The Editor combining Android + Unicode may be downloaded from here:
https://cirrus-ci.com/task/5505374429118464
https://cirrus-ci.com/task/5505374429118464
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Show posts MenuQuote from: eri0o on Wed 09/02/2022 08:37:38
I think adapting mouse to touch is bad, the developer should handle touch input differently.
<...>
I would rather have proper 1 and let people implement this in-game.
Quote from: eri0o on Wed 09/02/2022 08:37:38
2. Keyboard is not there, the problem is this was done through a menu, but SDL2 is done in a way that it grabs the surface and draw and it's over painting any control I throw on top.
Quote from: eri0o on Wed 09/02/2022 07:26:00
About 2, I could make that version, yes, but I can advance that the Unicode version doesn't support font ligatures yet. Font ligatures requires the Harfbuzz library and we haven't gone there yet.
Quote from: eri0o on Wed 09/02/2022 07:26:00
If no font ligatures is fine for now I can create that build, but probably only Friday. Please test the Unicode version separately though, we are probably going to be integrating both later but knowing what works and what doesn't helps polishing the features.
Quote from: anthonyirwin82 on Tue 08/02/2022 03:03:11
3.6.0-alpha18 is an intel binary. I got errors compiling sdl2 when trying to do a universal build.
Quote from: Baguettator on Sun 06/02/2022 15:50:30
I don't know if it's a problem, but it's a bit annoying for me : in my struct to manage the maps in my game, I have plenty of functions to set up the map. I have a huge function that creates the chosen map (with if/else conditions). The problem is that when my function becomes to big, and if I write something like that :
<...>
Normally, when I hit the "(", AGS shows me the order of the parameters below the editor's text. But it doesn't if the function is too big (I think after a hundred or so lines long).
Quote from: shaun9991 on Sun 06/02/2022 14:19:02
as Ego walks up/down the screen and the scaling changes, the shadow sort of drifts away/drifts back again. Example below
function late_repeatedly_execute_always()
{
cShadow.Scaling = cEgo.Scaling;
cShadow.x = cEgo.x + (cShadow.Scaling * shadow_offsetx) / 100;
cShadow.y = cEgo.y + (cShadow.Scaling * shadow_offsety) / 100;
}
Quote from: shaun9991 on Sun 06/02/2022 13:59:59
Though I've noticed that the shadow doesn't scale on walkable areas which have variable scaling levels. UseRoomAreaScaling is set to True for the shadow character. Am I missing something straight forward here do you think?
cShadow.Scaling = cEgo.Scaling;
function late_repeatedly_execute_always()
{
cShadow.x = cEgo.x + shadow_offsetx;
cShadow.y = cEgo.y + shadow_offsety;
}
Quote from: Snarky on Sun 06/02/2022 06:43:32
Shouldn't you divide those widths and heights by 2, CW?
Quote from: Baguettator on Sat 05/02/2022 23:08:24
I already scripted all the tokens with their top-left corner coordinate (which is the way AGS works for buttons, and tokens are represented by buttons), and it should be very long to change it now...
new_x = old_x + (old_width - new_width) / 2;
new_y = old_y + (old_height - new_height) / 2;
Quote from: Baguettator on Sat 05/02/2022 23:13:12
I presume that if I only talk about 45° multipliers (45, 135, 225 and 315), these dynamicsprites should have the same width/heights ?
Quote from: eri0o on Sat 05/02/2022 22:43:11
Hey, I would like to suggest two modifications on the top post
Quote from: Baguettator on Sat 05/02/2022 22:44:53
But if I rotate the tile, I have to rotate the tokens too. So they change their rotation (up becomes right for a 90° rotation, or becomes down for a 180° rotation, etc), and their coordinates. To change their coordinates, I need to know their width and height. I have to script it during a time when DynamicSprites are NOT created yet. So I can't use DynamicSprite.Width etc
Is the formula too complex ?
new_width = (cos(angle) * old_width + sin(angle) * old_height);
new_height = (sin(angle) * old_width + cos(angle) * old_height);
new_width = FloatToInt(Math.Cos(angle) * IntToFloat(old_width) + Math.Sin(angle) * IntToFloat(old_height));
new_height = FloatToInt(Math.Sin(angle) * IntToFloat(old_width) + Math.Cos(angle) * IntToFloat(old_height));
Quote from: Baguettator on Sat 05/02/2022 22:34:51
I just wanted to know the formula to calculate the new height/width of the dynamic sprite.
Quote from: Baguettator on Sat 05/02/2022 21:15:06
Hmm... I can't vizualize your solution. How could it "increase" the number of parameters in a function by passing a struct ?
Quote from: Baguettator on Sat 05/02/2022 19:15:19
EDIT : also new suggestion : would it be possible and technically possible to have a text in a label that uses different fonts ? Also for ListBox Items in different colors ? It could be usefulBut I don't know if it's technically possible in AGS ?
Quote from: Rik_Vargard on Sat 05/02/2022 14:54:45
I triedCode: ags if (keycode == eKeyEscape) { close_gui(gPanel); }
function on_key_press(eKeyCode keycode)
{
if (keycode == eKeyEscape)
{
open_gui(gPanel);
}
}
function on_key_press(eKeyCode keycode)
{
if (keycode == eKeyEscape)
{
if (player.Room != 1) // don't do if the room is 1
{
open_gui(gPanel);
}
}
}
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