Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Dualnames

#181
I believe it is more feasible than it was when I did it. There's a great controller plugin that I coded, that is imho, like 20 million times better than what I had to use.
#182
You made this game in AGS? Well, let me run it through my custom DOS parser version of the UNITY ENGINE in combination with unreal and then report to you that it should be patched because it doesn't work. Like WTF
#183
Woohoo new version!!
#184
Monkey Island 2, Another World, Yume Nikki.
#185
Imho, draw string on a surface works, i mean that's how i do it. I'm also using a few other things.
But I'd say the pseudo code would be define a rectangle size, height and width, place text within rectangle, possibly before that draw whatever you have to draw on a rectangle, you have to be more specific, and then, just use a UI? use an overlay to print out the result. or a button, or whatever have you.
#186
I absolutely loved this demo and would gladly pay for this!! <3
#187
It's what SDL returns, im not sure why they have a 100% and a max, but here it is.
#188
v1.1

-Added two new functions

  • void BatteryStatus();

    Returns the status of the controller battery. (-1 - 5) UNKNOWN = -1, LESS THAN 5% = 0, LESS THAN 20% = 1, LESS THAN 70% = 2, 100% = 3, WIRED = 4, MAX = 5

Code: AGS

lblstatus.Text=String.Format("BATTERY STATUS: %d",gamepad.BatteryStatus());


  • int PressAnyKey();

    Returns the first button the player hits on the controller, otherwise returns -1. (0-31)

Code: AGS

while (gamepad.PressAnyKey()==-1)
    {
      Wait(1);
    }
    player.Say("Button pressed is button %d",gamepad.PressAnyKey());

#189
I have started playing!!! <3
#190
Hey Laura, minus the code which i find kinda silly, I truly liked the game!! kudos, it was really well done, the theme was nice, kinda cliche, but nice, enjoyed the 20 minutes i spent on this <3
#191
To my knowledge, setting the transition to instant helps, and then using a ui to replicate the transition effect you want.
#192
You need to replace the functions as well. And it is different. Did a minor update for the upcoming release of AGS (which includes SDL and would cause issues)
#193
Pretty sure, I can specifically run this test for you!

EDIT: Yep, no crashes!
#194
1. Prologue:

I know that Wyz is an incredibly busy man, and has barely managed to maintain the source of the AGS Joystick Plugin, given that, and given that I'm also implementing a version of it with SDL, it seems fitting to disengage the two things between them. A majority of the code has been written/based off code by eri0o and Wyz, so kudos go to them! The inclusion of the SDL library allows for two important things:
1) XInput recognition
2) Cross-platform

2. Instructions/Going through the functions

The only thing u have to do, is make sure u put SDL2.dll inside ur debug and compiled folders, otherwise you'll get error messages. The dll will be provided below.

int ControllerCount ()

This returns the number of gamecontrollers found, from 0 to N controllers.





Controller Properties & Functions

The plugin uses a custom typedef which is 'Controller'. Controller is self-explanatory, and has a couple of functions and attributes.


  • int ID

    Returns the ID of the controller.

  • int ButtonCount

    Returns the number of buttons on the controller.

  • int AxesCount

    Returns the number of Axis on the controller.

  • Open (int ID);

    Opens specified controller. (0-15)

    A good practice to do is put this on room_load, or game_start
Code: AGS

Controller*gamepad;
function game_start()
{  
  gamepad = Controller.Open(0);
}



  • void Close ();

    Closes the controller, probably not really needed to be honest.

  • bool Plugged ();

    Returns if the controller is currently plugged or not (true / false)

  • String GetName ();

    This returns a string containing the name of the gamecontroller. Will return "" on error.

  • int GetAxis (int axis);

    Returns axis by number -32768 to 32768

Code: AGS

if (gamepad.GetAxis(0) < -200)
{
//LEFT
}
else if (gamepad.GetAxis(0) > 200)
{
//RIGHT
}


  • int GetPOV();

    Returns POV value. (0-8)

Code: AGS

if (gamepad.GetPOV() == ePOVUp)
{
    cEgo.y--;
}


  • bool IsButtonDown (int button);

    Returns true when the specified button is currently down. (0-31)

Code: AGS

int i=0;
String app="";
while (i < gamepad.ButtonCount+2)
{
  app = app.Append(String.Format("button %d is %d[",i, gamepad.IsButtonDown(i)));
  i++;
}
cEgo.SayBackground(app);
//this will parse all the buttons' states and print them on the screen.


  • bool IsButtonDownOnce(int button);

    Returns true when the specified button is currently down (single press). (0-31)

Code: AGS

if (gamepad.IsButtonDownOnce(11))
    {
       //click on UI
    }


  • void Rumble(int left,int right,int duration);

    Rumbles the Controller for Duration (in loops). Left and right are motors. Values go from 0 to 65535

Code: AGS

if (gamepad.IsButtonDownOnce(11))
    {
      gamepad.Rumble(65535, 65535, 40);     
    }


v1.1

-Added two new functions

  • void BatteryStatus();

    Returns the status of the controller battery. (-1 - 5) UNKNOWN = -1, LESS THAN 5% = 0, LESS THAN 20% = 1, LESS THAN 70% = 2, 100% = 3, WIRED = 4, MAX = 5

Code: AGS

lblstatus.Text=String.Format("BATTERY STATUS: %d",gamepad.BatteryStatus());


  • int PressAnyKey();

    Returns the first button the player hits on the controller, otherwise returns -1. (0-31)

Code: AGS

while (gamepad.PressAnyKey()==-1)
    {
      Wait(1);
    }
    player.Say("Button pressed is button %d",gamepad.PressAnyKey());





3. Download links

AGSController.dll
SDL2.dll

*ZIP file containing both*

4. Source

The source files can be found on GITHUB
#195
Spoiler

What is the computer code? I even got the note and all, but I can't figure that one out. I tried SHRM no go, I have also tried LHSM also no go
[close]
#196
I doubt it, but if you'r looking to create your own plugins, I can gladly share code for that, making a dummy project.
#197
Sarah, what path did u take?
Spoiler
What are your augmentations, and which puzzle are u stuck in right now?
[close]
#198
I just finished it, I cannot recommend the game enough to be honest.

A summary of my thoughts can be located at

https://t.co/XuOywM3irJ

The review I left on Steam is positive and contains no spoilers of any nature!
Oh, and I bought the game and i am not paid by andail or anybody involved, i just truly love the game and will support it <3
#199
HOW MANY TIMES DO I HAVE TO TELL YOU IN HOW MANY DIFFERENT PLACES THAT THIS GAME IS FUCKING AMAZING?!?!?!

Silly quirky humor aside, I have not finished it yet, but so far loving it with all my heart!
#200
Holy moly macaroni
SMF spam blocked by CleanTalk