I opened a PR if someone wants to test this out the CI server should make the build soon:
https://github.com/adventuregamestudio/ags/pull/1646
https://github.com/adventuregamestudio/ags/pull/1646
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Show posts MenuQuote from: InfernalGrape on Mon 02/05/2022 17:46:15
I'm using 3.5.1 and i can't find "Enforce object-oriented scripting" anywhere thus i'm stuck with "Undefined token 'RawDrawImageResized'" error.
Quote from: eri0o on Mon 02/05/2022 17:08:47
Question on cloning. Say in the future somehow is decided that the Graphical property (the sprite id) must be also a writable property, if the Overlay was created using a clone flag, does it mean it should copy on change and not really be a reference in that case? I am wondering if an Overlay should have an additional property for the Overlay type (say textual, graphical clone, graphical... ?)
Quote from: Nowhere Girl on Sun 01/05/2022 17:11:36
But... 1920x1080 is my screen's resolution. Does it mean that I will be unable to efficiently play the game in windowed mode?
Quote from: eri0o on Mon 02/05/2022 11:25:19
on_ events don't happen when something is blocking. Also they are not good when you need to get something continuously, like keep the character walking.
Quote from: eri0o on Mon 02/05/2022 10:54:09
About on_gamepad_press, I will at some point, but it's not very useful right now (can't skip text) so I will keep using repeatedly execute always at this time.
Overlay.CreateGraphical(int x, int y, int slot, bool transparent, bool clone = false);
Quote from: Vincent on Fri 29/04/2022 12:50:13but I can't quite understand what you mean by your idea of the dummy character... which seems interesting.
Quote from: abstauber on Fri 29/04/2022 10:46:47
About the "by reference or "by value" issue:
How about submitting a pointer to the function and overlays would be created by reference, whereas supplying a sprite slot would result in creating a copy.
Quote
Coding is not only about knowing the programming language, but first of all about writing algorithms and structuring your program.
Complex algorithms are usually broken into smaller parts, to make it easier to understand and code.
My biggest advice to anyone who begins to learn programming and wants to make something complex, like fighting in this topic:
First, write down what you'd like to have "on paper". At this stage there's no need to go into much details, just rough outline. What objects would you like to have on screen, how these objects act, how player is supposed to act.
Second, try to break the whole scene down to smaller tasks, and learn to make these one by one, separately. After you did, you will be able to combine complex scene out of those pieces.
For example, you want to have QFG-like combat. This involves a picture of a player that swings sword (or does other stuff) by player's command and picture of enemy that does actions by AI command. Essentially this means that there is some visual character that receives commands from a source. Source can be either player or AI script.
Try following: make a simplier scene (perhaps in a test game), where you have a character on screen, that runs animations when player presses a button. Learn how to test when action ends, so that player could not run new actions before that.
Then make another scene where same character is controlled by a script. Learn how to make it launch same actions randomly, by a timer.
It may be important to learn how to "detach" animation script from AI script, to make them independent of each other. This way you will be able to connect same AI script to multiple characters.
Next step: teach AI to react on opponent's actions. You do not have to have actual opponent for that. Implement "imaginary" opponent. For example, remember what opponent is doing (defending, attacking, etc) in a variable, put a text on screen telling that to make it easier for you, and let player change that imaginary action by key press. Make AI react to this variable: when you set it to "attack" - AI should defend, and vice versa (or other variants).
Fourth scene could be where two characters stand face to face. They may be even both controlled by AI. Make them fight with each other using techniques you learnt in previous three scenes.
After you succeed in this, move on to combat rules and GUI part, with health, winning and loosing conditions, and so forth.
Quote from: Snarky on Fri 29/04/2022 05:43:22
One limitation is that (unlike Thimbleweed Park) AGS doesn't do sub-pixel positioning, which means that parallax layers that are supposed to move very slowly can appear "jerky."
Quote from: Dave Gilbert on Thu 28/04/2022 18:20:27
Filling up the structs with data works fine when the game first starts up, but if I load a saved game, the data just disappears. Calling the setup functions a second time under "eEventRestoreGame" fixes it, but I feel like this shouldn't be happening in the first place.
/// Creates an overlay that displays a sprite inside the room.
import static Overlay* CreateRoomGraphical(int x, int y, int slot, bool transparent);
/// Creates an overlay that displays some text inside the room.
import static Overlay* CreateRoomTextual(int x, int y, int width, FontType, int colour, const string text, ...);
function room_RepExec()
{
if (roomover)
{
roomover.ZOrder = roomover.Y + roomover.Height;
}
}
Quote from: AndreasBlack on Thu 28/04/2022 14:12:31
Maybe something for future AGS releases to take into account vehicle acceleration switching gears, etc. It's just an image flying over the screen lookin' a bit unfinished atm.
I guess i'll have to wait for it then, maybe i'll give it a go later, perhaps you guys could use some feedback from the "average user", who knows.
Quote from: AndreasBlack on Thu 28/04/2022 12:51:25
and the The direct 3D plugin by AJA, i think i've red somewhere that you should be able to rotate with it, i know it's only available for PC, and i have no plan to do a "multiplattform" release in the future, yet anyway, so i would have liked to try it out, and see what it can do. I mean ofc i could try and rotate the wheel in animation instead, but it's not gonna look pretty. It's none aliased pixelart after all and it's obvious to the eye in Thimbleweed Park forexample that it's a sprite that is rotated with some 3d (probably) trickery or such. I will try what you've wrote out of course, but it sounds like it's not what i'm looking for since the antialias that is most likely is going to happen will ruin the pixelart, Thanks for your reply as always!
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