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Messages - Baguettator

#81
OK, here a folder with all the tokens I use. You find the tiles in the "Dalles" repertory, and the other tokens in every other directory.

https://drive.google.com/file/d/1uJiEOUisX77uaZZcMvKmSYU2k5uif5U9/view?usp=sharing

My script is very simple.

Code: ags
struct Token
{
DynamicSprite *ds;
};

Token token[50];

function CreateTokens(int id, String path, int angle)
{
  token[id].ds=DynamicSprite.CreateFromFile(path);
  if (angle>0) token[id].ds.Rotate(angle);
  gTabletop.controls[id].NormalGraphic=token[id].ds.Graphic;
  gTabletop.controls[id].Visible=true;

  // etc...
}

EDIT : it seems very strange, some sprites are displayed strangely (as I have shown in my previous screenshot), but some sprites don't appear at all, like if they were totally transparent...
#82
OK, thanks for the explanation ! It's not a problem for me, I corrected the script :)

Any idea about the sprite problem I wrote before ?
#83
Also, another problem (or difference between AGS 3.6 and 4.0, if intended or not ?) I noticed :

In my code, I had this line :

Code: ags
String tmp_name="tmp";
File* tmp = File.Open(tmp_name, eFileWrite);

It was supposed to open (create) a file that didn't exist before, write in it, then copy its content into another file, then delete it (I think it's a bit weird to do that way, it's from a module I didn't make, but anyway...).

In AGS 3.6, no problem.

In AGS 4.0, tmp was always a null pointer.

Perhaps the File.Open command wasn't containing any tag for the path of the file ? it was just the name of the file, and I don't know if by default, if no path is indicated, AGS pointed to its game's directory.

The thing is, now in AGS 4, it's a crash, it wasn't before. I don't know if it's intended ?
#84
Thanks Crimson !

I encounter a problem with the upgrade of AGS 4.0 : my game places tokens like in a tabletop game, it's gui's buttons with a dynamicsprite.CreateFromFile as visual. Sometimes it has to be rotated.

In AGS 4.0, all the sprites look "grey", like with black lines on them. And the larger sprites (supposed to be tiles, larger than tokens) are not displayed at all (only full black squares, I tested with a script that displays a text if I click on these buttons, and the text is well displayed. So the button is here, it has correct width/height, but it's full black instead of its intended picture).

https://drive.google.com/file/d/1IOlLnlPJ1-rahRnH7AoCIa-tobb5RlSe/view?usp=sharing

In AGS 3.6, everything was working perfectly...

Any idea ?

The only thing I changed by upgrading to AGS 4.0, is to remove the bool parameter in DynamicSprite.Create and DynamicSprite.CreateFromExistingFile, and these are not used for that tokens and tiles because I use sprites that are not imported in my game's editor. These images are in the Game's directory, and they are BMP files (or sometimes PNG, but on my examples they are BMP).

The buttons with the image displayed correctly in my example are buttons that have their sprite already imported in my editor's game. So they have no problem.
#85
Hi,

I'm trying to test AGS 4.0 with my project developped on AGS 3.6.1.

I'm adjusting some of the deprecated functions now.

In AGS 4.0, is there a way to play MP3 files (or audio files) placed in the game's directory ? Before, I used to use the PlayMP3 function (with an old-style scripting enabled in general settings if I remember well).

Also, it doesn't seem Tween module is compatible with AGS 4.0 ?

And last question : is it normal that each time I want to launch my game, all the rooms are recompiled ? (even if I didn't change any Header script files)
#86
Hi here,

I have Windows 10 64 bits installed, but I think I can't launch AGS on it (an error message pops up and AGS doesn't launch).

https://drive.google.com/file/d/1TdaPnWwrQPFRAsVC0lpVu8oot91zYuy4/view?usp=sharing

Is it because AGS is developped in 32bits system ?

Is there any way to bypass the error ?

EDIT : I installed with the installer, and then it work perfectly. Anyway, if the error upside could be solve, perhaps it could help someone... :)
#87
Hi !

I don't know why, except that my windows seems bugguy from time to time, but I tried to load my game in editor today, and got that error message :

"unable to read the user preferences file. You may lose some of your Preferences settings and may not be able to access Source Control.

The error was: Element racine manquand."

And then I click OK, and see that message :

https://drive.google.com/file/d/1hxJOIuBuf4H_NRMF7p2RQOavViRbiUSg/view?usp=sharing

Any idea of what's going on ?? I don't want to loose my game... :(

Yesterday it was working perfectly !

Loading another game works. Creating a new one works too...

EDIT : I have a recent backup of that game, and I launched it perfectly. So in case of, I could only use the backup version, and copy/paste the scripts from the bugged version to have my game updated. But if I can solve the problem to the root...
#88
OK, so it's probably intended. Understood :)

Another question : it's said that AGS 4.0 will rework the translation system. Could somebody explain how it will work then ? How we can manage translations for both creators and translators ? In and out of the editor ? A program to help translators ? (better HUD that only a .txt file with 1 line for native language and 1 line for translation)
#89
Ow...  :~(

If someone is going to update it, I will be grateful :)
#90
Thanks for your answer ! The thing now is : will this plugin be updated..?  ;)
#91
Hi Snarky,

I encountered one problem with your module. Perhaps because I'm french and I use specific symbols that are not english-friendly (damned french people...).

If I copy/paste a text from windows (like a sentence in a notepad's file) to my game (using your module), I have seen that, depending on the font used when I paste : the "é" becomes "dnx", or the "é" becomes "^". I have to precise that the font used has its "é" symbol, so no problem to use it normally.

Do you know if it comes from your module ? Or perhaps from AGS ? I use the latest things related to scripts, like the on_textinput functions and related options.

I have not tested with other symbols like "è" "à" "ô" yet.
#92
Hi there !

In AGS 3.6.1.24, it seems that \n symbols are not properly drawn with the DrawString function. It displays a square with a cross inside, and it doesn't do a linebreak.

Is it intended ?

(I put it here in case it's a bug, it could be also for AGS 4.0)
#93
Nice, I will have a look at it !

How coordinates work while scaling ? If a button is at coordinates (10, 50) in its GUI which has width=200 and height =200, and you scale the GUI at (100, 100), what will be the new coordinates of that button ? Screen-related ? GUI-related ?
#94
Good news !!! Thanks a lot, I'm waiting this feature :)
#95
Hi here !

I don't know if it has been already asked for a request, but is it doable in AGS to add the possibility to rotate/rescale dynamically (when game is launched) GUIs and/or GUIControls ? It would be so great... :)

But I don't know if it is too many work  or if it is doable for now...
#96
Hi Snarky !

Finally, I'm using your plugin, and it works perfectly on windows 10 with AGS 3.6.1 :)

thanks a lot for it !
#97
No problem ! Thanks ;)
#98
And what's about PNG files able to be used in DynamicSprite.CreateFromExistingFile ? Will it be available for AGS 3.6.X ? Or only AGS 4 ? Or none of them ?

Congrats for all the work on AGS program :)
#99
Worked perfectly, thanks a lot Crimson Wizard ! Waiting for the proper update before continuing ;)
#100
Oh perfect ! So it was a real bug from AGS. I'm happy to contribute debugging this old machine ;)

I'm waiting for a proper update !
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