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Topics - DiegoHolt

#1
General Discussion / Performance issues
Thu 29/05/2025 19:56:03
Hi, community

I have some doubts about performance. My game is currently about 2GB in size, and operates in 1280x800, 32bit. I've always ran it in my computer without any speed problems (amd fx 6300 six core, 8GB ram, 2GB video - and that's an old computer by today's standards). In recent days I've tried it in my brother's computer (which is a modern gamer pc) and I've noticed some issues (lags, or slow moments when dealing with big graphics or animations). Have in mind that my brother's computer runs with no problems games such as GTA V, Red Dead 2, Last of Us 2, etc.

What could be causing this?

Besides that, (unrelated, or maybe not so much) I was also wondering if it is convenient to use as few views as possible or if that's irrelevant. In my case, I've started the game creating individual views for each character (even when some characters only have 1 or 2 views). Now, in the late stages, I'm using one same view to fit other's characters (or background) animations

That's it, hope it isn't too long for you to read.

As always, thanks for your time  :)
#2
Hi! :-D  Is there a way of making the images of the load/save screen tilted?

https://imgur.com/a/GHEnbBT



The image is a example of what I'm trying to achieve. As you can see, I need it to be like a photo album or something like that. Avoiding perfect alignment.

As always, thank you for your time!
#3
Hi y'all, like most of you I'm an indie developer with no resources to pay artists. So, regarding sound and music I'm using Pixabay (Here) and I was wondering if the correct way of using it is just to mention the people behind those works in the credits of the game.

What do you use for your games (if in a similiar situation)?
#4
Hello community, I'm wondering what would be the best way for a character to chase the player but only if the player is near enough. In this case, this character is constantly walking and I need it to start chasing the player when they meet certain distance. I'm trying with coordinates calculations in the room's repeat_execute but things aren't working the way I was expecting.

Any help would be greatly appreciated, since I couldn't find any past topics about this.
#5
Hi you all, hope you're all doing great and having a wonderful 2025 so far.

I know you like to go straight to the point, so here it is:

1- I have some regions with things happening when the player walks on and off. The thing is that when you're inside that region and the event is triggered (playing a sound, i.e) if the player clicks on a hotspot that changes the room, then the 'walk off' code is ignored and the event continues as if you were still inside that region (the room changes and the sound keeps playing even when you've left the region) The same happens if you click that hotspot from outside the region, because the player passes through it when going to that room exit and the event isn't triggered.

The code is pretty basic:

Code: ags
function region2_WalksOnto(Region *theRegion)
{
  if (diabloProteccion == 0)
  {
    aHumming.Play(eAudioPriorityNormal, eRepeat);
  }
}

function region2_WalksOff(Region *theRegion)
{
  if (haloProtege == 1)
  {
    tiempoHalo = 0;
    aHumming.Stop();
  }
}

-------

2- In the main screen, I want a character to appear after some time of -no button clicked-, so I've set a timer when the intro is over and put a wait for a key:

Code: ags
SetTimer(2, 120);
  WaitInput(eInputKeyboard + eInputMouse, -1);

and then:

Code: ags
function room_RepExec()
{
   if (IsTimerExpired(2))
      {
       etc...

But the animation never starts when the time is expired.

-------

I'm guessing the first one has been solved already, but I couldn't find it in the forums.

As always, thank you for your time!  :-D
#6
I know this is absolutely BASIC, but I can't seem to find where to do it.

I want to change the color of the text when you choose the dialog options, both the normal color and the mouse over color.

That's it, pretty simple right?  (roll)
#7
Hello, Great Sages (by this point I think I'm referring mostly to @Crimson Wizard @eri0o @Khris and sorry if I forget the names of others that are always there to help)

I'm having some thoughts about background animation. I have some large backgrounds and I think that it could affect the game's performance. I'm using characters to create the animations instead, and I was thinking if there was a better way of doing it. Are 'views' exclusive for characters, or can objects use those too somehow?

As always, thanks for your time!  :-D
#8
Hello, beautiful community.

I'm having a debate with a friend here, and he's starting to convince me.

The thing is the scrolling, he says there is a little lag (I don't know what to call it, and 'lag' seems to be fair enough) when the screen scrolls. I didn't notice it before, but now I can't unseen it.

Is this normal? Maybe I needed to change something like the FPS when changing the game's resolution?


Thanks for your time!  :)
#9
Hello, sorry to start another post but I still don't know how to delete these things.

An image is worth a thousand words, right? So, here is my problem:



I can't figure out where to change the size assigned to the text in the dialog box. Can't find any clear number in the CustomDialogGui script of the 'thumbleweed' template game.

There is supposed to be FOUR dialog options, and the arrow should be on the far right of the box, but as you can see it's all packed up like if the resolution was still 320x200

The actual resolution is 1280x800

I'm surprised that no one had this issue before, since I've searched the forum and found nothing about it.

Please, I need some of your wisdom here.

Many, many thanks in advance!
#10
Hello fellow adventurer sages, I'm having the following issue:

Code: ags
               
    dialogoRandom = Random (3);
         if (dialogoRandom == 2)
    {
     player.Say("Parece una especie de ídolo");
     player.Say("Sea lo que sea, es horrible");
    }
         if (dialogoRandom == 1)
    {
     player.Say("Nunca entendí la función de estas cosas");
     player.Say("¿Son indicadores de algo?");
     player.Say("¿Son tumbas?");
     player.Say("¿Simple decoración?");
    }
         if (dialogoRandom == 0)
    {
     player.Say("Calor, ¿eh?");
     player.Say("Pero ya debes estar acostumbrado");
     Wait(33);
     player.FaceDirection(eDirectionDown);
     player.Say("No, no estoy hablando solo");
     player.Say("¿Con quién crees que hablo AHORA?");
    }

That's my attempt to add multiple and random answers at an interaction, but the thing is that sometimes none of the dialogs is displayed and it looks to the player like no action has ocurred. What am I missing here?

Thanks in advance for all of your wisdom  :-D
#11
Hello, I'm just a couple months into AGS and have a newbie question (haven't found anything about it searching the forum)

How can I make a character walk in the background without blocking the game? I mean, eNoBlock isn't working since it jumps to the next code line.

I'm trying to do something like Melee Island map, when you're practicing for the Sword Master. I need characters to walk around from one point to another randomly.

Thanks in advance.
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