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Messages - Chomba

#81
QuoteDoes it matter what graphics driver are you using?

No, it appears no matter what graphics driver I assign to it.

QuoteWhat operating system you are running the game on?

Windows 10
#82
Hi all, this is a strange "problem" that I never had and I couldn't find any previous information on the forum.

It turns out that today I opened AGS as usual, but when starting the game test I noticed that a sign appears  that wasn't there before (actually it's just letters).

The letters say "NO DC", which I have no idea what it means.

These letters are always in the same position, whether it's fullscreen or windowed mode (if windowed mode is at the right resolution, they print over the game image, in the screenshot below it's on fullscreen, which leaves black borders on the sides).

The strange thing is that now they also print on all the versions of the game I already had compiled as well.

I'm using version 3.6.0

(This is the screenshot of my game, it doesn't happen in other people's games made in ags)

#83
AGS Games in Production / Re: Nightmare Frames
Sat 19/06/2021 20:24:36
is already on my wish list!
Impossible not to remember 8mm with Nicolas Cage, so cool!
#84
I don't know if it still works for you, but I sent you a pm.
#85
Well, all my votes are for myself haha, nah, just kidding.

QuoteChomba: Nice Penguin, though I do wonder how it ended up as a cop.

His family was murdered by a serial killer whale, since then he seeks revenge; but as in his life everything is black and white, if you're not one of the good guys, you're one of the bad guys. So, he decided to become a cop to do it the right way.

--- anyway, the votes:

4 points:
Blondbraid
Well known formula, a thousand times tried and tested, but if done right it always works! The design of the characters reflects very well the role that each of them occupies in the couple, it is easy to read and goes to the point.


2points:
Hannah_banana
Although she seems more like a pirate (Elaine?) than a cop, I like the pairing. The possibility the others named of her being the stiff and the robot the rebel makes it more interesting. Since you never specified who each description corresponded to, I choose to stick with that one :P.

1point:
Repi
It was close for 2 points, but Eve's mobility and inexpressiveness worked against her. I love the concept of the imagined future though!


#86
This is really intresting!  :-D

I think the use of black and white should be allowed, right? (not to make a black and white image... you know what I mean :P)

#87
Thanks for your answers guys, they helped me to realise (kind of) what was going on.

I Think I could fix it...

QuoteWhat is the scaling value of the character? If the animation is using different sized loop (for example the loop is 10 pixels wider than the default character sprite) and the scaling is not 100 %, there can be a slight offset. I'm not sure if that's the case, but I posted a question about it yesterday:

I didn't change the scale values (at least not on purpose), it was one of the things I was checking but I couldn't get anything with it.

The strange thing is that the error is triggered by picking up some object.

QuoteHave you done a manual scaling of the player character at a room and forgot to deactivate it before going to the other rooms? Have you changed the player character z attribute (vertical offset) ? Have you changed the pathfinding algorithm?

No, the rooms before didn´t have scaling.

Te problem and the solution (Maybe?)

thanks to what eerio said, I stopped concentrating on the room and its code and I was tracking where I could have made some modification that affects the character, not specifically that aspect, but any.

As I had added some cutscenes before, I went to check the end of the last one before this room where there were problems (the problems were only in that room).

I noticed that at the end of the cutscene code I used "cplayer.changeview" instead of "cplayer.lockview".
So after some lockview and unlockview in that room and in the problem room, it seems to be fixed.

I don't understand why the offset (not the function, but that the character was moving) was sometimes applied and sometimes not. Nor if that was the only reason why it happened as it did (or if it was because of that)... but for the moment it seems to be fixed.
I don't know if it was a stroke of luck and something else has changed along the way or if it really could be that...

It was a bummer that this happened so close to the demo (I'm about 3/4 done, missing some menu graphics, close some gui´s, work on sound, music and maybe voices).

PD: apparently, the real problem was that the character was offset in its main view and the animations stayed in place... all very weird to me (it was not as I thought, that the animations were in offset)


#88
I have been struggling for hours to find the cause of a recent problem in my game.

This wasn't happening, it started happening all of a sudden and I don't know why.

Suddenly, when I send the character to pick up an object for the first time in the game (which is usually when I use the "Lockview" command) I automatically get a slight offset in which the character is stuck, that is, from then on, the character will be in "offset" and the animations will no longer match well with the original positions of the character in other actions...

I will give an example to see if I can be clearer.

In the game I have to do the action of replacing a golden idol with a stone (yes, indiana jones style). There I have an animation where the character dodges an arrow that is thrown from the other end of the room. This animation was made at full resolution size (320x200), placing the character in the necessary point (I made it before I knew about the lockviewoffset command and that's how I could solve it).
I never had problems with this animation, but now, if I grabbed an object before, the character doesn't stop in the right place before doing the animation, it is shifted a few pixels to the side and up, the animation runs in the right place and then with the unlockview it goes back to the shifted position.

The really strange thing is that if I use the stone with the idol, but without having picked it up from the ground (that is, getting it by debug commands) the animation and the position of the character run well.....


In another case, in which he takes some things from a hiding place (unless he has picked up another item before), the character stands in the right place (unless he has picked up another item before) and runs the animation using lockviewoffset correctly, but when it finishes, the character is somewhere else.

It's very strange because everything was working fine and all of a sudden the game fell apart.

If someone wants to see what's going on, I can zip the project for you to see it. The game for now is in Spanish, but it is not necessary to understand what it says to be able to see this. I can guide you to see what happens if necessary.

------------

In code there is nothing strange that could have triggered this, that I can notice, it started to happen all of a sudden in actions already defined some time ago and it didn't happen before.

Edit: I´m using version 3.5.0 (I upgraded it to patch 9 to see if this may solve it but it doesn´t), I tried it also in 3.6.0 (with another copy of the game) and it´s all the same
#89
QuoteIf you have no clue where in the manual to look, the right thing to do is to search for "translation."
One of the hits will be a page called "Translations," which should be the obvious place to start. You will find that it's a short article about how translations work, ending with a list of various related API functions and properties. That list is the important part, because those are the ways you can interact with translations in your script. Check out each of them to see what it does. It turns out that the one we want is Game.TranslationFileName. The entry for that function has a an example that shows you how to use it.

Great! Thank you. I will!
#90
Thanks to all for your answers and your time! Talking to you turn on some lightbulb and I could figure it out :D

thank you very much Crimson Wizard! that's what I needed. I saw it right after I discovered the solution  :-D

QuoteIf you're having trouble finding stuff in the manual and you're using AGS 3.5, I recommend downgrading to version 3.4.3. The latest version breaks the navigation; in 3.4.3 you can just scroll through the table of contents on the left and find what you're looking for quite easily

Yes, I'm using version 3.5.0, it's mostly a language barrier, I'm not trying to do anything too crazy, so for now I'm finding everything :). I'm going to keep it in mind.

QuoteI really recommend reading a list of available functions for every object that you use, just to be aware what functionality do they have:

I finally found the command I needed in the "Editing GUIs" section of the manual (I don't know how I was looking for it, but I hadn't seen it before).
https://adventuregamestudio.github.io/ags-manual/EditingGUIs.html?highlight=visible

I will put the solution in case someone needs it in the future:

To do something like this:



* 1
I made a new Gui with the text labels required.
Popup style: normal

* 2
I created a new room

* 3
This is the code i use

Code: ags


function room_AfterFadeIn()
{
//This is the music that souds during the screen
  aChapter_Screen.Play(eAudioPriorityLow, eOnce);
  
// This makes the Gui visible
       gCapituloI.Visible = true;

// I wanted to exit with a clean cut
    SetNextScreenTransition(eTransitionInstant);

// This is the during time of the song (i am using the one from MI as a placeholder)
    Wait(440);
    
// This turn the Gui Off
    gCapituloI.Visible = false;
    
// The character leaves the room
cRoger.ChangeRoom(3, 160, 159, eDirectionDown);
}


4*
At this moment, the gui appeared as soon as the game started. So I went to the global script and:

Code: ags

// main global script file

// called when the game starts, before the first room is loaded
function game_start()
{
// I ADDED THIS LINE
  gCapituloI.Visible = false;
  
  // register a GUI to use for the inventory bar
  TwoClickHandler.InventoryGUI = gInventoryBar;

  // register a Label to use for action text
  TwoClickHandler.ActionLabel = lblAction;

  // optionally set the popup distance for the inventory bar
  //TwoClickHandler.PopupProportional = 0.5;
  //TwoClickHandler.PopupDistance = 50;

  // optionally reverse the left and right mouse buttons
  //TwoClickHandler.ReversedClicks = true;
}


Now the Gui shows only when i enter that room :D

I´m shure there must be a neater solution, but at least this works :D!
Thanks to all of you!

PD: I'm not going to leave that screen like that, I'm going to beautify it later haha.

PD2:
QuoteIt should also be noted that it is pretty easy to display one of several sprites based on the current translation. You could even write code so you can state the sprite slot as text  "123"  and "translate" the number right in the translation file.

This is really intresting, can someone tell me how to look for it in the manual? or some orientation of where to find how it works?
#91
QuoteLike Snarky said, debugging code we can't see is kind of hard.
I understand that. Unfortunately, as I was trying for a long time and in the end I was tyred and left with the transitional solution of using "Display", I got rid of the code I had written before. That's why I can't put it here to be analyzed and just try to illustrate with words what I tried to do

Quotet should also be noted that it is pretty easy to display one of several sprites based on the current translation. You could even write code so you can state the sprite slot as text  "123"  and "translate" the number right in the translation file.
That's good to know. I have no idea, I'm new to this and don't have a programming background.
I still haven't been able to learn how the whole translation thing works and what can and can't be done, but I've internalized enough on the subject to know that some things are better to keep in mind from the early stages.

QuoteThe manual entry for  Overlay.CreateTextual  has this example code:
thanks, I was looking for hours and couldn't find it (or just didn't see it). Although I think the solution Snarky said would be the best for this situation (or what you said about the sprites, but for now it's easier for me to do it the other way - although it's very interesting how can I look that up in the manual?).

The only part i´m missing now is how to make visible the gui when i want to (or call it)

PD: English is not my mother tongue, so sometimes I have a hard time finding the way to look up some things in the manual, many times I find that I should have looked it up with a variation of words to say the same thing I was trying to put in  :P
#92
QuoteIf you're asking for help, don't just say "it didn't work." Tell us what you did, what happened, and what you wanted/expected to happen. (If you think about it, I'm sure you'll realize why.)

You're right, except for the part where I realize why it didn't work  :-D
I did exactly the same as shown in the video, but nothing happened in the room when playing, just a black screen (had no background).

QuoteAnyway, in this case, a text overlay is probably not the best approach. I would suggest creating a full-screen GUI with a text label (or, in the MI example given, two labels). Then you simply set the text on the label to what you want, and display the GUI.

Yes! this was the approach I tried to do at first, but I didn't know how to call the gui in the room or make it visible only there (I made an exclusive room for the screen, I don't know if it's necessary - probably not - but it helps the organization).
#93
Hello again!

I'm having trouble making an interlude with a Monkey Island style chapter split screen.

(like this)


I could do it without problems with an image and that's it, but I want the text not to be pre-rendered so I can change it later according to the translations that the game has.

For now I'm using "Display" as placeholder. But I can't figure out the right way to do it.

I tried to do it with text overlay, as shown in the following video, but it didn't work:



Maybe the question is a bit silly, but I couldn't find the way to solve it neither looking in the manual, nor in the forum (maybe because I don't know how I should look for it either)
#94
Okay, here are my votes and the final results of the contest!

Concept: stylez75. 
While it is a more traditional look, I think it fits better with the concept of what a "store" is. I liked Hannah_Banana's twist, but it leaves out the possibility of "sprucing up" the place with matching elements.

Playability: stylez75
As I see it, this background has more room to move around and more elements to interact with and with the possibility of being used for some puzzling.

Artistic Execution: Hannah_Banana.
Beyond pixel art or cartoon style, Hannah_Banana demonstrates a greater understanding of the use of perspective and has a consistent style across all background elements.



Final results!
(And as promised, a couple of trophies)


Gold:



Hannah_Banana / 8 points


Silver:



Stylez75 / 4 points


Congratulations Hannah_Banana!!! Next one is up to you!! Good luck!

Thank you both for participating!
#95
Voting is open!

I'm going to vote at the end and in the meantime I'm going to make some trophies (gold and silver only). Let's hope that the community will get involved!

Good luck to both participants! (And thanks for being part of the event)
#96
Yes! Your turn Sinitrena!

Since you ask:

The name is "Malinche".

--------------------
La ("the") Malinche (also known as Doña Marina, Malinal and Malintzin) was a woman of Nahuatl origin, lover, interpreter and advisor to Hernán Cortés and also one of the most important figures in the conquest of Mexico.

With her gift for languages, La Malinche learned Spanish quite quickly and became Hernán Cortés' most important translator, interpreter and advisor. La Malinche converted to Catholicism and was baptised. At her baptism she received the name Marina, and later the Spaniards began to call her Doña Marina.
-------------------

In short, she was a native who married Hernán Cortés and would have helped him in the conquest of her own people.

Of course today we can discern that this is a macho and distorted view of history, Malinche did not marry Cortés of her own free will, but was GIFTED as a slave and appropriated by him.

Today the true role of Malinche in the conquest is debated, as many see her as a SURVIVOR rather than a traitor; others say that her actions were not as definitive or important as they are presented, as Cortés had other resources that would have allowed him to achieve the same results.

On the other hand, those who accuse Malinche of treachery say that without her help, the natives could have had more time to prepare and face the Spaniards in better conditions.


Today, the term malinche is used to define those who act against their own culture or principles or who look down on their own in favour of the foreign.
#97
Okay, I don´t wanna kill this thread, so... let´s change the question:

What were the names of the people whose assassination triggered World War I?
#98
Well, let's get on with it!
Moving to the other side of the pond:

Which woman's name became synonymous with "treason" after the Spanish conquest of America and why?

PD: I think it's an interesting story for those who don't know it!

Edit:

A hint: Mexico
#99
Russian?
#100
You got a point there, i´ll edit my entry soon then

-
Edit: Done!
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