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Messages - Rik_Vargard

#1
Quote from: Crimson Wizard on Wed 30/07/2025 11:14:39EDIT:
In theory it may be possible to readjust game camera based on display resolution, and have it display less portion of a scene at once. I've never tried, but I believe it may be done. Whether it will be convenient or not for the player, I cannot tell.

I have that 1280*720 room where, when the player talks to NPCs, I zoom in to 640*360 and the visuals still look great.
(if that's what you're talking about)
#2
From my experience with many AGS games, any resolution proposed by AGS in the General Settings works great, whatever your screen resolution is.
You'll also notice that the options give a screen resolution ratio.
If you have a 1920*1080 screen (like most of people have), you'll want to go with anything that's 16:9, but if your game is, let's say, 640*480 (thus 4:3 ratio), it will still look great on 1920*1080, just with black boxing on left and right.
Even if you go for 320*180 (16:9), it will still look great on a 1920*1080 screen.

AGS does a really great job to have those low res games look perfect on a high res screen.

That's why the first part of my game was at 1920*1080, and the second part is 1280*720. Because it looks just as great for half the Mb pricel
Which also means you don't need to go 2k  :-D
#3
Aaaah well, when I saw the code I thought I had to understand it to adapt it to my specific needs.
This is my first Module experience  8-0

OK, so this is working, just like that! (nod)
Hmm, I might start to try some other modules now!

Thanks a lot for your help, guys, my game is saved, once again.

Cheers!  ;-D
#4
Hey thx for the links! But right now, those modules are far above my level of understanding.

So at this point , if there's not really a basic AGS script that can do the trick I'll adapt this to what I can do.
I'll try this with a button that will save the messages and make the next Text Box visible once I click on it.  :P
#5
Hi!  :)

I've created a GUI with 4 different Text Boxes for the player to fill in.
Each Text Box has, of course, it's own Name for the scripting part : tbText01, tbText02, etc.
And then I'll create a Variable like Text01 = tbText01.Text;  for each one.
And then I'll have that NPC be like cNPC.Say ("OK listen, %s.", Text01);

Now, when the GUI shows up and I start to type text in one of the Text Boxes, all 4 of them are filled in at the same time with the same text.

How can I make it so that every Text Box can be filled in with it's own text (The player selects a Text Box and starts typing the text just for that Text Box) ?

Any ideas?
Thx!  :)
#6
Quote from: matdogpig on Sat 26/07/2025 16:13:36I reckon this is maybe the first third of the game, maybe a quarter. So the full game will be 3 or 4 times longer. If I ever finish it!

From a Noob with 3+ years of experience and just now arriving at the end of my game:

Most people will say: Start small, make different short games. Well, I coudln't help myself.  (roll)  (laugh)
One of the reasons is that I put so much work in character creation and visuals and animations etc and etc.
I made the choice to learn AGS alongside making that game I wanted to make. So in every Room, or Instance, I tried something new or coded something differently.
At this point, I sometimes go back to earlier Rooms to clean up the script with those XP I got along the way.
I also have those old Rooms that, script-wise, are chaotic but working, so I don't dare to touch anything anumore.  (laugh)

Also, you might have noticed that imagining things for your game and then have to create all the visuals, audio, animations, and the script, there's a lot of time that you will need to make it a reality in your game, right?

I don't know how much time you needed to finish this first part, but imagine taking that time 3 or 4 times for your game.

This being said, I'm sure that whatever your choice is, you'll get to the end of your project.

Cheers!  :)
#7
Quote from: CharleeMK on Wed 23/07/2025 07:35:10I want one button to stop the dialog an another to go back to the previous dialog, that's it, no scrolling or fancy stuff. I know that the easiest way is using the dialog options for that but I wanted to include those buttons for design reasons.

If you just need those two buttons, you could have two normal dialog GUIs and then add a GUI under that with those two buttons and then have the dialog GUIs being Visible or not by clicking on the buttons?

If you need a dialog GUI with all options being buttons, you could create a GUI and the buttons you place in it. Then you could make the option buttons visible or not when choosing options. Then you could even add those two buttons to make those GUIs Visible or not again.
#8
I agree, the graphics are really gorgeous  (nod)
#9
Thank you for your explanations.  (nod)
#10
I started playing "Enlisted". In this game, you can buy new soldiers for your squad. You use in-game money (not real money) and it's not even a "random loot box thing" (maybe the stats of the soldier are random dice rolls) but I do get a message, because I live in Belgium, to be sure I accept to "pay" for it, even with in-game "money".

I think it's a good thing because I guess that many younger players, who don't realize what this is, might want to spend a lot of money just to have a new gun and don't realize how much real money they spend on all those "random upgrades".
#11
Hey thanks a lot for the replies!  (nod)

Now here's what I "found out".

I do set the player to start in later rooms so I don't have to play throught the whole game everytime I change things, like creating a new Dialog.
So I'm sure that overlooking the "Stop" created that situation I was in.

But here's the weird thing: while I was waiting, I did restart the game from the very beginning as it's supposed to be, and when I arrived at this point, the Dialog showed perfectly, no problems, AND there was still no "Stop", eveything was still on "resturn" But it works... ???

So the mystery for me is: Is there a difference between starting the game at Room 1 and starting it at Room 57?
Perhaps I did something on the way that made that problem happen?

EDIT: And now I did restart from Room 57 and everything is OK, when before I had those problems.... still no "Stop"...  still a mystery to me...
#12
Hi!

I have this problem where, when I start the dialog, the GUI doesn't appear.
It happens in a very basic room, where the player just enters the room, meets an NPC and then the dialog has to start.
But it doesn't. And the game "freezes" somehow and then I get the (not responding) thing and the Windows "loading" cursor turning forever.
Then when I click to close the window, it closes and I get the "Not closed properly" error message.

Then I added an option in the Dialog with the NPC saying "Blablabla".
This time, the dialog GUI still doesn't appear, but the NPC says "Blablabla" in a loop, like forever.

In After FadeIn : (GUI not showing)

Code: ags
cAlien01.Say ("What do you want?");
dDialog1.Start();

In the Dialog page: (Sayin "Blablabla" in a loop forever)

Code: ags
@1
cAlien01: Blablabla
return

I have many dialogs, so I don't know what's wrong with this one.

Any ideas?

Thx!
#13
If you want to record what's on your screen while you play you can use OBS Studio. It's free and easy  (nod)
#14
Hey, thank you so much for your time and your work. (nod)

And please forgive me but I don't know if you're talking about the Github or the in-AGS manual...
To me it sounds like both but that might just be my own level of "english understanding"...  :-[
#15
Nice to hear it worked out  (nod)
#16
Quote from: .M.M. on Wed 04/06/2025 20:09:11Ha ha, you're right, just imagining handcrafting sprites for every combination is making my head spin.  (laugh)
The way it is set up is by using spritesheets for each part of the bodypart/equippable item which is then combined, creating dynamic sprites for each frame of the animation. Kind of like preparing seperate views for each part (boots, trousers, torso, weapon) and then drawing each frame on top of the other to generate the final views. :)

There is actually a thread about this system in Advanced technical forum, but I'm not sure I should reccomend reading  it - it's about a problem I'm having with the system.  (roll) But ingame, everything works smoothly!

OK so, it's an advanced technique and it implies creating dynamic sprites. You're right, this is way beyond my eternal noob brain right now.  (laugh)

Well, I'm happy you got to make this work and it looks really great and I can't wait to have fun with it (because features like that are fun!)  (nod)
#17
Wow, looking great!

I'm wondering how you do the whole "new fashion" thing? Are the clothes "objects following the character"  or... I can't imagine having sprites for every combination  8-0

Anyway, good to hear this is still being made  (nod)
#18
Quote from: Crimson Wizard on Fri 30/05/2025 17:30:392. A screen Overlay (but if you need to animate that, then it has to be animated by changing its image frame by frame in script).

I needed to create an animated rain overlay. So what I did is create an object that's full screen (for me it was 1280*720) .
I made sure the baseline puts that object in front of everything .
#19
Oh nice! OK, didn't know about that. And my script got a lot shorter. Thank you so much for your help!  (nod)
#20
Hello!

Situation:
- the player (cEgo) is in room 53
- The NPC is in room 52
- When the time runs out and if the player is not in room 52, another character, cNPC, will take over in room 52

Here's the code in Global script:
Code: ags

if (IsTimerExpired (19))
  {
    if (cEgo.Room != 52)
    {
      cNPC.SetAsPlayer();
      cNPC.Walk (1239, 458, eBlock, eWalkableAreas); // <<<< [b]ERROR HERE[/b]
      cNPC.FaceDirection (eDirectionRight);
      cNPC.Say ("Oh well...");
      aElevatorOpen.Play();
      // STUFF happening
    }
  }


The error I get is: "Character is not in current room".

I managed to change rooms with SetAsPlayer before, but in this case it's the Timer that triggers the switch and there's a cutscene following automatically.

Any ideas?
Thx!

EDIT : When I remove everything cutscene after cNPC.SetAsPlayer(); the switch works
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