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Author Topic: AGS 3.6.0 WIP (Alpha 7) - SDL2-based engine + Unicode Translations  (Read 4757 times)

Crimson Wizard

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I'm sorry, but I'll have to fix and reupload the latest version, because the speech is broken completely, I forgot to test it.

Crimson Wizard

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Ok, I fixed the broken speech bug, and reuploaded Alpha 6 version, please download again.

Crimson Wizard

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In regards to the recent additions, Speech.TextOverlay and Speech.PortraitOverlay are exposing internal overlays created by the engine for the standard blocking speech.
They may come useful if you don't want to bother writing full custom speech, but at the same time would like to do some adjustments to built-in one.

Couple of examples of what you may do with them in script:


Detecting when the blocking speech has begun, changed to the next line or is over:
Code: Adventure Game Studio
  1. Overlay* lastSpeech;
  2.  
  3. function late_repeatedly_execute_always() {
  4.     Overlay* curSpeech = Speech.TextOverlay;
  5.     if (lastSpeech == null && curSpeech != null) {
  6.          // speech has started
  7.     } else if (lastSpeech != null && curSpeech == null) {
  8.          // speech is over
  9.     } else if (lastSpeech != null && curSpeech != lastSpeech) {
  10.          // speech changed to the next line
  11.     }
  12.     lastSpeech = curSpeech;
  13. }
  14.  


Waving a speech portrait up and down
Code: Adventure Game Studio
  1. #define PORTRAIT_YMIN 5
  2. #define PORTRAIT_YMAX 30
  3. int plast = -1;
  4. int pmove = 1;
  5. function repeatedly_execute_always() {
  6.         if (Speech.PortraitOverlay != null) {
  7.                 if (plast >= 0) Speech.PortraitOverlay.Y = plast;
  8.                 Speech.PortraitOverlay.Y += pmove;
  9.                 if (Speech.PortraitOverlay.Y < PORTRAIT_YMIN) pmove = 1;
  10.                 if (Speech.PortraitOverlay.Y > PORTRAIT_YMAX) pmove = -1;
  11.                 plast = Speech.PortraitOverlay.Y;
  12.         }
  13. }
  14.  
« Last Edit: 16 Jul 2021, 11:31 by Crimson Wizard »

I receive this exception when I try to save the game with 3.6.0.5 editor.

https://ibb.co/CtCM3yb

Let me know if I can do something to solve it.


Crimson Wizard

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I receive this exception when I try to save the game with 3.6.0.5 editor.

https://ibb.co/CtCM3yb


Apparently this error has been there since previous alpha, but was not noticed for some reason.
There will be a fixed build here after a short while: https://cirrus-ci.com/task/6002945838809088

Crimson Wizard

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Updated to Alpha 7
(use download links in the first post)

Had to do another update soon, because number of serious bugs were found and fixed recently.

* Editor not saving sprite file correctly after new sprites were added;
* Some OGV videos not loading;
* AudioChannel.PositionMs only returning values with second-precision;
* Papagayo lip sync not working well (related to the above);
* few less important ones.


Also we now distribute SDL2.dll within the Editor's installer/zip file, for convenience (at least until we change to static SDL2 linking).
« Last Edit: 18 Jul 2021, 23:17 by Crimson Wizard »

Sorry, The links doesn't work for me.
My official site: http://www.pershaland.ir/

arj0n

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Sorry, The links doesn't work for me.
There's a "v." in the folder name which shouldn't be there.
Go here and scroll down a bit for the DL's: https://github.com/adventuregamestudio/ags/releases/tag/3.6.0.6

Crimson Wizard

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Fixed links.

I created downloads with the wrong folder, but since it's an alpha version I'd leave it as it is perhaps.