Module: FOG v1.00 - Create FOG in your AGS games!

Started by Dualnames, Fri 01/01/2010 17:49:19

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Dualnames

Ever wondered how to handle and create FOG in an AGS game?

Authors: Dualnames and Ryan Timothy
AGS Dependencies: AGS 2.72 and Later!

Here's the answer to your question. The Fog Module. Mostly scripted by Ryan Timothy.






And Video Demonstration
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

markbilly

I could do with something like this too, but I'm no scripter...
 

Ryan Timothy B

If I were to make it, I'd more than likely use a GUI.  It seems like the most reasonable approach.

Calin Leafshade

I think it would be nice to use a series of objects which were each wispy elements of fog. You could move them across the screen slowly infront of and behind the player.

You could even parallax them.

monkey0506

Well seeing as graphical overlays don't support partial transparency (alpha channels) you would have 5 options:

1. Use a GUI. Possibly slow for a full-screen effect.
2. Use objects. Could be slow, probably not as impacting as a full-screen GUI, and more versatile.
3. Apply the fog only to the background. This would look silly as all the characters and objects in the room would be drawn on top of the fog.
4. Use an overlay after all, using a screenshot as the base of the drawing. This would probably be slightly slower than using a GUI because you have the additional step of capturing a screenshot every loop. It would also look silly to have the fog drawn on top of the mouse cursor.
5. Again, use an overlay, but rebuild the entire screen to avoid the cursor being behind the effect. This would definitely be slower than using a GUI because you have to manually redraw the entire screen from scratch. Also there's currently no way for this method to support walkbehind areas so that could look silly too if the effect could be turned on and off dynamically.

So the best two options are either objects (as Calin said) or a GUI (like you've already thought about). I've never actually conducted a speed test against two such methods myself, but I imagine objects would probably be slightly faster than a full-screen GUI. Also as Calin says, that provides for a much more versatile effect.

One question though...is there a reason people hate indenting their code? Even if it's pseudo-code...this is still a big peeve of mine. Ah well... ::)

Dualnames

Quote from: monkey_05_06 on Fri 01/01/2010 19:54:11
1. Use a GUI. Possibly slow for a full-screen effect.

Okay, granted.

QuoteOne question though...is there a reason people hate indenting their code? Even if it's pseudo-code...this is still a big peeve of mine. Ah well... ::)

Nope, not at all.

Why do people do this other annoying thing with brackets?

Code: ags

function room_Load() 
{

}


So how to do it now? How do you draw fog? Any ideas? (This probably means it should go to the Critics Lounge)
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

monkey0506

Okay. :D As for the brackets that's a matter of preference and is one common style. I just prefer people to pick one and use it consistently instead of not using one at all or mixing it up. ;D

You've changed the title of the thread but haven't changed your question at all...You've mentioned using a DrawingSurface but there is a problem with that which is that DrawingSurface.DrawImage makes use of alpha channels in images, but does not copy the alpha channel. Practically this means that if you draw a sprite with an alpha channel onto a blank sprite (cleared out to COLOR_TRANSPARENT) then the resulting sprite will actually appear flattened against a magenta (RGB 255, 0, 255) background. IIRC even using the transparency setting of DrawImage will produce the same effect as no alpha channel is created by the function.

So unless your fog effect is using entirely solid colored pixels (no partial transparency) then a DrawingSurface wouldn't work for you. You could use solid colored pixels and then use GUI.Transparency or Object.Transparency but if you understand alpha channels then you understand that for such an effect as this having varying levels of transparency would be much preferable.

To sum it up, you most likely would not want to use a DrawingSurface for this type of effect (unless using options 3, 4, or 5 as described above, none of which I would recommend over options 1 or 2).

Dualnames

Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Jim Reed

Some Dutch painters when painting ships, used a fog effect for producing depth.

This could be apllied to this problem also.
Basically, fade everything in the distance progressively more white (if the fog is white). For characters, use .y coordinate to tint them more white as they go to the distance, draw the background elements that are more distant more faded, and add some objects to represent particular wisps of fog, making them fully white and adjusting their transparency to less transparent the further they are.

Dualnames

Quote from: Jim Reed on Fri 01/01/2010 22:58:16
Some Dutch painters when painting ships, used a fog effect for producing depth.

This could be applied to this problem also.
Basically, fade everything in the distance progressively more white (if the fog is white). For characters, use .y coordinate to tint them more white as they go to the distance, draw the background elements that are more distant more faded, and add some objects to represent particular wisps of fog, making them fully white and adjusting their transparency to less transparent the further they are.

And we back to basics, how in the name of god, do you draw fog? Images would really help, because I can't.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B


Jim Reed

Well, the only things you need to draw using this method would be individual clouds of fog.
A nice way to draw it...hm...well, you could draw floor clinging, long, horizontal "clouds" of purelly white, and then make them transparent, according to the before-mentioned method. They should slowly move to one side, pushed by a breeze. Note that strong winds dissipate fog, so make that movement pretty slow.
Fog as you probably know, is just water vapour (just like clouds). If rain falls on a hot day, it would turn into steam (which is warmer than air), and go up. If it gets cold (night falls) the steam cools off and drops to the ground. That's when you get fog. Also, fog is present around marshes, because there is much water there to be turned into steam.

If this doesn't help, try googling marsh/swamp for some reference pictures.

Jim Reed

Quote from: Ryan Timothy on Fri 01/01/2010 23:12:47
Pretty much just a top-down gradient at different depths could work.

http://anordinarymom.files.wordpress.com/2009/01/fog.jpg

I doubt it. Foreground elements should show more, not the ones near the bottom.  In this pic, the gradient shows mostly because of the perspective, but check the tree on the left; it's upper part shows normal, emphasizing my point.

Dualnames

Quote from: Jim Reed on Fri 01/01/2010 23:20:59
Well, the only things you need to draw using this method would be individual clouds of fog.
A nice way to draw it...hm...well, you could draw floor clinging, long, horizontal "clouds" of purelly white, and then make them transparent, according to the before-mentioned method. They should slowly move to one side, pushed by a breeze. Note that strong winds dissipate fog, so make that movement pretty slow.
Fog as you probably know, is just water vapour (just like clouds). If rain falls on a hot day, it would turn into steam (which is warmer than air), and go up. If it gets cold (night falls) the steam cools off and drops to the ground. That's when you get fog. Also, fog is present around marshes, because there is much water there to be turned into steam.

If this doesn't help, try googling marsh/swamp for some reference pictures.

I want to find a reference image that can be used in a video game, or can be easily replicated, but I find this impossible. Aynone have any ideas? I tried doing some clouds, but that's the result I came up on the already version of the game.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Jim Reed

#14
Go near a river at daybreak and bring a camera. =)

EDIT: Also, show us what you got, maybe I could make you a room and export it? I still owe you for thoose songs  :D

Dualnames

#15
Quote from: Jim Reed on Fri 01/01/2010 23:27:58
Go near a river at daybreak and bring a camera. =)

EDIT: Also, show us what you got, maybe I could make you a room and export it? I still owe you for thoose songs  :D

It sucks badly so I keep avoiding the chance to share it publicly.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B

#16
Quote from: Jim Reed on Fri 01/01/2010 23:24:20
Quote from: Ryan Timothy on Fri 01/01/2010 23:12:47
Pretty much just a top-down gradient at different depths could work.

http://anordinarymom.files.wordpress.com/2009/01/fog.jpg

I doubt it. Foreground elements should show more, not the ones near the bottom.  In this pic, the gradient shows mostly because of the perspective, but check the tree on the left; it's upper part shows normal, emphasizing my point.

Dude, I said layers depending on depth.  Heavy at the top, less at the bottom.  Very light transparency, and with all the layers on top of each other, it would look just like the image I showed.

And when do you see fog moving around like a cloud?  The only time you really see it is if you're driving down the road with your car lights aiming directly at it.  And it still barely moves.

Needing to animate fog, or having 'cloud shaped' fog would be almost dreamy or fairytale.  Don't get me wrong though, you can still have an 'animated' effect with the fog, just very very very faint.

Better yet, I'll do a quick mock up with 3 layers of fog and some tree silhouettes (which can easily be done in AGS with characters/objects).




Edit: Here you go.  Took me only a few minutes to make it, and it looks very similar to the example I had shown.  (obviously if this were my project I would have spent a little longer than a few minutes):
http://www.bryvis.com/entertainment/other/agsf/fog_dualnames.png

And this is the before image of the sunny day with the path:
http://upload.wikimedia.org/wikipedia/commons/3/34/God%27s_Path_is_Higher_than_Men%27s_Path.jpg

I only used 3 layers of gradient fog, and 3 layers of trees.  If a character were to walk through this, they'd slightly 'flash' to the other color, I imagine.  It would require some testing.  But yes, the characters contrast should be lowered the further back they get.

Shane 'ProgZmax' Stevens

#17
My advice on drawing the fog would be to keep it simple.  Take four colors from the grays (light gray, mid gray, gray, dark gray) and draw a fog bank in each of those colors.  The sprite can be identical, the point is to have a few of them (like the Castlevania IV intro) to work with.  Draw them sort of like wispy torn clothing at the sides and then write up a function that takes four objects (characters would work even better and could be easily switched to a new room) and slides them across the screen at different speeds in a looping fashion (brightest fog sprite to darkest).  With 40-60% transparency on and the fog sprites overlapping you should see nice results without having to break your head.  I actually used an approach somewhat like this for Mind's Eye, though the images were much much bigger.  Obviously you could extend this to have as much fog as you like, though at some point you'll notice a performance loss.

Dualnames

Quote from: ProgZmax on Sat 02/01/2010 10:34:09
My advice on drawing the fog would be to keep it simple.  Take four colors from the grays (light gray, mid gray, gray, dark gray) and draw a fog bank in each of those colors.  The sprite can be identical, the point is to have a few of them (like the Castlevania IV intro) to work with.  Draw them sort of like wispy torn clothing at the sides and then write up a function that takes four objects (characters would work even better and could be easily switched to a new room) and slides them across the screen at different speeds in a looping fashion (brightest fog sprite to darkest).  With 40-60% transparency on and the fog sprites overlapping you should see nice results without having to break your head.  I actually used an approach somewhat like this for Mind's Eye, though the images were much much bigger.  Obviously you could extend this to have as much fog as you like, though at some point you'll notice a performance loss.

This came really handy. So what comes up is should I build this into a GUI, and have each "fog" object inherit the transparency property from the GUI, or should every "fog" object have an individual transparency?
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Jim Reed

Sorry Ryan Thimothy, as Al Yankowitc (sp) would say: "Close, but no cigar"  :D

It looks pretty nice, but things in the fog go more white according to depth, not height. Your tree (on the left) appears more white nearer the top than bottom. Mathematically, that's not correct. I see that you managed the depth issue correctly, but the gradient isn't correct.

Hmm...actually, according to perspective, it should be more white on the top (the top is farther away from the viewers eyes than the trunk), but more in line of a ~2% difference.

Now I have to nail you to a burning cross, because you disagree with me.  :P


Shane 'ProgZmax' Stevens

You could give them different transparency amounts if you want (I've never tried using guis to do something like this).  The best way is to experiment until you get an effect you like with the different fog patterns moving at just the right speeds that they pass 'through' each other with an eye-pleasing result.  I look forward to seeing what you come up with.

Dualnames

I want to achieve the eye pleasantness of the water reflections in McCarthy chronicles. I just walked hours all over them! :D
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B

I finally had a chance to check out the castlevania intro (youtube wouldn't let me the last time I checked for some odd reason).  I personally don't like it.  It's way too fake looking.  Looks more like cartoon clouds than anything that resembles fog.

Like I said, I'd go with the gradient approach that I had shown earlier (I would just spend an extra few minutes on the gradient placement [Reed]  ;), like I said already).  You're right that the trunk should be of 'near' equal visibility as the top of the tree, but the only reason why it's heavier at the top is for the exact reason you've already pointed out, the top of the tree is further away than the base of the tree.  Also fog always appears more dense higher in the air, because: *ding* *ding* It's Further Away--and you're looking through more of it!  ;D

But if you're so keen on making it animate, there is one suggestion I have for you.  I'd use the Filter>Clouds in Photoshop.  Probably with medium gray and black, then set the layer's blending mode to Multiply.  That way the black areas go transparent and the mid-point between black and white would go translucent.  Then you lower the opacity and have that as a blanket, possibly as a GUI or a character with high Z order, and have it move from left to right with another 'character' blanket to come into place when the first blanket is going off screen.

I think it would be the best and most realistic looking approach AND with the least amount of work.

Dual, if you're interested in a quick AGS mockup to see what I'm talking about, I could probably make one in like 20 or so minutes total.  Let me know.

Dualnames

Here's what I've arrived to.

11 objects all at the same transparency.

This is JimReed's style of Fog.



EDIT: Ryan, I've sent you a PM.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B

Oh, I see.. you're going for the 'ground' fog.  Like you see a fog machine make for those creepy movies.  I don't know if my gradient fog will be of any use to you if you want this type of fog.. I'll have to think about it first.

Dualnames

Quote from: Ryan Timothy on Sat 02/01/2010 17:04:49
Oh, I see.. you're going for the 'ground' fog.  Like you see a fog machine make for those creepy movies.  I don't know if my gradient fog will be of any use to you if you want this type of fog.. I'll have to think about it first.

I'm going for fog. It might even work. As I said, I'm really out of my waters with this whole topic..
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B

#26
Sorry for the delay there, buddy.  I spent an hour longer than I intended making this, since I didn't know you were going for the 'ground' fog.  And I had fun playing around with Photoshop's gradients and whatnot to make it look as close to real as I could be arsed to do for this demonstration.

http://www.bryvis.com/entertainment/other/agsf/fog_dualnames.zip

There are 4 characters for the background fog, and 2 characters for the scrolling fog.  If you really wanted to (which I was almost tempted to do) was to make the individual 4 character fog's scroll as well at different speeds (by adding another 4 characters).  It would have been pretty interesting.

My computer obviously stays at around 40fps.  Shouldn't drop too much on the lower end computers, I think.

Edit: Oh I completely forgot.  Press TAB to view it with a black screen.

Dualnames

Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B

#28
Actually before I send the files over, which do you like better?

http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_scroll.zip

This one moves with wind, and the more distant they are the slower they move.

Edit: Oops. for testing I had TAB remove the blanket layer of fog (which doesn't move now, since all the rest do), forgot to change it back to toggle the background.

Edit2: Actually I decided I kinda liked the blanket over top everything and moving as well (cause you see it on the character).  So I added it back.  ;D
On this file: http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_scroll2.zip

Tell me which one you like the most and I'll send it on over. :P

Dualnames

Quote from: Ryan Timothy on Sat 02/01/2010 20:00:13
Actually before I send the files over, which do you like better?

http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_scroll.zip

This one moves with wind, and the more distant they are the slower they move.

Edit: Oops. for testing I had TAB remove the blanket layer of fog (which doesn't move now, since all the rest do), forgot to change it back to toggle the background.

Second version seems better! Perfect to be honest!
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B

#30
http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_files.zip

There you go Johnny-Joe.  I took the liberty to send you the 320x240 size sprites as well.  Also tossed in parts of the script in case you wanted/needed it.  If your game is 320x240 you'll have to divide all the x and y coords in half.  And if the depth of your background is different than the one I had in my demo, you'll have to change the 3 fog layers manually (1 and 2 are both at the bottom edge of the screen).

You'll have to create 10 characters (it's best if their numbers were all in numerical order 1-10 or 16-25, etc etc--that way you can use a while statement).

Also you'll have to flip every other image in AGS manually so the fog layers can seamlessly connect to each other.  I tossed in a pic that explains it (a picture is worth a thousand words).

Have fun--don't get into too much trouble!  ;D

Oh and if ya let me see what it looks like if you get it going, I'd be happy :).

edit: I guess I forgot to mention that this fog will only really work on backgrounds that you can see the horizon (or back wall, level) from left to right.  Otherwise it would look pretty wonky.  The speed was also amped up quite a bit just to show that they were all moving.  But speed could work for an evil monster lair like you have shown--but I'd test to see what it looks like at a slower speed first.

Dualnames

#31
Quote from: Ryan Timothy on Sat 02/01/2010 20:55:47
http://www.bryvis.com/entertainment/other/agsf/fog_dualnames_files.zip

There you go Johnny-Joe.  I took the liberty to send you the 320x240 size sprites as well.  Also tossed in parts of the script in case you wanted/needed it.  If your game is 320x240 you'll have to divide all the x and y coords in half.  And if the depth of your background is different than the one I had in my demo, you'll have to change the 3 fog layers manually (1 and 2 are both at the bottom edge of the screen).

You'll have to create 10 characters (it's best if their numbers were all in numerical order 1-10 or 16-25, etc etc--that way you can use a while statement).

Also you'll have to flip every other image in AGS manually so the fog layers can seamlessly connect to each other.  I tossed in a pic that explains it (a picture is worth a thousand words).

Have fun--don't get into too much trouble!  ;D

Oh and if ya let me see what it looks like if you get it going, I'd be happy :).

edit: I guess I forgot to mention that this fog will only really work on backgrounds that you can see the horizon (or back wall, level) from left to right.  Otherwise it would look pretty wonky.  The speed was also amped up quite a bit just to show that they were all moving.  But speed could work for an evil monster lair like you have shown--but I'd test to see what it looks like at a slower speed first.

Really nice code there! You're a lifesaver there! If you want it, I can implement this into a module. With or without your sprites, this will prove really useful to lots of people.

EDIT: Also, I've added this snippet on this part of the source to ensure it will be over the characters:

Quote

character.ChangeRoom(35);
character.x=160;
character.Frame=i-1;
character.Clickable=false;
character.Solid=false;

character.Baseline=i+600;

i++;


Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Ryan Timothy B

#32
Oh yeah sure, I left them the way they were so you could walk behind the individual depths of fog.  But whatever works for you. :P


And sure, whip up a fog module if you want to.  Just make it so people can set the height of the horizon so then the fog's y will be calculated accordingly. :P

Kinda like:
fog(int horizon, int speed, int direction, int characterStartNum);

The characterStartNum would be like: character# 1 to 10.  You'd also have to toss in a Loop frame count just to make sure they have the right amount of Fog sprites in the Loop.

And Direction, anything below zero would be left, anything above zero would be right, and zero would be static.

I can't think of anything else at the moment.  
Glad it works for you.

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Ryan Timothy B

Good work on the module Duals.

I noticed one thing though.  Instead of adding gamewidth to the fog character that jumps to the other side of the screen, you should check the character's sprite width and left character's X, and add that to the right's X.
Just in case anyone wants to add longer fog sprites, or even shorter.  Dummy proof :).

I also don't think you really need to do the speed for each layer of fog, which is quite daunting.  One master speed should do it (heck, the master speed could even determine direction, -1 would be left, +1 right, and 0 stop).  1 being slow, and higher being faster.  Then you set the wind speed for each layer of fog in the module to a slow speed, then multiply by the masterspeed like:
movex[0]=0.16*inttofloat(masterSpeed); //character 1+2 (1st Blanket)
movex[1]=0.08*inttofloat(masterSpeed); //character 3+4 (2nd)
movex[2]=0.04*inttofloat(masterSpeed); //character 5+6 (3rd)
movex[3]=0.02*inttofloat(masterSpeed); //character 7+8 (4th)
movex[4]=0.01*inttofloat(masterSpeed); //character 9+10 (5th)

And I figure using an Int would be less complicated, and I can't see someone wanting a masterSpeed of 1.5.
If it still doesn't work for them, they can go into the script and change it manually. :P

Also you forgot the direction!! ;D

Anyway those were just my thoughts--take 'em if you want.  I totally didn't expect you to want my files or script, I just wanted to make the AGS demo so you could understand what I meant.  But this works too.  :)

Dualnames

Quote from: Ryan Timothy on Sun 03/01/2010 17:42:32
Good work on the module Duals.

I noticed one thing though.  Instead of adding gamewidth to the fog character that jumps to the other side of the screen, you should check the character's sprite width and left character's X, and add that to the right's X.
Just in case anyone wants to add longer fog sprites, or even shorter.  Dummy proof :).

I also don't think you really need to do the speed for each layer of fog, which is quite daunting.  One master speed should do it (heck, the master speed could even determine direction, -1 would be left, +1 right, and 0 stop).  1 being slow, and higher being faster.  Then you set the wind speed for each layer of fog in the module to a slow speed, then multiply by the masterspeed like:
movex[0]=0.16*inttofloat(masterSpeed); //character 1+2 (1st Blanket)
movex[1]=0.08*inttofloat(masterSpeed); //character 3+4 (2nd)
movex[2]=0.04*inttofloat(masterSpeed); //character 5+6 (3rd)
movex[3]=0.02*inttofloat(masterSpeed); //character 7+8 (4th)
movex[4]=0.01*inttofloat(masterSpeed); //character 9+10 (5th)

And I figure using an Int would be less complicated, and I can't see someone wanting a masterSpeed of 1.5.
If it still doesn't work for them, they can go into the script and change it manually. :P

Also you forgot the direction!! ;D

Anyway those were just my thoughts--take 'em if you want.  I totally didn't expect you to want my files or script, I just wanted to make the AGS demo so you could understand what I meant.  But this works too.  :)


No idea how to add direction, if you show how's right I'll implement it. :D
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Matti

Thanks for the great stuff, guys. This is perfect for my game  :)

Dualnames

Quote from: Mr. Matti on Sun 02/05/2010 17:46:55
Thanks for the great stuff, guys. This is perfect for my game  :)

Oh, yes , indeed, Ryan helped me a lot, so I said, why not give the code out. Thanks goes to him. :D
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Wesray

Would have loved to test the module - it might come handy in a future game. Unfortunately the link in the first post references to 2dadventure.com and requires member authentification. :( Could you upload the archive somewhere else?
THE FAR CORNERS OF THE WORLD: Chapter 2 currrently in the works...

Dualnames

Quote from: Wesray on Mon 07/06/2010 09:56:28
Would have loved to test the module - it might come handy in a future game. Unfortunately the link in the first post references to 2dadventure.com and requires member authentification. :( Could you upload the archive somewhere else?

Okay done, check link on the first post. ;)
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Wesray

THE FAR CORNERS OF THE WORLD: Chapter 2 currrently in the works...

Freidenker01

yet another dead downloadlink  :(
Anybody got a working download?

Meystari F

Turn on page 2. 

The link given there still works. ;)

Creamy

There  are only links to test games on page 2, not to the module itself.

If someone still owns it, I'm interested too.
 

Monsieur OUXX

...And that's a module by Dualnames, namely the guy who keeps a huge database of all existing modules:wink:
 

Dualnames

And.... http://duals.agser.me/Modules/FOG_v1.0.rar

Sorry, I've missed to update this one. Thanks for pointing it out.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)


Creamy

Thank you Dualnames, my game looks really badass now  :-D

However I still have a "slight" problem : the module only works in the first room of my game. I can't call it in any other room.
I have tried to put the code in "global script", it changes nothing.
If I tell my 10 foggy characters to go to another room,  it doesn't work either.

Any idea, please?
 

nightmarer

Hello all.

Seems that the download link is broken.
Is anybody available to provide me the module?

Regards.

TheVolumeRemote

Bumping to see if anyone has the module or can recommend something in its place. Thanks!

Crimson Wizard

Quote from: TheVolumeRemote on Sat 03/06/2023 23:44:45Bumping to see if anyone has the module or can recommend something in its place. Thanks!

You can relatively easily make a fog using room objects, characters or room overlays (since AGS 3.6.0). Place various "fog" sprites on them and set them to varied level of transparency.

Mehrdad

Quote from: TheVolumeRemote on Sat 03/06/2023 23:44:45Bumping to see if anyone has the module or can recommend something in its place. Thanks!

I'm not sure works with the last version.
Here you are
https://www.dropbox.com/scl/fi/8lwagcq9vsuuwkbldb7it/FOG_v1.0.rar?dl=0&rlkey=kni2qkrtoezk1b6ta0ddv6qhg
My official site: http://www.pershaland.com/

TheVolumeRemote

Wow thank you so so much Mehrdad, I really appreciate you taking time to find and link this for me  :)
Quote from: Mehrdad on Sun 04/06/2023 08:59:36
Quote from: TheVolumeRemote on Sat 03/06/2023 23:44:45Bumping to see if anyone has the module or can recommend something in its place. Thanks!

I'm not sure works with the last version.
Here you are
https://www.dropbox.com/scl/fi/8lwagcq9vsuuwkbldb7it/FOG_v1.0.rar?dl=0&rlkey=kni2qkrtoezk1b6ta0ddv6qhg

TheVolumeRemote

Thank you as always CW, and since it's you I should take this time to ask- I'm nearing the end of my games dev, I've built it in 3.5.0.27-P5 and I just assume I should not try to update but then Grundislav said he updated mid Rosewater and well, you would know best, do you think it would be pretty painless to update? I wouldn't do it just for fog- I kind of assume the module wouldn't be ideal (too curious not to ask) so I planned on handling it as an object but there's a lot of other neat things to utilize in 3.6....

Quote from: Crimson Wizard on Sun 04/06/2023 00:08:35
Quote from: TheVolumeRemote on Sat 03/06/2023 23:44:45Bumping to see if anyone has the module or can recommend something in its place. Thanks!

You can relatively easily make a fog using room objects, characters or room overlays (since AGS 3.6.0). Place various "fog" sprites on them and set them to varied level of transparency.

Crimson Wizard

Quote from: TheVolumeRemote on Sun 04/06/2023 19:10:05Thank you as always CW, and since it's you I should take this time to ask- I'm nearing the end of my games dev, I've built it in 3.5.0.27-P5 and I just assume I should not try to update but then Grundislav said he updated mid Rosewater and well, you would know best, do you think it would be pretty painless to update? I wouldn't do it just for fog- I kind of assume the module wouldn't be ideal (too curious not to ask) so I planned on handling it as an object but there's a lot of other neat things to utilize in 3.6....

I'd like to avoid any misunderstanding, 3.6.0 only added room overlays. Prior to 3.6.0 you could use room objects and characters for this.

As for upgrading, 3.6.0 seem to be quite stable, there have not been new serious bug reports in the past few months (knocking on wood). But some things have changed, and you may have to play with backwards compatibility settings (or not, depending on what you have in your game).

TheVolumeRemote

Thank you as always for taking time out of your day to answer and help! It was the backwards compatibility I was worried about so I'll probably stay on 3.5, the bigger this game gets the less cavalier I feel lol thank you, cheers!

Quote from: Crimson Wizard on Sun 04/06/2023 19:27:02
Quote from: TheVolumeRemote on Sun 04/06/2023 19:10:05I'd like to avoid any misunderstanding, 3.6.0 only added room overlays. Prior to 3.6.0 you could use room objects and characters for this.
As for upgrading....

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