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Messages - Hobbes

#1
Hiya! I recently switched my main PC over to Linux and downloaded your demo. And then came here straight from the Steam forums because I saw the issue posted there too.

I'm running Steam (I've tried Experimental & version 7.0.2 so far) and have exactly the same problem.

My Linux version is on kernel 5.17 (Manjaro distro). Intel i7-10700K   AMD Radeon 5700XT and 16GB Ram (playing on 4K resolution)

I'm happy to test this one out further with you, if you want.

I've just tried the following other AGS games on my Steam account:

- Pedro's Adventures in Spanish
- Perfect Tides
- Lamplight City
- Unavowed

All four of them have functioning, immediate mouse control. So something's up with Dreams in the Witch House... no clue what, though. But the game completely freezes and doesn't respond to anything.

If possible, as much as a native Linux version sounds like "fun", I think getting it to work on Steam/Proton is going to be easier for you in the long run? You won't need to provide a Linux version, but just one Windows version, so simpler on the updating-front.

I think eri0o is on Linux, and he's waaaaaay better at the technical stuff than I am, so maybe he can take a peek?
#2
Thanks for the explanation. I'll dive in and have a look. Sounds like there's enough possibilities to make this happen (potentially). :-)
#3
Hi everyone,

I'm trying to think through if something is feasible / possible...

I would like to have a Character Creator for my Adventure/RPG hybrid. The most basic way I can think about this is defining certain views for each iteration, which would mean that, let's say:

- Character with long hair (char1)
- Character with short hair (char2)

I would need to create separate views for everything, so "char.climbing" also needs a "char2.climbing" "char.sitting" also needs a "char2.sitting".

As soon as I want to do iterations on skin tone, clothing colour, it becomes... a lot.

I was wondering if there was a way in AGS to combine multiple views? Or dynamically generate a sprite? Or recolour a given RGB value from a sprite/view?

That way skin tone could be mapped to a GUI-Button. And when you click button1, it reads all the RGB values to colour the sprite one skin tone. (I use 3 to 4 different colours for skin, for shading).

That would potentially work for recolouring a sprite. Does AGS have this feature?

For more dynamic changes, like hairstyles, it would mean I need to superimpose another view on top of another, which sounds like an impossibility probably.

Any ideas/suggestions on how to explore this a bit further would be most appreciated. Fully appreciate it might be an impossibility anyway. :-)

Thanks!
#4
Modules, Plugins & Tools / MODULE: mode7 0.3.0
Mon 18/04/2022 07:34:23
This is just... WOW.

I'm toying with a short-ish MAGS game at some stage, Sci-Fi focussed. To have a ship-flying section with this (starfields streaking by with planets as large pixelated objects) could work, perhaps! Keen to give this a go right now, but can't see it fitting into my current project!

Keep up the great work!
#5
Updated to latest beta yet again! So far, things seem to be running smoothly on my end. Once we're out of beta, I'm happy to compile an empty MacOS AGS (Silicon & Intel) application for people to stick their games into. I've got them right now, but not much use for the wider community I think, since we're in beta.

Keep up the great work! (As always)
#6
I realise I've been way too quiet on this one for a while... work has slowly but steadily been continuing...



Fabian exploring the town of Aeramor. Right now, background only. Characters and other decor to follow! (The ship was a quick drop-in from a previous project, still need to tidy that one!)



Sylvana has a spiritual encounter in a sacred grove... (using the old Sylvana sprite just now, lots to draw still!)

With a recommendation from Grundislav, having my first try with "TimelineFX Editor" to generate particle effects, as evidenced by the light in the second screenshot. Let's see if I can get this thing to work properly! :-)
#7
Wow - this is looking absolutely phenomenal!! Getting very strong Broken Sword-esque vibes from the art and animation style. Would be curious how long a single background takes in this resolution compared to the lower-res stuff. Unavowed was already a significant step up, this is... impressive! Working on Nighthawks art must've helped?
#8
Woohoo! Updated just now. Thank you so much for this! I've been quietly updating from every 3.6.0 alpha version and great to see we're in beta. My game's working & compiling great! (Mac M1 native even, very excited!)
#9
Hey everyone,

I know I've been pretty radio silent again these past few months. The reason is that I started a new Master's study in September next to my full time job, so things have been... rather busy that way. But with Easter looming there's a bit more free time for a wee while, so I'm getting back into the swing of things.

And I just wanted to say, I got into Git and then installed Gitea on my Synology NAS (via Docker). Gitea is like GitHub, but self-hosted and private. So a great way for me at least to work on my game and ensure proper filenames, etc. I'm storing all my music, graphics, writings & coding in one place and easily tie it all together with Issues/Tracking in Gitea. The Projects/Milestones feature, along with the Wiki where I store my technical lists (Integers, RPG table elements) are a godsend. Why didn't I look into Git years ago???


Using the Project Kanban style board to move issues around to track game completion.


Easy way to oversee all files in my game's project, track changes, etc.


The issue tracker in its full glory.

The great thing about Gitea is that it's free, doesn't require much to run (apparently it runs great on a Raspberry-Pi as well) and is giving me piece of mind. With off-site backups set up for my docker data, I'm feeling pretty secure and confident I won't lose my hard work. And it's a great way to plod on with sprites, music compositions, writing & coding.

So it does raise the question: What tools are you using to manage projects?

I'm looking for an easy out-of-editor way to work on dialogs, for example. At the moment I'm using vim in the terminal, which works, but might need improvement... :-)
#10
Engine Development / AGS engine Mac OS X port
Sat 25/09/2021 07:50:39
I watched this video on YouTube which seems to indicate there's development happening about this? I don't personally use the Steam AGS plugin so don't know how that would work, sorry!

https://www.youtube.com/watch?v=3AxkhWhSWDI&t=95s
#11
Engine Development / AGS engine Mac OS X port
Sat 25/09/2021 07:49:04
I've been successfully compiling universal binaries for a while now, but I do believe plugins have to be universal for things to work? The steam plugin probably isn't. But with Steam now slowly moving towards M1 compatibility, that might change? I think right now, there's no option to upload a universal binary / M1 binary to Steam regardless?
#12
That did the trick - thank you!
#13
Hi Eri0o, recently gave the rellax module a go and it's phenomenal! The smooth scrolling of the camera is an amazing addition to my game.

I was curious though, is there a way to temporarily disable rellax? Certain cutscenes in my game would play better without, so if there was a rellax.disable() command or something similar, that would be great. Not sure if I'm looking in the right place for it! Any help you can give would be most appreciated. Thanks for creating this module in the first place!
#14
Hard to tell, since I'm running through Wine, it tends to just crash the whole lot without error messages staying on screen, which is a bit awkward at times.

I've downloaded 2.72 and am discovering that the Proskriuto FOA template I used back in 2003 is ... a bit of a nightmare to upgrade to 2.72, let alone all the other function calls. It's going to take me quite a while to work my way through all the rooms.

Danvzare's method actually sounds more do-able, just copy and paste stuff across. Otherwise I think I'll be at it a very long time!
#15
Hey everyone,

Niche case here! The last time I worked on a certain game, it was with AGS 2.62. I'm trying to upgrade to AGS 3.6.0 (or 3.5.1) but I'm guessing there's some intermittent steps involved. When I try to load into a recent version, AGS just crashes. So I'm trying to figure out which previous versions I would need to upgrade my game. Does anyone have any ideas? (I see upgrade paths for 2.7 versions, but this one's slightly older than that!)

Thanks for any help you can give!
#16
You're right, I should just make the jump. And I did! Updated my Wine container on MacOS to AGS 3.6.0 Alpha 9. And it's working great, the tap-to-click function is supersmooth now. So it seems that the issue is resolved by moving to SDL2. Thanks!
#17
Quote from: eri0o on Sat 03/07/2021 03:39:41
This is weird, because if you ARE using the latest CMake you should not have to do this, it sets the variable CMAKE_OSX_ARCHITECTURES from the arch in the uname output from the invoking shell in theory, but you can pass it on the command line.

In AGS source code directory, create a clean build directory, generate files with cmake and try to build with make as this:
Code: bash
cd ags
mkdir cmake-build-release
cd cmake-build-release
cmake -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_BUILD_TYPE=Release ..
make -j8


I don't have a way to verify this. I also am not sure, but I think you can verify the architecture of a binary. After building, in the same directory, try this
Code: bash
file ./ags


Also, the CMake version would be useful...
Code: bash
cmake --version


(note I am just trying to understand why you are not getting an arm64 build, but I am not familiar with the particular way MacOS works...

But about universal binaries, that is different. If one don't want to deal with them though, just make a bash script that checks the architecture with uname and boots the specific ags_arm64 or ags_amd64 binary with the game, and set this script as the entry point of the app in info.plist)

Following on from this post a while back, I've discovered cmake is perfectly able to compile a Universal Binary! Which is great news. Just to make a small modification to Eri0o's post above, the cmake command should be:

Code: ags

cmake "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64" -DCMAKE_BUILD_TYPE=Release ../


This will then build a universal binary, which means it's only one binary to distribute for MacOS which includes both x86 and Apple Silicon. Works a treat with 3.6.0 too!
#18
Quote from: Danvzare on Sun 22/08/2021 14:45:57
That almost sounds like an abuse of power. (laugh)

An abuse of power I'm happy to share! ;-)

I just want to avoid someone who's not invested in AGS and its community to co-moderate. But if anyone's interested, just let me know. In the meantime, it *is* quiet over there. But I'm also not sure what "purpose" Reddit serves. We have a really nice forum community over here. I see the appeal of Discord (live chat). But Reddit is in effect just another forum. So it's likely to stay quiet, is my guess!
#19
Eri0o, I'm sorry, with latest version I meant the latest officially released version, so 3.5.1 - Patch 3. I'm really keen to try out 3.6.0, but will probably wait for the official release :-)

From what little I understand about Sonneveld's comment, it would seem to be exactly what I'm describing. The question is then - how did Grundislav circumvent this? Lamplight City works like a dream with light taps instead of hard presses. Is that because it's an older version of AGS and something changed, or did Francisco do something specific himself?
#20
Bit of a niche question! And perhaps only Mac-specific. Not sure, since I don't have a trackpad-enabled Windows PC to test with.

I recently played through Lamplight City on my Mac and one of the reasons it was such an enjoyable experience is that every single tap with my finger registered perfectly as a mouse click. This made it very simple to play, without having to force-press my trackpad down every single time.

Running the latest AGS Mac version on my Macbook Air (compiled with cmake) it appears to be very hit-and-miss. Most of the time I need to do a hard press to get a click to register. Very infrequently, a tap will suffice. I would love to have my game fully "tap responsive" similar to Lamplight.

Is this something that I should enable in the game settings somewhere or has something changed in how clicks are registered? Any help would be greatly appreciated, thanks!
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