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Messages - Rik_Vargard

#1
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"...  :-[
#2
Nice to hear it worked out  (nod)
#3
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)
#4
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)
#5
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 .
#6
Oh nice! OK, didn't know about that. And my script got a lot shorter. Thank you so much for your help!  (nod)
#7
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
#8
I think you can also use mouse.Visible = false/true and/or gGUIname.Visible = false/true if you want to.
#9
Here's an option to create cutscenes moments in AGS using


StartCutscene(CutsceneSkipType)

/// CODE

StopCutscene ();
EndCutscene();


Manual > https://adventuregamestudio.github.io/ags-manual/Globalfunctions_General.html?highlight=startcutscene&case_sensitive=0#startcutscene
#10
Looks like a very cool concept and the visuals are beautiful. Good luck with the production, which is an adventure on itself  :-D
#11
I really like the colors and the lightings of your backgrounds. (nod)
Good luck with the development!
#12
I might be wrong but couldn't you use an object image instead and change the Baseline?
#13
Oh wowowow. You know, this kind of thing is, with all those others, why AGS can be so versatile and different even if it's not made for it.

I've seen tech demos created with AGS that went beyond what someone like me came here for. (laugh)
So...
My first impression was that this wasn't AGS, then it was "How do you do this?!".
And then it was "Please don't answer I won't understand anyway."  (laugh)

But this is fascinating and I can't start to imagine the talent to do this with AGS.  (nod)
#14
Haha yeah I can see you noticed what I did here to make the smoke "Coming out of the chimney" effect with objects (laugh)

Ok, I'll work on the pixelating and the opacity, no problem.

About slowing the animation there are options:

1/ You could change the animation delay/speed:

This is the code I used:
Code: ags
oSmoke01.Animate (8, 1, eRepeat, eNoBlock, eForwards);
You can change the "1" to "2", which will give the animation a very small "lag" as you know.

To me, depending on the game creator's choices, "laggy animations" are an artistic choice that absolutely make sense and are beautiful.

2/ I could duplicate the frames to make the animation slower:

For this option, here's the thing:
- Each animation has 180 frames.
- The total of both animations (360 frmaes) is 4.2 Mb.

If you ask me, 4.2 Mb is not a big deal. (but I don't know if it is for you).
Also, the 180 frames you have to add in the View Loop is done in seconds if you know this little trick:
When you added the very first frame of the animation in the Loop, just push "Enter" and hold it down.
On the right, just under "Properties", you'll see all those frames being added in just a few seconds.

Thus, the animations could be slower and still smooth, but that would give each animation more frames.
Example: If I slow down the speed to 50%, each animation will have 360 frames. And the total will be 8.4 Mb.
And it doesn't have to be 50%, but there will be more frames.

So, before I start anything pixel and opacity, I'll need to know what your approach is to slow down the animation  :)
#15
When the player leaves the room, you could, at that moment, create a code like this one:

Code: ags
int load = Random (2); // if you have three videos (random from 0 to 2)

if (load == 0) PlayVideo ("Load1.ogv", eVideoSkipNotAllowed, 21);
else if (Load == 1) PlayVideo ("Load2.ogv", eVideoSkipNotAllowed, 21);
else PlayVideo ("Load3.ogv", eVideoSkipNotAllowed, 21);

player.ChangeRoom (room number, etc);

But since I'm a beginner, too, there migtht be a better way to do this  (laugh)
#16
Alright this was much more of a challenge than I expected  (laugh) , but here we are:

https://youtu.be/MBm1ZxI-L-E

I cannot change the smoke's behaviour since right now, the loop is perfect.
What I can change, are the visuals, if you need me to:

- I can change the color of the smoke
- I can pixelate it
- I can change the opacity
- I can change the size
#18
Quote from: Ghostlady on Fri 09/05/2025 13:10:34@Rik_Vargard would you like me to send you the two backgrounds?

Yes, that would be very helpful.  (nod)




#19
@Ghostlady I can create a PNG sequence from that black screen smoke VFX and then create the frames to use in your Views in AGS.
I will also need the desired dimensions of your object image in pixels.

EDIT: In fact what I'll need is the width of your chimney top in pixels (full screen) so I can adapt the smoke
#20
Recruitment / Re: Chimney Smoke
Wed 07/05/2025 20:28:37
For what I understand, you need an animated object that you can place there.

In my Metro City Resistance Demo, at the end, in the city, I use a 30 frames animated object to create some heavy rain.
I created the rain in Blender (thx to a tutorial), then I exported it as a PNG sequence and used those images in my game's Views for that object.
I found This tutorial but there are more.

Another solution could be to use a black/green/blue screen VFX (like This One (there are more to find)) and then use a video editor and use a chroma key to make the black/green/ blue transparent and then export as a PNG sequence with RGBA.

Once one of those is done, you will have to use an Image Editor (I use Corel PaintShop) to select just that part of the image that has the smoke for every frame (because the PNG sequences will be like 1280*720) , and then save them as new images to use in AGS.

I think that the "complicated" thing will be to match the visual art of the background in the video editor.

ALL of this being said, maybe someone will come to you with a much simplier solution  (laugh)
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