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Topics - morganw

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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?

/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/
  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)

If setting Character.DiagonalLoops to true enables the use of the diagonal frames, is there any way to lock the pathfinder to only use diagonal movements, and so only use those frames?

It was to get a namespace for the settings class, to differentiate between builds which are (effectively) portable and the actually releases where settings need to persist between versions. As long as the plug-in isn't mixed assembly, you can retrospectively sign it by decompiling and recompiling with a generated key.

Site & Forum Reports / SSL certificate
« on: 19 Jul 2018, 20:04 »
Any chance of trying this again? I'm not sure what happened with the previous attempt with a Let's Encrypt certificate, but was there a reason why it couldn't be used?

Beginners' Technical Questions / Equivalent of player.on
« on: 25 Jun 2018, 20:56 »
Code: Adventure Game Studio
  1. player.on

This seems to be valid in the compiler, but I can't find an equivalent property which is documented.
Is this effectively the same as the room setting to show the player character? If so, I can't find an equivalent to check if the player is visible or not.

Completed Game Announcements / The Burgomaster
« on: 04 Jun 2018, 19:16 »
The Burgomaster
Available for Windows and Linux [database entry]

A dark plague is consuming the town. One doctor is left to learn the truth, and try to find a cure.

Created for MAGS, in May 2018 ("Rats").
Story and graphics by Blondbraid.
Scripting and audio by morganw.

*** Includes recreations of the works of medieval painter Albertus Pictor, which may be viewed inside the church ***

This seems to be broken:
Code: Adventure Game Studio
  1. <html>
  2. <head>
  3.         <title>AGS Editor Version Stats</title>
  4. </head>
  6. <body>
  8. <h2>Total Unique Users: 0</h2>
  9. </body>

Editor Development / Editor usage stats
« on: 05 Apr 2018, 17:20 »
Are these still being stored somewhere, and are they publicly accessible?
(I would like to see them)

Engine Development / Test game
« on: 18 Mar 2018, 16:39 »
Have there every been any test games, which just implement and test all the scripting functions? The reason I ask, I've probably spent more time in AGS writing scripts to test than in ScummVM actually testing them. I imagine test scripts could also be useful for the normal branch, the cleanup branch, and for XAGE. I'd like to suggest that the GitHub repository hold a test game along with the demo game (or potentially just make the demo game be a function showcase/tester, rather than an actual game).

Site & Forum Reports / SSL errors
« on: 06 Jun 2017, 22:38 »
It looks like there is a problem with the SSL certificate, it seems to issued for the wrong hostnames ( and

Site & Forum Reports / Dead link for "#AGS Quotefile"
« on: 12 Jun 2016, 18:27 »
If you go to there is a dead link for "#AGS Quotefile". I'm pretty sure that complaining about the content of this page was on my to-do list (content seemed to be offensive for the sake of being offensive, doesn't seem a great way to promote a game engine or it's community) so I'm not sad it's gone, but I wasn't sure if anyone had realised that the link doesn't go anywhere now.

I wanted to run some tests for audio playback, and had problems with the following code:

Code: Adventure Game Studio
  1. function on_key_press(eKeyCode keycode)
  2. {
  3.         //music is a global *AudioChannel
  4.         if (keycode == eKeyZ)
  5.                 music = aWavFile.Play();
  6.         if (keycode == eKeyX)
  7.                 music.Seek(music.Position + 1000);
  8.         if (keycode == eKeyC)
  9.                 Display("Test %d", music.Position);
  10. }

I could start music by pressing Z, pressing X does nothing, pressing C displays 0.

I switched from using a WAV file to an OGG file and the same code works with no problems:

Code: Adventure Game Studio
  1. function on_key_press(eKeyCode keycode)
  2. {
  3.         //music is a global *AudioChannel
  4.         if (keycode == eKeyZ)
  5.                 music = aOggFile.Play();
  6.         if (keycode == eKeyX)
  7.                 music.Seek(music.Position + 1000);
  8.         if (keycode == eKeyC)
  9.                 Display("Test %d", music.Position);
  10. }

Pressing X now skips forwards and pressing C displays the current position. Is this expected behaviour or is this a bug? I haven't read anywhere that WAV files should be treated any differently, other than threading may be handled differently. I'm testing in (Alpha).

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