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Messages - Monsieur OUXX

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‪It’s nominated for “Excellence in Narrative” and got an honorable mention for the grand prize.

I’ve been dreaming of getting into the IGF since I started this silly company. It’s taken 13 years and over a dozen games, but we got here.

Now I’m going to freak out for a bit.



From the start I was focusing on "GUI alpha rendering style", but it was actually "Sprite alpha rendering style" that caused the issue.
I'm not sure if it was because of the background sprite I was using OR if it was because of the font I'm using, that contains semi-transparent pixels, causing the outline to go crazy when the blending failed (unfortunately it went so crazy that I failed to visually identify it as only the outline)

Anyways now that everything is set to "proper alpha blending", everything seems to work as expected.

This is the thing that took me the most time on the short game I'm making :D *sigh of relief*


  CustomDialogGui.DialogGuiOptions[eDialogGui_bg_img_transparency]   = -1;

OK. I don't know what I'm doing wrong. When importing the PNG, should I say "yes" to "use alpha?" and should I select "leave transparency as-is"?

So I'm not forgetting that I need to review the pull request, but in the meantime I'm having a weird issue. thanks to Khris it's been narrowed down to AGS apparently not being very good at having a sprite with alpha AND a transparency > 0 used as a GUI background.

I'm trying to set the custom dialogs GUI background to a black background with a slight transparency. Everything below failed :

- I tried with a fully black image (no alpha) and eDialogGui_bg_img_transparency set to 20, the background does not appear at all.
- I tried with a sprite imported from a PNG containing an all-black image with alpha (the black is 20% transparent) and  and eDialogGui_bg_img_transparency set to 0, now it's the font outline that goes cuckoo.
- I tried with the same semi-transparent PNG sprite and eDialogGui_bg_img_transparency set to -1. Now it's the transparency rendering that's all over the place (some pixels become fully transparent while some others are fully opaque).

What is the proper way?

Great job!

One thing: the "download AGS" button here used to be twice bigger? Now it's rather small (it has like zero padding) and has a light color, as if it was disabled.

I'd suggest make it wayyyy more visible.

OK so the issue is resolved.

It was a real mess of confusing characters (because Character.Say works even if the character is not here), having the player character invisible, having custom code swapping characters (to be able to revert to previous character when chaging room) and more custom code changing the character's view automatically (to apply some sort of costume).

Long things short: I had no idead what character was where displayed with what view  (roll)

Thanks thanks thanks so much to people who tried to look into it.

Also, Khris, enjoy the sneak peek to this little game that should be released with two weeks ;)

The loop confirms that the stubborn character isn't in the room.
Doesn't matter if the ChangeRoom line is commented out or not; for me the loop never shows the motherspritin' character misbehaving, because they aren't in the room to begin with.

OK but do you see the character dressed in city clothes appearing right in the middle of the room?
- If not, then I might have given bad directions to reproduce the issue.
- If yes, then I want this character to go away, no matter the reason. I don't understand why it appears there.

EDIT: I have indeed given you bad directions to reproduce the issue. I'll update with proper directions asap.

Hints & Tips / Re: Return of the Obra Dinn
« on: 20 Dec 2018, 11:40 »
Spoiler: ShowHide
Xs are dead people /s are missing/escaped etc.

X next to a line of dialogue means that the line was spoken by the dead person.


Is SayAt a blocking command? could it be that the script is not proceeding to the change room until after the SayAt has completed?
Hmmm, could be. But even after the SayAt, the character stays. That motherspriter. OK Khris I'll zip it up and send you a PM. thanks a lot.

I just can't find it, it's driving me mad. May I send you guys a PM with the game sources?

To avoid confusion better test as:
Code: Adventure Game Studio
  1. if (character[i].Room == player.Room)

Haha you're too quick, I've edited my post instantly but you still picked it up. ;)
In my description it's room 6, in real life it's room 13.

Anyways I think I've found the issue. In room 6 I have some code that forcefully swaps the player character in case I'm in debug mode and I arrived there with the wrong character. I suspect that this code is mlessed up and brings in the unwanted character at the same time.

I'll keep looking. thanks, gentlemen (and ladies who might have been silently reading).

I've double-checked, triple-checked both your suggestions.

When I press Ctrl+D it tells me that Player is in this room and I see that the view is the correct view cChar has another very recogniazable view).

In AfterFadeIn I executed this verification code :
Code: Adventure Game Studio
  1. function room_AfterFadeIn()
  2. {
  3.     cChar.SayAt(0, 10,  150,  "It's me");
  4.     cChar.ChangeRoom(7, 160, 100); //send him away
  5.     Wait(1);
  6.     //cChar.Walk(200,  50, eNoBlock); //This makes the game crash with the message "this character is NOT in this room"
  7.     cChar.SayAt(0, 10,  150,  "It's still me");
  9.     for (int i=0; i<Game.CharacterCount; i++) {
  10.         if (character[i].Room == player.Room) {
  11.             Display("Character %s is in this room", character[i].Name); //cChar still gets listed here
  12.         }
  13.     }

Now the really, REALLy odd thing is that the commented line makes the engine tell you that cChar is not in this room.
HOWEVER the loop underneath DOES display cChar as being in this room, additionally to the player character.

I'm super duper confused.

Once again a dumb issue that will be fixed in two seconds by someone.

- I have a room (room 6)  that is NOT the starting room of character cChar
- cChar is NOt the player character
- At some point, I do "player.ChangeRoom(6)" in order to go to that room.
- Just to be sure, in Room_Load of room 6, I do "cChar.ChangeRoom(7); Wait(1);" to force-remove cChar.

...And yet after the fade-in, cChar is here in room 6, in all his glory.
I can't make the damned character f**k off.

what am I missing?

thank you to whoever upgraded the forums. It finally provides all the comfort that can be expected in 2018. Love it! Especially the "insert hyperlink" button that finally works when some text is already highlighted.
 :-* :-* :-* :-* :-*

Is it still possible to run an AGS game from the current game? The 2nd game is compiled already.

More generally:
  • are there any restrictions (run as admin, etc.) ?
  • in which folder should the 2nd game be placed for best results?
  • I have the sources of the 2nd game but it would be much MUCH simpler to just run it as is. If needed I can upgrade it to the current engine version.

Hints & Tips / Re: Return of the Obra Dinn
« on: 13 Dec 2018, 22:51 »
What do those mean in the interface?
- the crosses / dashes at the beginning of each chapter, under the map
- the crosses in front of some (but not all) lines of dialog in the memory transcript?

Hints & Tips / Re: Return of the Obra Dinn
« on: 13 Dec 2018, 13:43 »

It could be related to the Western crash of consoles in the late 80's (atari, etc.). While shortly after the Japanese already were getting addicted to the NES (which means that the platformer genre was deeply rooted in their gaming culture), in the US they were quickly rebounding with some new equipment (also pushing them towards action-oriented games).
Meanwhile in Europe they were "stuck" inbetween, with either office equipment (small computers) or moderately/outdated consoles. In Eastern Europe and Mediterranean Europe, they kept using the Amstrad and Amiga waaayyyy longer.
So it took more time and money for the new "dream machines" to arrive in some parts of Europe (see the "no export for you" article in the previous post), which spawned some new cheap-to-produce genres (typically: point n click), and genres that could run on a computer (i.e. genres where the FPS is not too important but where you can use the many colors provided. Let's say "contemplative genres"). Let's not forget that Lucasarts and Sierra were aiming at the Germans as much as the Americans to sell their point-n-click.

EDIT: see here at 19:34 -- Europe found comfort in machines like the Amiga for a longer time than the US

Hints & Tips / Re: Return of the Obra Dinn
« on: 07 Dec 2018, 13:36 »
Thanks for the reply.

Since I'm here, I have a bit of a language barrier.
What is "struck"? Does it mean "struck by lightning"? I don't understand what "hooves", "tail" and "wing" mean. I would expect parts of the ship , but when I google it I obtain completely different results so I'm confused (not to mention the results are polluted by bronies fanfiction which makes it even worse)
Oh OK I get it. "hit by the feet of the animal", like if it's the goat it should be the hooves, etc.

Hints & Tips / Return of the Obra Dinn
« on: 07 Dec 2018, 12:42 »
I have two simple questions :

1) What do you enter for a public execution?
Spoiler: ShowHide
there's this guy who gets shot on order by 5 or 6 men, and I don't know what to enter. When I select "shot (by gun") then the game wants me to enter the name of the killer... It makes no sense?

2) Can ytou re-visit a memory without actually walking there?
Spoiler: ShowHide
In the notebook it shows you where the memory happened, or which memories involved one specific character, but... then when you cick on the memory nothing actually happens. Is there a way to "teleport" to the memory without having to painfully walk there and use the chronometer?

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