, new cache contents: 0 fonts, 0 dirs
/usr/share/fonts/truetype: caching, new cache contents: 0 fonts, 11 dirs
/usr/share/fonts/truetype/crosextra: caching, new cache contents: 8 fonts, 0 dirs
/usr/share/fonts/truetype/dejavu: caching, new cache contents: 22 fonts, 0 dirs
/usr/share/fonts/truetype/droid: caching, new cache contents: 1 fonts, 0 dirs
/usr/share/fonts/truetype/font-awesome: caching, new cache contents: 1 fonts, 0 dirs
/usr/share/fonts/truetype/freefont: caching, new cache contents: 12 fonts, 0 dirs
/usr/share/fonts/truetype/gentium: caching, new cache contents: 4 fonts, 0 dirs
/usr/share/fonts/truetype/gentium-basic: caching, new cache contents: 8 fonts, 0 dirs
/usr/share/fonts/truetype/lato: caching, new cache contents: 18 fonts, 0 dirs
/usr/share/fonts/truetype/liberation: caching, new cache contents: 16 fonts, 0 dirs
/usr/share/fonts/truetype/noto: caching, new cache contents: 1 fonts, 0 dirs
/usr/share/fonts/truetype/openoffice: caching, new cache contents: 1 fonts, 0 dirs
/usr/share/fonts/type1: caching, new cache contents: 0 fonts, 1 dirs
/usr/share/fonts/type1/gsfonts: caching, new cache contents: 35 fonts, 0 dirs
/usr/share/fonts/woff: caching, new cache contents: 0 fonts, 1 dirs
/usr/share/fonts/woff/font-awesome: caching, new cache contents: 1 fonts, 0 dirs
/usr/X11R6/lib/X11/fonts: skipping, no such directory
/usr/local/share/fonts: caching, new cache contents: 0 fonts, 0 dirs
/home/mwillcock/.local/share/fonts: skipping, no such directory
/home/mwillcock/.fonts: caching, new cache contents: 2 fonts, 0 dirs
/usr/share/fonts: caching, new cache contents: 0 fonts, 8 dirs
/usr/X11R6/lib/X11/fonts: skipping, no such directory
/usr/local/share/fonts: caching, new cache contents: 0 fonts, 0 dirs
/home/mwillcock/.local/share/fonts: skipping, no such directory
/home/mwillcock/.fonts: caching, new cache contents: 2 fonts, 0 dirs
/var/cache/fontconfig: not cleaning unwritable cache directory
/home/mwillcock/.cache/fontconfig: cleaning cache directory
/home/mwillcock/.fontconfig: not cleaning non-existent cache directory
/usr/bin/fc-cache: succeeded
Completed refreshing font cache, restarting...

Here is after the change (and the game still works):
Quote
Found assets directory at: /home/mwillcock/Build/MonoAGS/Source/Demo/DemoQuest/Assets
Loading resource from Fonts/pf_ronda_seven.ttf
Loading resource from Fonts/Pixel_Berry_08_84_Ltd.Edition.TTF
Loading resource from /home/mwillcock/Build/MonoAGS/Source/Demo/DemoQuest/bin/Debug/net461/pf_ronda_seven.ttf
Loading resource from /home/mwillcock/Build/MonoAGS/Source/Demo/DemoQuest/bin/Debug/net461/Pixel_Berry_08_84_Ltd.Edition.TTF
Refreshing font cache
/home/mwillcock/.fonts: caching, new cache contents: 2 fonts, 0 dirs
/home/mwillcock/.fonts: caching, new cache contents: 2 fonts, 0 dirs
/var/cache/fontconfig: not cleaning unwritable cache directory
/home/mwillcock/.cache/fontconfig: cleaning cache directory
/home/mwillcock/.fontconfig: not cleaning non-existent cache directory
/usr/bin/fc-cache: succeeded
Completed refreshing font cache, restarting...

13
Just the first time, so presumably it was standard runtime behaviour to build a cache on the first run. From what it printed to the console it looked like the entire application was relaunched once it was finished scanning for fonts.

Does the actual engine rely on the built-in fonts? I'll see if I can manually remove the cache to make it re-run, but I've not managed to find much information about it online so far.

14
Thanks, it did start. The problem was that it was indexing the system fonts, which took a couple of minutes.
It looks to be running okay now.

15
Did you install the flatpak version? Even though it's the "recommended" version according to their website, it's actually broken with regards to dotnet standard. I was able to debug using their legacy version.
Alternatively, you can also try using Rider instead, or maybe even VS Code.
I installed the regular version rather than the flatpak version.

Did you try the release build or the debug build? You should get at least some console printouts with the debug build, or there really is something happening very early on.
I tried both, but I didn't seem to get anything happening except the 'GUI' thread of monodevelop using 90% of the CPU.

I'm not sure what's the minimum requirement, but it seemed to work fine with OpenGL 2.1.
A few other things to try:
* What mono version do you have installed? I currently have version 5.12.0.309.
* It might be the graphics driver. I don't know what's the situation with Debian 9, but at least on one ubuntu 16.04 machine, I had a problem with the default graphics driver, and switching (I think it was from mesa to the legacy driver) fixed it.
I think I've installed the current versions of everything, and I'm using the built-in Intel driver (so not much in the way of drivers to switch between). I've listed versions below, but I guess it could just be issues with monodevelop.

Add spoiler tag for Hidden:
Quote
$ dotnet --info
.NET Command Line Tools (2.1.202)

Product Information:
 Version:            2.1.202
 Commit SHA-1 hash:  281caedada

Runtime Environment:
 OS Name:     debian
 OS Version:  9
 OS Platform: Linux
 RID:         debian.9-x64
 Base Path:   /usr/share/dotnet/sdk/2.1.202/

Microsoft .NET Core Shared Framework Host

  Version  : 2.0.9
  Build    : 1632fa1589b0eee3277a8841ce1770e554ece03 7

$ mono --version
Mono JIT compiler version 5.16.0.179 (tarball Thu Oct  4 10:24:32 UTC 2018)
Copyright (C) 2002-2014 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
   TLS:           __thread
   SIGSEGV:       altstack
   Notifications: epoll
   Architecture:  amd64
   Disabled:      none
   Misc:          softdebug
   Interpreter:   yes
   LLVM:          yes(3.6.0svn-mono-/)
   GC:            sgen (concurrent by default)

$ glxinfo | grep "OpenGL version"
OpenGL version string: 2.1 Mesa 13.0.6

16
I got this error as well on Ubuntu 18.04, is that where you're building from?
I haven't gotten a chance to look into it too much, but I think it's a result of this issue: https://github.com/libgit2/libgit2sharp/issues/1585
Thanks. This was Debian 9, but the same issue I think. I've only got libcurl3.

As a workaround, you should be able to bypass it by disabling Nerdbank (which is the library I use to stamp the dlls with a version). I'm not sure if just deleting version.json from the root folder would do it, or if removing the package from the project is required.
I removed the package and modified the function to debug print the versions, and then it built. Unfortunately I can't get the debugger to attach (this seems to be a common monodevelop problem), and running without the debugger doesn't seem to do anything (I guess the program is just exiting).

One thing I didn't think to check, what is OpenGL requirement?

17
Other Engine & Editor Development / Can't build MonoAGS
« on: 11 Nov 2018, 20:48 »
It looks like I'm missing a library, but where is it meant to come from?

Quote
/home/mwillcock/.nuget/packages/nerdbank.gitversioning/2.1.23/build/Nerdbank.GitVersioning.targets(5,5): Error MSB4018: The "Nerdbank.GitVersioning.Tasks.GetBuildVe rsion" task failed unexpectedly.
System.TypeInitializationException: The type initializer for 'LibGit2Sharp.Core.NativeMethods' threw an exception. ---> System.DllNotFoundException: lib/linux/x86_64/libgit2-1196807.so
  at (wrapper managed-to-native) LibGit2Sharp.Core.NativeMethods.git_lib git2_init()
  at LibGit2Sharp.Core.NativeMethods+LibraryLifetimeObject..ctor () [0x00006] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at LibGit2Sharp.Core.NativeMethods..cctor () [0x00054] in <48079e5da5364f5db01fd1de5fb12b0d>:0
   --- End of inner exception stack trace ---
  at LibGit2Sharp.Core.Proxy.git_libgit2_opt s_set_search_path (LibGit2Sharp.ConfigurationLevel level, System.String path) [0x00000] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at LibGit2Sharp.GlobalSettings.SetConfigSe archPaths (LibGit2Sharp.ConfigurationLevel level, System.String[] paths) [0x0001a] in <48079e5da5364f5db01fd1de5fb12b0d>:0
  at Nerdbank.GitVersioning.VersionOracle.Op enGitRepo (System.String repoRoot) [0x00012] in <efbc9057c5b448899b5dad3e37009adb>:0
  at Nerdbank.GitVersioning.VersionOracle.Cr eate (System.String projectDirectory, System.String gitRepoDirectory, Nerdbank.GitVersioning.ICloudBuild cloudBuild, System.Nullable`1[T] overrideBuildNumberOffset, System.String projectPathRelativeToGitRepoRoot) [0x00017] in <efbc9057c5b448899b5dad3e37009adb>:0
  at Nerdbank.GitVersioning.Tasks.GetBuildVe rsion.ExecuteInner () [0x000c5] in <30a008b2694b456ca3b3951866aa1bcd>:0
  at MSBuildExtensionTask.ContextAwareTask.E xecute () [0x0005e] in <681907193732458a81da14b112e5c542>:0
  at Microsoft.Build.BackEnd.TaskExecutionHo st.Microsoft.Build.BackEnd.ITaskExecuti onHost.Execute () [0x00023] in <12215e3b02f24e078481ed2a7645c866>:0
  at Microsoft.Build.BackEnd.TaskBuilder.Exe cuteInstantiatedTask (Microsoft.Build.BackEnd.ITaskExecutionH ost taskExecutionHost, Microsoft.Build.BackEnd.Logging.TaskLog gingContext taskLoggingContext, Microsoft.Build.BackEnd.TaskHost taskHost, Microsoft.Build.BackEnd.ItemBucket bucket, Microsoft.Build.BackEnd.TaskExecutionMo de howToExecuteTask) [0x001f6] in <12215e3b02f24e078481ed2a7645c866>:0  (MSB4018) (AGS.Engine)

18
Yeah, I think I clicked the stack rather than the top can...

19
I had similar problems, the 'active' part of the cursor was changing, and the sizes were so different that I was struggling to work the interface.
Add spoiler tag for Hidden:
The overall presentation and style was really good, but just based on the control issues, I voted for Captain Downes and the Pirate Princess. I seem to be the only person not penalising it for not matching the theme, but I'm not seeing any better application of it in the other two games. Honestly, if I had to guess, I'd say that both of these games have had the theme retro-fitted. I also thought that the dialog in Captain Downes and the Pirate Princess was very well written and entertaining.

I struggled to play Captain Carver's Carnival Curios, I thought the game had gone wrong because of the map screen, and then it wouldn't let me pickup a drink, which I just told someone I would get for them. Apologies, but I gave up.

20
I've built it with an older version of Xcode, and it seems to be working okay. If you send me an image to use for the icon (1024 x 1024, and I'll create the scaled down versions from that, probably best not to feature text) I can probably give you a built game back.

Pages: [1] 2 3 ... 18