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Messages - Dualnames

#221
Answered my own question

Code: ags


void SaveVariable(const char*value,int id)
{
	GameData[id].value=value;
}

const char* ReadVariable(int id)
{
	if (GameData[id].value==NULL)
	{
		return engine->CreateScriptString("");
	}
	else 
	{
		return engine->CreateScriptString(GameData[id].value);
	}
}
#222
Yes, please <3

Also quick question, I want to create a function in a plugin that takes String as an argument and another that returns String as an argument, how would I go about that?
#223
I've made some decent progress today, really hard to tell if this works yet, is there a way to reset the game.doonceonly's (the tokens)? I'm gonna guess probably not
#224
I have to say that even though every year I make sure to remind people I made the first few versions of the client, I think this year it looked fantastic. I really found the Americal Girl Scouts and the award presentation to be absolutely brilliant. Well deserved wins in all of the categories I feel! It was really fun, we were on discord with a bunch of british folk who said blimey a lot, so that was also terribly fun! I really enjoyed this years' awards!! So thanks to cat and Snarky and wyz and sonneveld and vga256 for putting that much effort to it!

So yayyyyy!!

Oh, and congrats to Stupot <3 <3 <3
#225
Anyhow, it's a really complex thing right now, I'm looking at options. One idea i had which doesn't particularly work, because of how AGS runs interactions, is to store the clicks of the player and what he clicks on, and then reproduce the state of the game, by playing all these clicks. I'm already using my own custom wait function, and I'm also using my own say command, so all i would have to do is replace eblock on animations by setting the last frame instead of playing the animation. Unfortunately that part doesn't work because runinteractions runs the script at the end I believe.
#226
Alright, so as the typical AGS developer I have started on 'creating' my own save game system (the reasons behind this is the data I'm currently saving is way too big, and due to me precaching views and stuff my savegames are bloated to 120mb each. While that is no issue, the issue lies that I wanna make an autosave system and whenever I save due to the amount of data being saved, on autosave this slows downs the game to a significant degree. I'm of course open to ideas. Anyhow, so this is specific to my project so, yeah.

This is my plan.


-save game.doonceonlys states
-save dialog states
-save inventory items
-save player position x y
-save player room
-save states of rooms
-save local room variables
-save global variables
-save script variables

-Functions
-RainFX
-Visions
-Parallax
-BackgroundSpeech
-IconbarHandle
-UiHandling
-Payphone
-TarrotCards
-DialogArray
-DeadNPC
-Globalscript

-save UIs clickable/visible/position



For now I've gathered in all these scripts all the variables that I need to save (so then it will be loaded).
If this is the variables I want saved:

Code: ags

int store_mx=-1;
int store_my=-1;
bool StarfishAnimation=false;
bool StarfisherPrice=false;
int cPrompt=0;
String PromptOrder;
AudioClip*Hold;
struct Hint
{
  bool Given; 
  int wasgiven;
  bool Active;
};
Hint Hints[39];



What would be an easy way to set up a system to export and import them safely?
#227
AGS Games in Production / Re: Strangeland
Fri 29/03/2019 23:59:44
Me too!
#229
Anyhoo, I've managed to clean up my ags code so it seems to be working fine so need to set up the plugin.
#230
He's definitely around in irc!
#231
I'm trying to apply a gradient effect on fonts, I've managed to do it in code, and it's great and all, just it creates a couple of issues as well, and i think if i could redraw my font and edit that, it'd be better and more certain.
#232
Alright better question, is there a way to pool/pull said bitmap from the engine, or does that heavily depend on renderer (software, d3d, opengl)?

What I'm also wondering is, is there an 'easy' way to render the font exactly as ags renders it and use render text then? I'm still trying to grasp the whole renderer thing, so apologies if I sound like bicilotti.
#233
To elaborate, I don't want to change the width of a font or the height, I just want to read the bitmap it returns, edit the bitmap and push it back to the screen, which is what Render does, but my efforts so far have only managed to get me to print an empty font on the screen as if I'm printing a cleared bitmap.
#234
So I've been reading about IAGSFontRenderer and it looks wonderful and perfect for what I wanna do.
I know how to get the part of what I wanna do (add an extra outline and a gradient effect) done, but my issue lies that I'm not able to make a plugin to work
Is there some sort of easy example,where I can replace the font renderer for font 1 let's say and use the RenderText() function so that I can 'edit' that bitmap?

I've tried looking at the agspritefont code, but there's parts of it that I'm not sure I get or need. So if anyone knows of a simple script to get me rolling that'd be nice.
Like a script that turns all the instances of a certain font to red, that'd be very useful and I could move on from there.
#235
I've uploaded both the AGS project file and the source code of the plugin here, https://github.com/Dualnames1/AGSNormalMap I'm working on other stuff right now, so it's hard for me to progress with this currently, i'll come back to it, definitely.
#237
Ban this guy.
#238
This looks really good, back then this looked like nothing else!!
#239
AGS Games in Production / Re: Strangeland
Thu 14/03/2019 21:06:21
A small update I'm not sure how to do gifs properly here, but here is the tweet!

https://twitter.com/Dualnames/status/1106278078953779201


EDIT:
#240
I think the majority of Ben304's games have female protagonists, like I can't remember a male protagonist in a ben game. Even Shardlight. The blackwell series, our own Primordia, has Clarity which is a strong female figure, and our 'villain' is a 'female voiced' robot (I'm not sure that's a good thing), Resonance, Technobabylon (transgender), Unawoved
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