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Topics - Sakspapir

#1
Hi all,

I'm at the starting phase of a new game, and i've decided to use the built-in speech functionality. As I understand, it works like this:

1. Name the speech audio file GJER1.ogg (if your characters name is Gjermund)
2. Use "cGjermund.Say("&1 I am saying stuff")

I am dreading how i would organize this in the future, because if the character has 1000 speech files, I know I will have a hard time keeping track of which file is which.

So my question is:
Are there any tips on how to organize this better? Are there any modules that helps with this? Anyone made a script that can help?

Thanks in advance.
Saks
#2
Advanced Technical Forum / Code signing
Wed 26/02/2025 22:38:43
Hi guys,

Sorry if this is posted in the wrong forum, but I couldn't quite figure out where to put the question.

We want to release our game, and I've noticed that windows is highly sceptical when people are trying to install it.

I've done some research and it seems like I need to «Code Sign» my game. I'm wondering if anyone has any experience with this? I know absolutely nothing about it, so any pointers would be greatly appreciated!

-Øystein

#3
Hi guys,

I'm wondering if there's a function/field that returns the current blocking state of the game?

I have some GUIs that might or might not be visible during gameplay. But every time the game enters blocking state (e.g. Wait(xx) or cChar.Walk(x,y,eBlock) or similar functions), I want these GUIs to be forced to have their .Visible field set to false.

My plan is to do something like this:

Code: ags
function late_repeatedly_execute_alway()
{
  if (theGameIsInBlockingState()) // <--- This is the function I'm looking for
  {
    gGui1.Visible = false;
    gGui2.Visible = false;
  }
}


Of course, if there's a function to achieve this already, that would be even better. I've tried looking through the documentation but couldn't find anything to suit my needs. But as my wife would say: "The fact that you can't find it, doesn't mean it's not there".

All help is greatly appreciated!

#4
Hi guys,

I've been trying to figure out how I can run the game I'm creating in ScummVM. I've been googling, but can't seem to figure out how to do this. I don't even know if it requires specific changes in the AGS source code, or if it should basically work out of the box (after building the game files).

Is there some kind of step-by-step guide on how to do this?

If not, can anyone point me in the direction of relevant documentation/instructions?

My game is running in AGS 3.6

Thanks in advance,
Øystein
#5
Hi guys,

In my game, one of the rooms is a lot larger than the Camera Size, so that when the player moves around (Camera.AutoTracking == true) then the camera follows the player.

When the playe moves "up" in the room, the camera still follows, but the camera is positioned in a way that the player is always at the top of the screen.

What I want to do is to make the camera follow the player (as it does) but the player should be positioned "lower" on the screen.


I've tried to put the following code in the room's "Room_RepExec()"-function:

Code: ags
Game.Camera.SetAt(cPlayer.x - 300, cPlayer.y - 200);

This kind of works, but there is a "shaking" in the picture. Im assuming there is an issue with the order of which the drawing functions are called.

Need help, and thanks in advance!
#6
Hi guys,

I have created an object that is simply a loose thread from table cloth. This thread is only one pixel thick (the game is very low res) and its bending and turning.

In this game, the mouse changes to interact mode whenever it is hovering above an object, hotspot or character. Otherwise it changes to walkto mode.

The thing is that when the mouse is hovering above it, the mouse cursor needs to be exactly on top of one of the thread's pixels for the Interact-mode to be activated. This makes the UX pretty bad, because there is much flickering between walkto- and interact mouse cursors.

Is there a good way to solve this? Ive thought of the following:

1) Create a hotspot on top of the thread object (and make it rectangular) and then set the objects Clickable property to false. Then the mouse cursor would change according to the hotspot instead of the object.

2) Create the thread graphic with highly transparent pixels where there are no thread-pixels. I really don't like this idea, though.

What im really hoping for, is some smart way of customizing the "hitbox" of the object, instead of it being defined by its pixels. Does anyone know of a good way to solve this?

Thanks in advance!
#7
I'm wondering how reliable the above mentioned function is.

I want to start playing a conversational audio clip and continuously (for every game cycle) read AudioChannel.PositionMs to see how far the clip have played. Based on the return value, I will display subtitles using a gui label. The game is 60fps, so just to be clear: I know that each game cycle is approximately 16 ms. By checking if PositionMs returns an int that is larger than some predefined value, I would have precision no worse than 16ms, which is acceptable.

I'm using mp3 files for the audio.

Anyway, I just want to be sure that, for instance, reading a value of 5000 milliseconds from PositionMs always refers to exactly the same point in the mp3 file. otherwise there might be some accumulating offset between the subtitles and the voices, which is not good enough.

Thanks in advance!
#8
Hi everyone!

First of all, sorry for the vague terminology in this thread. It does not stem from laziness I assure you, but rather from ignorance. With this thread I am hoping to fix that ignorance.

My question is related to the general architecture (or philosophy, if you will) of the AGS scripting language. I have read the Scripting tutorial and also looked through the Forums and Wiki, but I can't seem to find information on how the scripting language in general. I guess what I'm looking for is a tutorial or manual that explains the concepts of AGS scripting language (e.g. .ash/.asc files, script modules, etc) and how they relate to each other. Typical questions I would like to have answered are:

* How does the scripting modules relate to the GlobalScript?
* What is the relationship between header- and script files? Coming from c/c++ it looks wierd to import functions in the header.
* In what order is the code compiled and built?

So, is there such information available anywhere? Like a big AGS scripting language programming bible of sorts?
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