MODULE: Shadow v1.1 (now for AGS 3.0+ too)

Started by SSH, Tue 31/10/2006 16:05:21

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SSH

Following on from the discussion in this thread, I have made a Shadow module for AGS 2.72.

Caveats:
Shadows ignore walkable areas, because they're done with RawDraw
Animated backgrounds also mess up
Scrolling rooms: no idea, but wouldn't be surprised if they also don't work.

If you want to avoid these problems, use the dummy character Follow method described in the other thread.

Any suggestions to work around the caveats is welcome.

Download the Shadow module
Documentation
Wiki page
12

Buckethead


GarageGothic

SSH, you do realize this means war? Nah, I'm glad to see that other people get at least the basic functionality of what I intended with my module. But if you should dare developing this any further towards dynamic shadows... ;)

gypsysnail

Wooooooooooooooooooooo SSH you rock man!!!!!! I am so happy about this module and am gonna try it out now b4 work!!!! As someone said on this forum awhile ago, lets get into a group hug guys!!!! :D:D:D
Believe in afterlife! It's true in a metamorphical way ;)
Ken & Roberta - my inspiration!! 20 years.
U are what you love doing and passionate about - keep up what you love most.

Joe

Hey sorry for digging up but I'd really like SSH to make this module be compatible with AGS 3.x.x please!!! Would yo be able to??? :)

Thanks!!!

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SSH

Updated and v1.1 uploaded to the same place... have a try as I've not tested it much!
12

Joe

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xenogia

I have been getting warning logs after I quit the game, this is what it says:

Code: ags

(in room 3): Dynamic sprite 102 was never deleted
(in room 3): Dynamic sprite 103 was never deleted
(in room 3): Dynamic sprite 104 was never deleted
(in room 3): Dynamic sprite 105 was never deleted
(in room 3): Dynamic sprite 106 was never deleted
(in room 3): Dynamic sprite 107 was never deleted
(in room 3): Dynamic sprite 108 was never deleted
(in room 3): Dynamic sprite 109 was never deleted
(in room 3): Dynamic sprite 110 was never deleted
(in room 3): Dynamic sprite 111 was never deleted
(in room 3): Dynamic sprite 112 was never deleted
(in room 3): Dynamic sprite 113 was never deleted
(in room 3): Dynamic sprite 114 was never deleted
(in room 3): Dynamic sprite 115 was never deleted
(in room 3): Dynamic sprite 116 was never deleted
(in room 3): Dynamic sprite 117 was never deleted
(in room 3): Dynamic sprite 118 was never deleted
(in room 3): Dynamic sprite 119 was never deleted
(in room 3): Dynamic sprite 120 was never deleted
(in room 3): Dynamic sprite 121 was never deleted
(in room 3): Dynamic sprite 122 was never deleted
(in room 3): Dynamic sprite 123 was never deleted
(in room 3): Dynamic sprite 124 was never deleted
(in room 3): Dynamic sprite 125 was never deleted
(in room 3): Dynamic sprite 126 was never deleted
(in room 3): Dynamic sprite 127 was never deleted
(in room 3): Dynamic sprite 128 was never deleted
(in room 3): Dynamic sprite 129 was never deleted
(in room 3): Dynamic sprite 130 was never deleted
(in room 3): Dynamic sprite 131 was never deleted
(in room 3): Dynamic sprite 132 was never deleted
(in room 3): Dynamic sprite 133 was never deleted
(in room 3): Dynamic sprite 134 was never deleted
(in room 3): Dynamic sprite 135 was never deleted
(in room 3): Dynamic sprite 136 was never deleted
(in room 3): Dynamic sprite 137 was never deleted
(in room 3): Dynamic sprite 138 was never deleted
(in room 3): Dynamic sprite 139 was never deleted
(in room 3): Dynamic sprite 140 was never deleted


Anyway it goes up to sprite 301, any ideas how to correct this.

Gilbert

Just ignore the warnings. It doesn't hurt.

xenogia

It just looks bad if some one is playing the game and you get this long .log error issue file.

Joe

It's really easy to correct that... but completely useless anyway I understad if you don't like it.

To correct that you must include a loop to delete all sprites, something like:
Code: ags


int i=0;
while(i<SHADOWSMAX){
  if(shadow[i]!=null)
     shadow[i].sprite.Delete();
}
//This loop must be included in the code just before you exit your game, so:
QuitGame(0);



Of course I dont know if I'm using the correct variable names but that's the idea.
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Gilbert

It still won't fix the problem if you use Ctrl-F4 or Ctrl-Alt-End to close the game, AFAIK.

xenogia

I ended up using EpicShadows because of the walk behinds anyhoo.

Joe

#13
Quote from: Gilbet V7000a on Wed 29/04/2009 15:40:18
It still won't fix the problem if you use Ctrl-F4 or Ctrl-Alt-End to close the game, AFAIK.

Hmm you are right. But it could be added to a keycode combination. couldn't?
I don't know...

Anyway closing the game using those keys combination are not fine ways to close aplications.

By the way... isn't there any event like 'on_close_game' or somethig symilar?
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GoodGuy



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