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Topics - Anomaly

#1
Advanced Technical Forum / cursor engine error
Thu 04/12/2008 05:23:02
was told to reoprt this by the engine.

I was moving my pointer up to the X button on my window's window which the game was in.. and got this crash bug error report.. so i'm pasting it here.

Code: ags
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0040667D ; program pointer is +379, ACI version 3.10.1050, gtags (1,5)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


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#2
In testing animation speeds for a character, do I have to click - select EACH frame and set the delay value separately?
or can I change a number of them at once?
I have very smooth walk cycle animations.. like 40 frames per view loop (walking directions)
in order to calibrate the walking to look spot on, no slipping etc.. I'm adjusting the delay.

The delay in the looping animation when viewing the character does NOT let me insert negative values.. in order to speed up the time that entire loop takes up.

but you CAN put in negative values on EACH frame.

do i have to do the laborious process of clicking on EACH frame in order to access these negative delay values??

It's really tedious.
I mean I can do it for one character's view loop walking direction.. fine.. i clicked all 40 of them and adjusted the delay.
but to do it over and over each time I want to guage the walking speed for each loop??
baaaaah.. too time consuming.

you should be able to put in negativ values in the character view's delay field.
and not have to adjust it for EACH frame.
though having the option for each frame is very valuable.. it shouldn't be the only method for batch changing the entire loops speed into negative values.

please help if you know a workaround to this.
because until i find a workaround.. i'm stuck doing the tedious.

thanks.

-


edit - er..  found my answer I believe... "animation speed" under the character's prperty grid.  silly me.

note - heh.. sometimes .. posting about something makes me think of more options.. maybe I should just  "talk to myself on notepad.txt instead of taking up forum space :P

#3
i've got an issue here.
I'm trying to use faded alphas for alot of things... shadows.. gui's .. bunch of stuff.. and while the alphas WORK.. they aren't working the way i want them to..
it's either .. yes or no.. black or white here.. transparent or opaque.. no fading.. as far as i can tell.
heres my image of what i'm talking about.

see the one on the left is how it appears in the editor..
the way i want it.. faded around the letters.. (no thats just a test i'm not really using it)
but in game.. its cut and dry.. like it rounds up or down the alpha value then gives it a yes no..

the "over" image is an object with baseline 0
so in front of everything.
it's a PNG.

can we use faded alphas?

this would help with alot of anti alias crappy "black outlines" artifacts i'm having around my characters.

thanks

-

edit it appears that this is a directdraw limitation.. and putting it in direct3d would work.. but it's not.
maybe i don't have the latest direct3d driver.

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#4
I have a laptop, a tablet laptom, on it's side with the screen settings rotated 90 degrees.
I have a flat screen lcd monitor ( a samsung synchmaster 191T attatched ,which I use as my main monitor.

when I test my AGS game in fullscreen.. it ALWAYS goes to my laptop monitor and displays it sideways (the default rotation display level) .. i've tried busting up the resolution to 1024-768 then pressing the rotate button on the laptop's exterior... doesn't work.
until i press it again and the image is upside down.

I was thinking that it was obviously due to the fact that the game is by default played on the "primary" monitor.. selected in display settings.

I cannot  change my LCD monitor to be my primary monitor.. because it's just an add on monitor to the laptop.. it wont allow that.

wintermute games let you choose which monitor is used to display in the setup exe.. to launch the game.

can or will AGS allow a selection for which monitor or "graphics card output" is used to display on??

this would help ALOT

because i want to test alot of things in fullscreen that I cannot test in windowed mode.


and yeah a simple solution would be to just turn my monitor back 90 degrees...

but its a much smaller screen and the way i have my computer set up right now.. is just not conducive to that sort of arrangement.


just wondering


thanks

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#5
This i my first game ever with AGS.
it is going to be a small 10 room test game "Testgaemia"

Set in a fantastic world of dreams and nightmares,  "Testgaemia" the incredibly small story consists of cYouego, an exotic creature, and his quest to find the oGlowOrb.

- graphics 40%
- puzzles 0%
- scripting 5%
- music/sound 0%

goal date for completion approx 10 dec 08

here are some in game screenshots. I have the GUI, cursor and ego invisible.



















more images to be added soon...

dev diary
26 nov 08


this game studio is so much fun to work with.
very easy to understand.
I'm going to use this test game to practice learning as many different scripting techniques as possible.



dev diary
02 dec 08


heres cYouego.. I have walk cycles of him.. i'll have some animated gifs of them soon.
gonna work on his textures later though.. and re-render the walk cycles.
he's going to have lots of different wearable useful items he will obtain and shed along the game.
i rendered his frames out at 200x400 so that I get alot of detail.. and i just scale him down in game.
it's also useful because there will be alot of closeup rooms
he's going to have diagnoal walking.. i wish there were inbetweens.. like 16ths angles for walking available.



dev diary
03 dec 08


here's cYouego's walk cycle (crappy animated gif colors but whatever you get the idea)
if you want to see it play smoothly, wait for it to fulyl load each frame.



he's in-game now. so on to making my first puzzle/objects.


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#6
I've checked the FAQ and Help and searched...

I made 2 files, using After Effects.
one is video.avi and the other is FLIC1.flc

I have both video.avi and FLIC1.flc in my Compiled folder.

to test them, I made a room script function as follows -
for the  video one i put

function hHotspot2_Interact()
{

PlayVideo ("video.avi", 1, 1);

}

the video one gives me an error upon clicking the hotspot saying
"Video playing error: AddMediaStream failed"


for the  flc one i put

function hHotspot2_Interact()
{

PlayFlic(1, 1);

}

the flc one is not responsive.
it does nothing visible.

I've tried to solve this as I solve anything... looking to help and tutorials and searching diligently on forums.. but to no avail.
I'm just testing every function / script, in order to get comfy with all that is scriptable.
These two are functions/scripts I plan to use ALOT.

any help would be great.

thanks.

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#7
Hi everyone, I am new to posting here, I began doing this about 2 years ago and decided to pick it up a little bit.
Thought I would share with you all my work so far.Ã,  Some of the images will be worked more on.



Here is the post office obviously-





The cottage with the poodle (poodle shown belowÃ,  :o )





And here's the Rotary South (where west is pointing upwards or "north" if you may)





yip! yip! yip! this doggie wantsÃ,  a bone! (or a swift kick heh)



I am still exploring the AGS program and might need a bit of help from some of you more experienced game-makers.Ã,  Or I might even like som ehelp in some areas.Ã, 
Overall, I'd like to keep consistency in the art I've prepared throught the game and keep up the semi-cartooney / comic-book look.

Any comments welcome,
Anomaly
[/b]
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