Could you upload a single sprite that has this issue for us to try in both old and new versions?
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Show posts MenuQuote from: Vincent on Tue 27/05/2025 00:40:22If I attach a shader (eg. to Screen.Shader) then I can't assign another shader to it? I am passing the shader to null before assign it a new one but it doesn't seems to be working, i might be doing something wrong.
Quote from: Vincent on Tue 27/05/2025 00:40:22If I attach a shader (eg. to Screen.Shader) then I can't assign another shader to it? I am passing the shader to null before assign it a new one but it doesn't seems to be working, i might be doing something wrong.
Quote from: Vincent on Tue 27/05/2025 00:40:22Also for some reason if i run the game from the exe i don't see any shaders at all but its working fine in the editor.
Quote from: lafouine88 on Mon 26/05/2025 09:40:15About GUI's I have many on screen. All lifebars buttons etc. plus one that I just use for tests which is the yellow,red,blue,green and black lines to the right. I tried deactivating this one plus some others that could have interfered. But none of them seem to be the cause.
I'll try some more things tonight and let you know if I find something. Still, this whole thing is pretty weird, especially if I'm the only one getting this problem^^
Quote from: arj0n on Sun 25/05/2025 15:10:44Issue: error when hitting Enter key in the open text parser window in the editor while no list item is selected:
- Open Text Parser window from the project panel
- Have no list item selected
- Hit enter key
- 'Object reference not set' Error
The error msg:
Error: Object reference not set to an instance of an object.
Quote from: lafouine88 on Sun 25/05/2025 11:41:39I just have one quick question, on my rebuilt version of the game, the characters' speech are displaced to the far right of the screen for some reason. Is there some new option that has changed and I haven't seen?
Quote from: Nine Toes on Sat 24/05/2025 07:06:35I have minimal understanding of C++; my background is mostly web languages. But by placing the asterisk immediately after the data type, I'm essentially saying "get the passed hotspot from the above function"?
Hotspot* getSomeHotspot()
Display("You can't talk to the %s", theHotspot.Name);
function youCantTalkToThe(hotspotRef){
function youCantTalkToThe(Hotspot* hotspotRef){
/// Sets a secondary shader's input texture, using a sprite number. Only indexes 1-3 are supported.
void ShaderInstance.SetTexture(int index, int sprite);
#version 130
uniform sampler2D iTexture;
uniform sampler2D iTexture2;
uniform vec2 iTextureDim;
varying vec2 vTexCoord;
void main()
{
vec2 uv = vTexCoord.xy;
if (floor(mod(uv.x * iTextureDim.x, 2)) == 0 && floor(mod(uv.y * iTextureDim.y, 2)) == 0)
gl_FragColor = texture2D(iTexture, uv);
else
gl_FragColor = texture2D(iTexture2, uv);
}
// Pixel shader input structure
struct PS_INPUT
{
float2 Texture : TEXCOORD0;
};
// Pixel shader output structure
struct PS_OUTPUT
{
float4 Color : COLOR0;
};
sampler2D iTexture : register( s0 );
sampler2D iTexture2 : register( s1 );
const float2 iTextureDim: register( c2 );
PS_OUTPUT main( in PS_INPUT In )
{
PS_OUTPUT Out; //create an output pixel
float2 uv = In.Texture;
float4 outpixel;
if (floor(fmod(uv.x * iTextureDim.x, 2)) == 0 && floor(fmod(uv.y * iTextureDim.y, 2)) == 0)
outpixel = tex2D(iTexture, uv);
else
outpixel = tex2D(iTexture2, uv);
Out.Color = outpixel;
return Out; //return output pixel
}
Quote from: DiegoHolt on Wed 21/05/2025 17:07:47I'm using version 3.6, and I have downloaded 4 but still haven't tried it out. Can I just open my 3.6 project in the new version and work there without any problem? What do you all recommend? Do I keep working on the old one or should I change? My game is about half way progress.
Quote from: DiegoHolt on Wed 21/05/2025 17:07:47Quote from: Crimson Wizard on Wed 21/05/2025 13:06:12AGS 4.0 does not support rotating gui controls yet, because there were some complications with them when I first added object rotation, and later I forgot to address this problem again.
This may be worked around by placing screenshots on multiple GUIs or Overlays, and rotating them instead.
So, in your last sentence are you talking about 3.x or 4?
Quote from: eri0o on Wed 21/05/2025 03:32:06Hey, I wanted to play with this and had some ideas, but currently the only texture a shader instance can have access to, is the one it is attached to. I think this is due to how AGS works that it works with sprites, which may or may not have a texture associated.
Quote from: Peegee on Tue 20/05/2025 08:19:09It's strange, when I removed the outline of the font, the text took more space in width...
Quote from: Peegee on Tue 20/05/2025 08:19:09Sorry, I didn't want to send my picture so as not to reveal my game (GOBLiiNS6), and it was just a parchment (with an illustration).
function repeatedly_execute_always()
{
// test if there's a blocking speech overlay on screen
if (Speech.TextOverlay != null)
{
Speech.TextOverlay.Transparency = 10; // this value may be experimented with
}
}
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