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Messages - Dualnames

#241
Nope, the plugin grayscales it for you, u define the 'intensity' of that. You literally just do

DrawNormalMap(int sprite, int id) where sprite is the sprite you're importing and id is the id of the normal map, and it generates a normal map
So if you use a dynamic sprite you can use that to feed to the next function which Creates a normal map 'pattern' out of a normal map and a sprite.
#242
This particular test has normal maps generated by the plugin
#244
I apologize.
#245
I honestly can't be arsed to read all of this, I'm not sure what has prompted Khris to say shut up so many times, but it's hilarious!!! I also think, in my honest honest opinion, that political/heavy discussions like these, shouldn't be done over a forum. It won't work, and it always result into namecalling. Concerning Captain Marvel, the people flooded it, because Brie Larsson has said some inflamatory things over the past few weeks, and people were trying to get back to her by downvoting the movie, cause people are dumb sometimes, and can't separate an actor/actress from a movie. I haven't seen the film, but I've seen the Room and Brie was fantastic in it!!

What I personally think, I am 300% with any diversity as long as it's not there for the sake of diversity. A badly written character is a badly written character no matter what minority it represents.
I think also we need to move on from "why isn't Batman asian/black/trans/whatever" and actually instead of trying to change a character that applies to a demographic, actually write new characters that represent and are more relatable to people.

"Be excellent to each other" is what I think we should all do.
#246
I'm sorry u had to go through my posts.
#247
"WARNING - There has been no post in this topic for at least 120 days"

Dualnames: "Son, I know what I'm about, leave me be"

https://twitter.com/Dualnames/status/1103864496626446336
#248
Hey guy, I'm not 100% sure but having a hunch http://primordia-game.com/Files0/lightgine.rar can u try this one? It is made with the newest version of AGS, just move around, see if it has the same issue.
#249
That is not what I'm looking for, I have misexplained I think, so you see when we have a clock, right, doesn't one of the thingamabobs move clockwise, with its base staying in the middle and its top goiing 12 1 2 3 4 5 6, etc, that's how I'm trying to rotate.
#250
Yep, been already using Khris fantastic module, only to look at the code and realize it's legit 3 lines
#251
Is there a way I can rotate a dynamic sprite from it's bottom part around a specific coordinate? Example like a clock.
#252
Code: AGS


int (*sfGetAtXY)(int,int);
sfGetAtXY = ((int(*)(int,int)) engine->GetScriptFunctionAddress("GetCharacterAt"));
int getID=sfGetAtXY(xx,yy);


#253
I want to access this specific code inside a plugin code

Character.GetAtScreenXY(xx, yy)==cEgo

I've looked it up and I'm clueless on how to do that
#254
Oh and it also crashes

https://ufile.io/v9bmb


It seems to be doing some sort of addittive part to it, the image for the few frames is visible before it crashes while bluring properly it seems to be doing some sort of addittive part, here's a screenshot before it crashes
https://imgur.com/8Cflr38
#255
Code: AGS

void AGS_EngineInitGfx(const char *driverID, void *data)
{
	
}

D3DPRESENT_PARAMETERS dsp;
IDirect3DDevice9*d3ddev9;
IDirect3DSurface9*_surface;

void DirectDraw(int data)
{
	//run a check to disable it from DIRECTDRAW
  //= (IDirect3DDevice9 *)data;

d3ddev9=NULL;
d3ddev9 = (IDirect3DDevice9 *)data;
d3ddev9->GetRenderTarget(0, &_surface);
d3ddev9->BeginScene();


D3DLOCKED_RECT lockedRect;
_surface->LockRect(&lockedRect, 0, 0); // no lock flags specified

int width = 640;
int height = 360;

int totalA;
int totalR;
int totalG;
int totalB;

DWORD* imageData = (DWORD*)lockedRect.pBits;
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++) 
{
// index into texture, note we use the pitch and divide
// by four since the pitch is given in bytes and there
// are 4 bytes per DWORD.


int b=-1;
while (b <2)
{	
	int a=-1;
	while (a < 2)
	{
		int setY=y + b;
		int setX=x + a;

		if (setX <0) setX=0;
		if (setY <0) setY=0;
		if (setX > width) setX=width;
		if (setY > height) setY=height;

		int index = setY * lockedRect.Pitch / 4 + setX;
		

		DWORD dwColor=imageData[index];

		int b = dwColor % 256; dwColor /= 256;
		int g = dwColor % 256; dwColor /= 256;
		int r = dwColor % 256; dwColor /= 256;
		//int alpha = dwColor % 256;


                if (r<0)r=0;
		if (g<0)g=0;
		if (b<0)b=0;
		if (r>255)r=255;
		if (g>255)g=255;
		if (b>255)b=255;



		totalR+=r;
		totalG+=g;
		totalB+=b;

		a++;
	}
	b++;
}

int index = y * lockedRect.Pitch / 4 + x;

totalR=totalR/9;
totalG=totalG/9;
totalB=totalB/9;

if (totalR<0)totalR=0;
if (totalG<0)totalG=0;
if (totalB<0)totalB=0;

if (totalR>255)totalR=255;
if (totalG>255)totalG=255;
if (totalB>255)totalB=255;

  
int value=((256 + totalR) * 256 + totalG) * 256 + totalB;

imageData[index] = value;//(totalA << 24) | (totalR << 16) | (totalG << 8) | totalB;


}
}



_surface->UnlockRect(); 



    d3ddev9->EndScene();
    d3ddev9->Present(NULL, NULL, NULL, NULL);  //Swaps the back and front buffers. Displays all drawing on the screen..
	d3ddev9->Release();
	d3ddev9->Reset(&dsp);

	_surface=NULL;

}

int AGS_EngineOnEvent(int event, int data)
{
  if (event == AGSE_PREGUIDRAW)
  {
	 Update();
	 DirectDraw(data);
}
}



This is a blur effect, which is drawn super slow at 1fps, the surprise surprise part is once i go to this line
"imageData[index] = value;" and set it to like RED or whatever, frames are going back to 40, so I think there's something I'm missing here, but i have no idea what it is.

#256
AGS Games in Production / Re: Collateral Jelly
Mon 25/02/2019 16:35:08
MARRY ME
#257
Engine Development / Re: AGS engine Linux port
Sat 23/02/2019 19:32:37
He's running it on windowed and no luck!
#258
Irrelevant question, does

Character_GetX = (SCAPI_CHARACTER_GETX)engine->GetScriptFunctionAddress("Character::get_X");

return screen coordinates or room coordinates?
#259
The GetPathToFile is perfect <3 Forgot to reply here!
#260
Engine Development / Re: AGS engine Linux port
Fri 22/02/2019 20:45:30
https://steamcommunity.com/app/439310/discussions/0/1798529872636973338/

Any thoughts on this? The game is using 3.3.5 AGS I believe with the linux binaries.
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