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Messages - DiegoHolt

#1
General Discussion / Performance issues
Thu 29/05/2025 19:56:03
Hi, community

I have some doubts about performance. My game is currently about 2GB in size, and operates in 1280x800, 32bit. I've always ran it in my computer without any speed problems (amd fx 6300 six core, 8GB ram, 2GB video - and that's an old computer by today's standards). In recent days I've tried it in my brother's computer (which is a modern gamer pc) and I've noticed some issues (lags, or slow moments when dealing with big graphics or animations). Have in mind that my brother's computer runs with no problems games such as GTA V, Red Dead 2, Last of Us 2, etc.

What could be causing this?

Besides that, (unrelated, or maybe not so much) I was also wondering if it is convenient to use as few views as possible or if that's irrelevant. In my case, I've started the game creating individual views for each character (even when some characters only have 1 or 2 views). Now, in the late stages, I'm using one same view to fit other's characters (or background) animations

That's it, hope it isn't too long for you to read.

As always, thanks for your time  :)
#2
I'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: 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?
#3
Thank you, now I see the fail with the image posting...

As for the save/load I'm using the Tumbleweed template.
#4
Sorry, I don't know what went wrong...
#5
Hi! :-D  Is there a way of making the images of the load/save screen tilted?

https://imgur.com/a/GHEnbBT



The image is a example of what I'm trying to achieve. As you can see, I need it to be like a photo album or something like that. Avoiding perfect alignment.

As always, thank you for your time!
#6
Hi y'all, like most of you I'm an indie developer with no resources to pay artists. So, regarding sound and music I'm using Pixabay (Here) and I was wondering if the correct way of using it is just to mention the people behind those works in the credits of the game.

What do you use for your games (if in a similiar situation)?
#7
Thanks Khris, I'll try that later. Sorry for not posting the code, but I didn't have any. I deleted it and carried on with other issues of the game.
#8
Hello community, I'm wondering what would be the best way for a character to chase the player but only if the player is near enough. In this case, this character is constantly walking and I need it to start chasing the player when they meet certain distance. I'm trying with coordinates calculations in the room's repeat_execute but things aren't working the way I was expecting.

Any help would be greatly appreciated, since I couldn't find any past topics about this.
#9
Hi you all, hope you're all doing great and having a wonderful 2025 so far.

I know you like to go straight to the point, so here it is:

1- I have some regions with things happening when the player walks on and off. The thing is that when you're inside that region and the event is triggered (playing a sound, i.e) if the player clicks on a hotspot that changes the room, then the 'walk off' code is ignored and the event continues as if you were still inside that region (the room changes and the sound keeps playing even when you've left the region) The same happens if you click that hotspot from outside the region, because the player passes through it when going to that room exit and the event isn't triggered.

The code is pretty basic:

Code: ags
function region2_WalksOnto(Region *theRegion)
{
  if (diabloProteccion == 0)
  {
    aHumming.Play(eAudioPriorityNormal, eRepeat);
  }
}

function region2_WalksOff(Region *theRegion)
{
  if (haloProtege == 1)
  {
    tiempoHalo = 0;
    aHumming.Stop();
  }
}

-------

2- In the main screen, I want a character to appear after some time of -no button clicked-, so I've set a timer when the intro is over and put a wait for a key:

Code: ags
SetTimer(2, 120);
  WaitInput(eInputKeyboard + eInputMouse, -1);

and then:

Code: ags
function room_RepExec()
{
   if (IsTimerExpired(2))
      {
       etc...

But the animation never starts when the time is expired.

-------

I'm guessing the first one has been solved already, but I couldn't find it in the forums.

As always, thank you for your time!  :-D
#10
I'm looking for a way to use SayBackground but with the talking animation on. Is this the best module for the job?
#11
You sir, are a genius. I'm sorry I didn't say anything about Thumbleweed, I was hoping that my avatar would gave me away  :P

Thanks again, I promise from now on that I will inspect everything a little closer before asking such rookie questions.
#12
I've just copied the code you gave me @Khris and pasted it in game_start but nothing changed.

Also, my character's speech color is white but the text in the options is (sort of) blue (I've never touched it so it has the thumbleweed template colors)

Any idea what's going on?
#13
I know this is absolutely BASIC, but I can't seem to find where to do it.

I want to change the color of the text when you choose the dialog options, both the normal color and the mouse over color.

That's it, pretty simple right?  (roll)
#14
Actually I'm working on different options and I'm trying to plan the best way to do some of these.

One of the things I'm working on is a big arcade scene, where many videogame images are looping on each one of the screens (13 in total, not all visible at once because it's a large background) but some of the loops are longer than others, and I need some of those arcade games to be interactive at some point.

I haven't experienced any memory problems so far, but I don't want it to be a problem.

Maybe I'm just being too cautious, right?

Anyway, thanks again for being there @Crimson Wizard @Khris @eri0o @Rik Vargard  :-D
#15
Quote from: Crimson Wizard on Fri 11/10/2024 22:54:00Yes, room objects can use Views and animate, this may be found in the manual:
https://adventuregamestudio.github.io/ags-manual/Object.html#objectsetview
https://adventuregamestudio.github.io/ags-manual/Object.html#objectanimate

In regards to performance, it's not exactly clear from your description, but if you animate same big picture, then it won't make a difference whether you animate as room background, character or object. It only makes difference when you break big picture into multiple smaller parts that animate separately, while most of the background stays static.

Alright, so you're telling me that it's better to animate a whole room of 3100x1200 than doing individual objects to animate the same thing? My doubt is about the limited number of background animation frames, if I recall correctly it only allows 5 or 6. In case I need a larger animation, what would you suggest?
#16
Hello, Great Sages (by this point I think I'm referring mostly to @Crimson Wizard @eri0o @Khris and sorry if I forget the names of others that are always there to help)

I'm having some thoughts about background animation. I have some large backgrounds and I think that it could affect the game's performance. I'm using characters to create the animations instead, and I was thinking if there was a better way of doing it. Are 'views' exclusive for characters, or can objects use those too somehow?

As always, thanks for your time!  :-D
#17
Thanks for the quick answer, @Crimson Wizard

I've changed to Game.Camera but now I'm getting this error:

Smooth Scrolling & Parallax.asc(556): Error (line 556): '.ViewportWidth' is not a public member of 'System'. Are you sure you spelt it correctly (remember, capital letters are important)?

This is the line:

Code: ags
PxObjOriginX[NumberObj] = object[objectpass].X + FloatToInt((IntToFloat(object[objectpass].X)/IntToFloat(Room.Width))*(IntToFloat(Room.Width-System.ViewportWidth)*3.0));

I haven't tried the script compatibility because I don't know where to do that.
#18
@Khris I did try that module, but after creating the properties I'm getting this error message:

Smooth Scrolling & Parallax.asc(305): Error (line 305): undefined symbol 'GetViewportX'

This are the code lines, and I'm guessing the next one will give an error as well:

int viewx = GetViewportX();

int viewy = GetViewportY();
#19
@Crimson Wizard actually I'm even more basic than that, because I didn't use any script for the camera to follow the invisible character. I just tried it and it worked. By the way, that character is the player.

Now I'm using the Tween module to move the camera, so that lag thing is covered. But I still see it when the player is walking. Any help there, please?
#20
Thanks to all of you for taking your time to reply.

And sorry for not posting any code! I guess I assumed everyone would know that I'm a rookie and my scripting is absolutely basic.

In the video I've posted, I'm using the player walking with transparency = 100

Now I've tried using some modules (rellax and smooth scroll) and setting to false MovementLinkedToAnimation, but now I'm getting side effects beacuse the screen lag is corrected but the walking animation is showing some issues. With the rellax module, my character looks kind of ghostly when the screen is scrolling. And with MovementLinkedToAnimation set to false, there is a little glitch when walking on the Y axis (up and down)

I'll post some videos later to show you what I mean.

Again, thank you all for sharing your knowledge and time!  :-D
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