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Messages - eri0o

#1
Quote from: Monsieur OUXX on Yesterday at 00:28:38EDIT 2 : I've reset all the settings to default (I changed the font, like I said before) but the issue is still there. I've recorded a video : https://www.mediafire.com/file/r4o3f4jitnx68cx/ags_troubleshooting.mp4/file
(WARNING: It will remain online only 3 days)


I noticed if I use AbortGame(""); then no window shows up while AbortGame("a message"); makes the window show up. I guess a window should show up even on empty messages. Edit: it looks like this is the cause of the error message not showing when AbortGame script call is with an empty string; I don't know why the null check there but one possibility could be to cause the script call to always be non null by using some default message if no message is passed like "The game has been aborted from script" or similar.

But I watched the video and the error message that disappears says there is a null-pointer error in line 379 that is being triggered at game_start, on your DebugGui.asc. But I don't know why it is disappearing fast in your case. I tried some null pointer errors here and they still appeared.

About debugging things, a new addition to AGS 4 that may be useful to you is there is a Watch Variables pane which can show your variables when you advance them step by step in the debugger.

The mentioned multi-monitor issue is this one, but it looks like something different from the video.
#2
They mention they are faking, so my guess for ags equivalent is you have a set of images that are these highlights only (you could draw like a different layer on top in your favorite pixel drawing software and export just that layer) and then you either have a table where for whatever is the character sprite you put the matching sprite in a room overlay and adjust its position to match the one of the character in rep-exerc-always or you have a view that matches the player walk view (and another one for how many different views you need for your player character) and then have a cHighlight character where you set the view to match and have it using follow exactly.

Then you adjust the Transparency of either the overlay or cHighlight depending of the player x and y position.

This is how I did the above effect in my game - I used the overlay method. In my game though instead of manually drawing the highlights for each frame (which is what I believe was done in the drifter) I came up with some way to dynamically draw using a dynamic sprite and it's surface and then set the resulting sprite to the overlay. A simple way to draw using dynamic sprites is to get a copy of the current sprite of the character, tint it so it becomes a silhouette, then you use two draws, one you draw the highlight color and the other you move 1 pixel left and up to carve out the the rest, then you can do adjustments (like carving out at the height of the feet and head) and it should work. A bit character design with darker colors help sell the highlight a bit more.

In AGS 4 we have shaders so if someone comes up with a math for shaders one could use that.
#3
I don't have AGS to test right now but I think this is the ags3 issue that you can't use attributes in the same script where you declare them. I just remember that it gave me a mystical error message.

This is fixed in ags4 with the new compiler.

If it's this, you would need to call geti_AttributeName(I).
#4
These warnings are produced in ags3 since 3.6.2.

Quote from: Crimson Wizard on Sun 15/06/2025 00:58:22Editor:

- Editor will now report any missing script functions that are assigned to events, but not present in script, as warnings when compiling the game.
- Editor will now report any script functions that *look like* event functions, but not assigned to corresponding events, as warnings when compiling the game.

#5
Name your hotspots and call them by name.

What's the name of your initial player character?

Why are you mixing using "player" to refer to one character and some other character that can also be a player character you call by name? This can cause issues when they are both the same person.

Change room is a delayed action that happens after others no matter when you call it.

How do you switch between both rooms? Is it hotspot 1 or 2 you are clicking? Please name your hotspots.
#6
I think you still need @S and stop as possible branches in the dialog script.

I don't know why it's halting but I know dialog is a different game state than regular game. If you replace the return with a stop it should not do that I think, since it seems you have no options to return to.
#7
Visibility is controlled by the Visible property.

The order on screen is controlled by ZOrder - like a "Z axis". The biggest ZOrder puts the thing in front and the next big one behind this one and so on until the lowest value ZOrder on the GUI layer gets drawn.
#8
You can change the ZOrder of one so that you can have the order you want.
#9
That is a good alternative for script modules that I didn't thought about. But it may work.
#10
I don't have a target use for this now, but if there was a way to load a shader from a string, with somehow accounting for the different graphics driver, it would be possible to have shaders in script modules without packaging them separately.

Edit: nevermind, just remembered that DirectX exists.

Edit 2: I guess a possible progression of this is adding the text editor for glsl and hsls right in the editor under a new project node named shader.
#11
I only found this thread today. I think fullscreen may be broken in some mobile browsers (from reading the above).

Mr. Bear seems to work fine in my laptop. I don't have an ipad, I will need sometime to figure a path to debug.

Spoiler
I always thought that after the initial web port was done someone smarter than me with some JS chops would appear and fix the rough edges or look after it, but it never happened. :/ The issue is while I did some web stuff ages ago I haven't been able to keep up with it since I never had to.
[close]
#12
Here's the manual page about it

https://adventuregamestudio.github.io/ags-manual/Tumbleweed.html

Can't write more right now, but you add each letter at right
#13
QuoteIs it possible to play the video somehow not blocking and not fullscreen in a room

This is supported in AGS 4! I don't have yet the proper docs to point to you how it works since we are working on the documentation still, but I believe there is a topic on the forums that describes the VideoPlayer struct API - it's reasonably simple and has a graphic property you can pass to things that take a sprite slot.

About the specific video without sound, any possibility of sharing the file and the code you are using for playing it?
#14
Whoa, what sad thing to happen to that website. The forums had been running as long as ours I think.  :~(
#15
What was the description? In the manual about Tumbleweed template it says the descriptions use > character for verb interactions.
#16
In the website there is a page where there is an entry called plugins

https://www.adventuregamestudio.co.uk/create/help-support/

I notice that it instead has links to the GitHub source code of the Editor and Engine, and it also has a link to the binary storage of the AGS Templates. For the templates, I believe it would be more useful to link to the source code of them (https://github.com/adventuregamestudio/ags-template-source), since their binaries already come with the engine (but they are available too in the release artifacts of this repository).

In case it is desired, there is a starter plugin project that is here: https://github.com/adventuregamestudio/ags-demo-plugins

But I guess these are more like "Source Code" links category than Plugins.
#17
You have a macro for one of the following letters  T, B, L, R, or for the words TL, TR, BL, BR, CBG.
#18
I've had issues with shaders existing beyond when they should when debugging and halting AGS engine in Visual Studio, ages ago when I played with the OpenGL ES code for shaders used in the tint and stuff. I could solve it by restarting usually. I don't know how to explain but the game would boot and have ghosts tints, shaped like sprites, and only happened in my PC with Nvidia. My video card was new at the time.
#19
It would be nice if there was some way to connect something from audio output to the shader input for fun music synced effects
#20
Yeah, and also, the volume could be something optional right in the play call instead of requiring the need of channel?

I think from what I remember from previous discussions people forget to deal with the null audio channel. I think if there was some way to grasp for errors of audio - like if there is no audio device or the audio file doesn't exist - not sure how.

The other thing is some people like positional audio, but they understand as either it being relative to the player character or relative to the position on screen. There was also at some point a question about having different regions in a room with different music and some crossover transition. But these nuances could also be left for scripting.

The other thing I remember being asked is something like a filter for when the player is in a cave or under water. I don't think this is easy to do with mojoAl. I think this was done in strangeland through a plugin and maybe Laura Hunt asked about it too at some point.
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