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Messages - daniel

#1
QuoteUmmmm.... that sounds weird. Are you sure the game was not originally made in 3.4.1 (not 3.4.2)?
On the other hand, maybe the version you were using did not have any breaking changes to game format yet.
Anyway it's good if that works.

Nope, pretty sure the last version I used before was 3.4.2.1 (beta)...and it loaded up fine in 3.4.3 (not even a warning message). But I switched to 3.5.0 now to be safe...also I remembered that I had to switch to the beta because of the new pathfinding, which fixed a problem in my game, anyway  :-D
#2
QuoteWhat was the problem with dialogue designer plugin? Unless you report problems we may easily miss them.

I can't remember which version of the alpha it was, but the dialogue designer plugin would give me some kind of error. Seems to be fine in 3.5.0 though...

QuoteYou should not be able to switch from 3.4.2 to 3.4.3, because they are not compatible. 3.4.2 version was cancelled and is now called 3.5.0, so you may only upgrade to 3.5.0. Sorry for confusion.

Good to know...because I could load the game without any apparent problems in 3.4.3...:D Hope I didn't mess anything else up now, but everything seems fine so far.

I PM'd you about the file...

Thanks again:)
#3
Quote from: Crimson Wizard on Mon 11/02/2019 17:34:44
I assume you mean versions 3.4.2 and 3.5.0? (Don't know what 4.3.3 may mean). Have you ever opened this room in a different editor (not the one you are usually working in)?
For information, "Block 6" stores additional room backgrounds.
Can you send me this room (*.crm) file to see what is wrong there?

Hey,
sorry yeah, I meant 3.4.2(.1?) and 3.5.0 of course...I also tried 3.4.3, the latest stable release. No dice.
I'm pretty careful when switching AGS versions. Pretty sure I didn't open it in any other version directly (I make a backup and open that when I try out a newer AGS). I've been sticking to 3.4.2.1 for quite a while now because the newer alphas I tried didn't play nice with the dialogue designer plugin.
I went back yesterday and replaced the room files with backups until I found one that still worked. Luckily I didn't touch the room much, so there won't be a lot of work to be redone.
I guess the room file(s) must have gotten corrupted "somehow"?...No Idea. Kinda scrary. Guess I'll do my snapshots/backups more frequently from now on.

By the way...if I switch from 3.4.2.1 to the latest stable 3.4.3, would that be likely cause any problems? Since 3.4.2.1 is actually an early alpha which is now called 3.5.0, right? ??? Should I rather stick with the alpha releases?

Thanks again
#4
Hey guys,

I'm freaking out a little right now because I just noticed one of the rooms in my game won't load anymore.
It throws an unhandled error in 4.3.2.1 (as well as 4.3.3)...and completely crashes 4.5.0 alpha 10.

This is the error I'm getting:

Quote
Error: LoadRoom: unexpected end of block 6 in in 'room3.crm'
Version: AGS 3.4.2.1

AGS.Types.AGSEditorException: LoadRoom: unexpected end of block 6 in in 'room3.crm'
   at ThrowManagedException(SByte* message)
   at load_room_file(SByte* )
   at load_crm_file(UnloadedRoom roomToLoad)
   at AGS.Editor.Components.RoomsComponent.LoadNewRoomIntoMemory(UnloadedRoom newRoom, CompileMessages errors)
   at AGS.Editor.Components.RoomsComponent.LoadDifferentRoom(UnloadedRoom newRoom)
   at AGS.Editor.Components.RoomsComponent.LoadRoom(String controlID)
   at AGS.Editor.Components.RoomsComponent.ItemCommandClick(String controlID)
   at AGS.Editor.Components.BaseComponentWithFolders`2.CommandClick(String controlID)
   at AGS.Editor.ProjectTree.ProcessClickOnNode(String nodeID, MouseButtons button)
   at AGS.Editor.ProjectTree.projectTree_NodeMouseDoubleClick(Object sender, TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.OnNodeMouseDoubleClick(TreeNodeMouseClickEventArgs e)
   at System.Windows.Forms.TreeView.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


I really hope somebody can help me figure this out...all the other rooms are loading fine.

cheers
#5
Thanks tzachs!

Nice, I didn't realize that's possible...gonna give this a shot later.
#6
Hey guys,

I have these tweening objects moving and resetting at their final position.
However, when the room first loads I would like them to be at somewhat random positions and I need some way to calculate the required tween-time according to the objects actual start position.
Otherwise, if the object starts close to the end point it would be moving way too slow...

Code: ags
#define Cloud1Speed 50.0
#define CloudsEndPosition 185

void InitClouds()
{
  oBeachCloud1.SetPosition ((Random(20)+120), (Random(20)+20));
  oBeachCloud1.TweenX(Cloud1Speed, CloudsEndPosition, eEaseLinearTween, eNoBlockTween);
}

function room_Load()
{
  InitClouds();
}


The standard distance for the tween is -(Game.SpriteWidth[oBeachCloud1.Graphic]) to "CloudsEndPosition". The correct tween-time for the object starting at -(Game.SpriteWidth[oBeachCloud1.Graphic]) is "Cloud1Speed".
So basically what I need is to get a percentage of how far along X the object starts within the tween-space, so I can use that to calculate the adjusted tween-time, right?

Can anybody tell me how to do this in AGS?

cheers
#7
Quote from: tzachs on Tue 31/07/2018 13:37:07
One problem that I can see here is that you tween x to 190-210 but you set x to 100-120 when you've reached 190 without stopping the previous tween. So if you tween to 210 and then reach to 190, x can move like this, for example: 190, 100, 191, 101, etc...

Try adding "oCloud1.StopTweenPosition()" at the beginning of the MoveFrontCloud function to see if it makes any difference.

Thanks tzachs,

seems that's exactly what the problem was...in fact I put a StopAllTweens() at the beginning and it seems to be running perfectly now.
Fingers crossed:)
#8
EDIT 3:
Just in case somebody comes here looking for a solution, here's the code I'm using now which seem to work nicely:

Code: ags
#define Cloud01MoveSpeed 2.0
#define Cloud01FadeSpeed (Cloud01MoveSpeed/2.0)
#define CloudStartPosition (Random(40)+70), (Random(40) +90)
#define CloudEndPosition Random(20) + 190

void MoveFrontCloud01()
{
  oCloud01.StopAllTweens();
  
  oCloud01.Transparency=100;
  oCloud01.SetPosition(CloudStartPosition);
  oCloud01.TweenX(Cloud01MoveSpeed, CloudEndPosition, eEaseLinearTween, eNoBlockTween);
  oCloud01.TweenTransparency(Cloud01FadeSpeed, 0, eEaseInOutSineTween, eReverseRepeatTween);
}

function room_Load()
{
  MoveFrontCloud01();
}

function room_RepExec()
{
  if ((oCloud01.Transparency==100)&&(oCloud01.X>189)){
    MoveFrontCloud01();
  }
}


EDIT 2:
Well ok, it kinda works but it's a bit glitchy. If anybody has an idea how to solve this in a better way I'd really appreciate it.

EDIT:
Sorry, I think I just figured it out. I moved the transparency tween into the room_Load() function instead and that seems to do the trick.

Hey guys,

so I've got those clouds that move along X, and at the same time tween from 100 transparency to 0 and then back to 100, before being reset and doing it all over again.
I've basically got it working but for some reason it only works -exactly- 3 times and then the transparency tween seems to go crazy, flickering seemingly randomly.(?)
Does anybody have an idea what's going on?

Here's my code:
Code: ags
void MoveFrontCloud()
{
  oCloud01.SetPosition((Random(20)+100), (Random(20) +80));
  oCloud01.Transparency=100;
  oCloud01.TweenTransparency(1.5, 0, eEaseInOutSineTween, eReverseRepeatTween);
  oCloud01.TweenX(3.0, (Random(20) + 190), eEaseLinearTween, eNoBlockTween);
}

function room_Load()
{
  MoveFrontCloud();
}

function room_RepExec()
{
  if ((oCloud01.X>=190)&&(oCloud01.Transparency==100)){
    MoveFrontCloud();
  }
}


cheers!
#9
Yeah I saw the alpha has new pathfinding but was reluctant to update.
Maybe I'll check it out if the addwaypoint thing doesn't work.

Thanks for the suggestions!

EDIT:

So I've tried the AddWaypoint thing and it works...except I couldn't figure out how to call the room change once the character reached the last waypoint :tongue:
I've loaded up my game in the 3.4.2 alpha and everything seems to be running fine and the pathfinding is greatly improved. So I guess I'm gonna stick with that for now.
#10
Hey guys,

I have this overview map with 3 hotspots that are connected by a path that "snakes" up a mountain.
The pathfinding doesn't seem to like the corners.
I've made a little diagram:



When at either Hotspot 1 or 2, the character will not go to Hotspot 3 directly.
Only once the character is at the corner marked green does he find his way up.

I already tried thickening the walkable areas but that didn't help.

What's the simplest way to get something like this to work? Is there some way to make pathfinding more effective?

cheers
#11
now that you mention it, you're right...the cursor keeps changing with a mouse as well but there is not lag like there is with the touchpad.

i really hope this can be fixed. i started using a mouse on my tablet now to avoid the issue but i'd really like to avoid having to drag a mouse with me all the time. after all the idea of a tablet like the surface is mobility;P
#12
hey guys,

sorry if this is not the right place...i wasn't sure where to post this.

to reproduce this bug:

- on windows 10 open AGS on a laptop (i'm using the surface pro 4) with a touchpad and then open any script
- move the mouse cursor over the open script windows using a touchpad

result:

- while moving, the mouse cursor keeps changing back and forth from the "edit text" icon to an arrow icon really quickly
- as a result of this the mouse cursor lags heavily

any idea how i can avoid this?

cheers
daniel
#13
thanks abstauber,

i guess i'll just continue with the "old" template for now and maybe migrate at a later point...
actually the one thing that i like most from the new template is that the action/info is displayed over the cursor instead of an action bar.
is this possible in the 9-verb template somehow?
#14
this looks awesome abstauber!

noob question:
how do i go about updating my game from the 9-verb template? i can't seem to figure out how i can import this template into my existing game:D
i already have custom UI graphics, colors, fonts etc. in place. i suppose this is going to be a bit of a pain? :-\

p.s. i noticed in both your templates, when you look at something you can click the mouse to skip a line of text. however in lucasarts games when you look at stuff you can still move while the text keeps displaying. i feel this really helps the "flow" of the gameplay. would it be possible to achieve this in AGS as well?
#15
thanks aja i'll give it a shot:)

quick update:
works like a charm aja. such a great tool! :)
this is gonna save a lot of time! thank you very much!

p.s. what would be even more awesome is if you could make changes to the dialog in AGS and those changes would carry over to the dialog designer:)
#16
hey there,

i realize this thread is very old...but i didn't find any newer threads about this tool and it seems very useful.
is this still being developed? or are there any alternatives?
the reason i'm asking is because i can't seem to import the dialogs created with this directly into my project file.

it says it exported successfully but the dialog doesn't appear in my project tree. did anybody get this to work with the latest AGS?

i realize i can import the dialog manually but it would be nice to be able to tweak the dialog inside this tool and then quickly update it in AGS.
#17
thanks snarky,

it seems the Character.ScaleVolume property only adjusts the volume but not the panning of the sounds. which is too bad because it would be awesome if it could do that.

i simply worked around the problem by setting the default volume of the clips in the client and using stereo files that are already panned slightly to the right.
i also set the LinkedAudio to "null" if "GetViewport<=100"...so the sounds only play when the screen is scrolled to the right. not perfect but it's good enough for now.
#18
Quote from: Slasher on Sat 20/05/2017 08:26:47
You could use the players x position to determine sound level.

how? i can't find any function to adjust the volume for an audioclip directly...only for audiochannels. ???
#19
thanks dayowlron,

i'll give this a try later. any ideas on how i could achieve stuff like "Panning", "SetRoomLocation" etc. for the sounds?
the character is all the way to the right on a scrolling background and i don't want the sounds to play when the play walks over to the left (at least not at full volume). also the sounds playing slightly from the right the right would make sense...
#20
hey guys,

another day another question:P

i'm creating audio for a character who's animating in the background.
what i want is to play one of a couple of random sounds at certain frames in the characters view.
this is what i have:

Code: ags
void PlayMomSounds(){

  int RandomHackSound=Random(2);
    
  ViewFrame* MomHackFrame1 = Game.GetViewFrame(26, 0, 2);
  ViewFrame* MomHackFrame2 = Game.GetViewFrame(26, 0, 6);
  ViewFrame* MomHackFrame3 = Game.GetViewFrame(26, 0, 10);
  
  if (RandomHackSound==0){
    MomHackFrame1.LinkedAudio = aKnifeHack1;
    MomHackFrame2.LinkedAudio = aKnifeHack1;
    MomHackFrame3.LinkedAudio = aKnifeHack1;
  }
  else if (RandomHackSound==1){
    MomHackFrame1.LinkedAudio = aKnifeHack2;
    MomHackFrame2.LinkedAudio = aKnifeHack2;
    MomHackFrame3.LinkedAudio = aKnifeHack2;
  }
  else if (RandomHackSound==2){
    MomHackFrame1.LinkedAudio = aKnifeHack3;
    MomHackFrame2.LinkedAudio = aKnifeHack3;
    MomHackFrame3.LinkedAudio = aKnifeHack3;
  }
}


this actually works nicely but:

a) is there a smarter way to assign multiple frames to the same group of random sounds? (i.e. if i have a really long animation with 30 frames that all use the same random sounds i would end up with a huge big block of code and lots of copy/paste...)
b) i can't set the ViewFrame.LinkedAudio to an Audiochannel*...how can i control panning, volume, position, etc. of the random sounds?

cheers
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