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Messages - Dualnames

#161
Alright, there's an update!!

Link
Password is the same: slscontroller

Changes:
-Improved the cycling algorithm
-The RT LT (back triggers) will now cycle between the EXIT Interactive Points
-LEFT Analog Stick Trigger(When u push in the analog stick) can now be used as A and RIGHT Analog Stick Trigger can now be used as B. (I assumed those were the buttons u referred to)
#162
My intention was to be able to use on_event on several of my modules for my savegame system, but honestly this is a savesystem I had to code while the project is/was at the time more than halfway done, so it was harder to do it properly, to be fair I've already gotten an answer from you, CW, but I like that eri0o is discussing it, I think it's an interesting topic.
#163
QuoteIf I plug the controller before starting the game, it works fine. However, if I plug it while the game is already running, it won't recognize it. I don't know if it's possible in AGS, but many games today recognize the controller "on the fly" while running.

Yes, of course, I just didn't put that code (literally one line, cause I wanna get feedback more before I go too much forward with this!)

I love all your ideas, working towards their direction!

@Cassie: You need a controller that has two analog sticks and a Windows operating system

#164
Code: ags

bool BlurEnabled=false;
function repeatedly_execute_always()
{  
  int getgraph = FakeScreenUpdate();
  if (BlurEnabled) DrawBoxBlur(getgraph, 3);  
  screenlay=Overlay.CreateGraphical(0, 0, getgraph, true);
}

[code]

Something like that would work.
#165
Hello, everyone, I hope you're all having a good day!!

If you're on Windows and own a controller (preferably an XBOX360 kind of controller), we've been working on a control scheme for our upcoming game, Strangeland.
I have set up helpful overlays for it, but try out your buttons see what they do, tell me how intuitive it is.

Be aware that Strangeland is a two button point and click adventure game (Left mouse button Interacts, Right mouse button Examines).
The password for the rar archive is: slscontroller
and the file can be downloaded here: Download

For those not interested in looking things themselves:

  • A is interact/use item
  • B is examine/deselect item
  • Y is open inventory
  • A/B skips text
  • LB AND RB cycle through inventory items
  • X closes inventory and dialog too( dialog can be closed with B as well and inventory can be closed with BACK and Y as alternatives.)
  • Left Analog Stick either moves the character or through choices on a dialog or inventory
  • Right Analog Stick shows all the hotspots, and the cursor will snap to the closest hotspot if it's not over anything. It can also be used to cycle through choices.
  • Dpad works like Left Analog Stick
  • X on an EXIT hotspot will.

Will gladly accept any sort of feedback!
#166
AGS Games in Production / Re: Strangeland
Tue 02/07/2019 21:02:53
We now have a Discord channel: https://discord.gg/fg5Nu8w

"This may be the first newfangled social media platform that I actually can manage." - Mark Yohalem
"I'm still on Windows 7" - Pinback
#167
To iterate, since our framerate is 40 frames per second, then, here's a formula I think that works!
Our walkspeed is 2 (both on X and Y axis).

Explanation:

For our game, in 40 loops, aka 1 second realtime, our character is walking exactly 80 pixels towards a set direction.
Ideally 40 frames of walking animation would match that, but of course that's retarded and  an amazingly awful lot of work.

Since every direction needs/has 8 direct pose frames (will call em KEY FRAMES for now)
Then we can do 8 minimum per direction, of course, 8 frames per direction means the animation won't be fluid at all.
Because it's only 4 frames playing per step. So depending on our in between frames (TRANSITIONAL)  to these 8 KEY FRAMES we can determine the fluidness of the animation.

Juicy bit:

I'd suggest doing 16 frames of animation PER direction, which means one TRANSITIONAL frame between the distinct POSE/KEY frames.
That means 8 frames per step. Which means from STANDING(CONTACT) to FIRST FOOT LANDING(CONTACT) after being lifted the character will move 16 pixels.
Thus the animation needs to match that.

https://pbs.twimg.com/media/DJOfsfsXoAMfuUX.jpg
#168
So, I'm using camera movement based on the character's position, to maintain the smoothness of the camera, if the MovementLinkedToAnimation is set to true, then for my walking speed which is 2 for both axis, the animation speed of the player character has to be 0. I'm wondering, how should the player character be animated for 0 delay between frames aka each frame lasts 1 loop to ensure non-gliding or not garbage animation?

I hope I'm making sense.
#169
I went and coded my own tween additions when u implemented the new camera controls :P but it's good that Edmundito did it anyway!
#170
AGS Games in Production / Re: Strangeland
Sat 22/06/2019 11:56:21
Long time no see, I have eye candy stuff, but the game is heavily being worked on, grasping depth and substance every waking minute (at least I like to think it does)

#171
Advanced Technical Forum / Re: SKEW Code
Fri 21/06/2019 06:41:10
Omg, yes, thank you Khris!!
#173
I am 100% convinced you have a fantastic game here <3 I loved chapter 1!! MOAR PLZ <3
#174
Alright, I want you to listen, cause u can make an amazing game here, and this is important to me that you do that.
PROS:

1) You can make a dramedy out of this, it has sad vibes and it has funny vibes all over it
2) Portrait art is perfect! I like the various expressions, especially during the scene outside the bar
3) The music is fitting as well, and the whole case by case concept to progress the story is fantastic and should be kept
4) I really like the shots (camera angles) and the pace!!

CONS:

1) The font is not bad but not perfect either, u could find a better font imho
2) You need to spend the time to make everything like the portraits, you really do, it will make the game from a-okayish, to perfect. Given the humor and the storyline, I will gladly pay 4-8 bucks for this as it is, but I think it would really make the game shine if you spent the time to work on your characters and your backgrounds. That scene for example at the bar, works wonders, because it's all in that style. Even if the animation is clunky it's tons better than the rest of the game

#175
1. Prologue:

So, what this module basically does is it perfectly replicates your screen MINUS the UIS and the mouse and other overlays. This can be used essentially for capturing screenshots. And essentially for BOX BLUR.
And it's faster and better than the module that already exists. I can do a boxblur of 3 iterations with zero framedrop. Most of the code is based on Steve's wonderful idea almost a decade ago with the FakeScreen, so this is essentially an up from that. The code is open sourced, for those that want to improve it and such.



2. Instructions/Going through the functions

1. Import the module in your project (AGS Fake Screen.scm)
2. Import and enable the plugin (AGSFakeScreen.dll)

AGS Fake Screen Functions


  • int FakeScreenUpdate();

    This returns a graphic sprite number where everything is drawn to as a replica of the screen.

Code: AGS


function TakeScreenShot()
{  
  int getGraphic=FakeScreenUpdate(); 
  DynamicSprite*screenshot=DynamicSprite.CreateFromExistingSprite(getGraphic,false);
  int setSlot=5;
  screenshot.SaveToFile(String.Format("$SAVEGAMEDIR$/%d.bmp",setSlot));
}
//this will draw a replica of the screen and save it 



DrawBoxBlur(int sprite, int radius)

This takes a sprite as a parameter, in this example case it will take the sprite that we'll be using to BoxBlur our entire screen, but it can blur any sprite. Radius defines how many times BoxBlur will be applied. Ranges from 1-however many u like/your pc can support

Code: AGS

Overlay*screenlay;

function repeatedly_execute_always()
{  
  int getgraph = FakeScreenUpdate();
  DrawBoxBlur(getgraph, 3);  
  screenlay=Overlay.CreateGraphical(0, 0, getgraph, true);
}
//this will box blur with 3 iterations your entire screen every frame.





3. Download links

AGSFAKESCREEN.dll
AGSFakeScreen.scm

*ZIP file containing both*

4. Source

The source files can be found on GITHUB



Box Blur 3 iterations
#177
Confirming the FPS drop with dialogs has been resolved! Yay <3
#178
Advanced Technical Forum / Re: SKEW Code
Sat 08/06/2019 00:00:56
It's actually projective transformation that I'm trying to accomplish, but I can't seem to be able to find a usable code.
#179
Advanced Technical Forum / SKEW Code (Solved)
Fri 07/06/2019 03:38:39
https://www.google.com/url?q=https://stackoverflow.com/questions/50149907/imagemagick-skew-image-with-4-x-y-coordinates&sa=D&source=hangouts&ust=1559960173965000&usg=AFQjCNG9LfZr89A8zYRZwyZRw3YNPByfPw


I'm trying to do a simple skew, where u take an image adjust its 4 points and the image gets skewed accordingly. Unfortunately, I've been unable to get an algorithm i can work with, anybody have any ideas?
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