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Messages - Héctor Bometón

#61

It's been a couple years of work already, but I'm willing to upgrade if this issues are fixed, of course! No problem with backups, I'm quite obsesive with that kind of precautions.

Looking forward to it! Thanks. :)
#62

I'm using 3.4.1, July 2018.

Since you said walkable areas in AGS for "hi-resolution" games are always exactly twice smaller, I presume this is also why pixels "double" in size when I try to draw the walkable areas directly onto my room backgrounds instead of importing the areas, is that correct?

Would it make any difference if I try 3.5.0?

Thanks again.
#63
Quote from: Crimson Wizard on Wed 30/01/2019 09:24:51
There is issue that the walkable areas in AGS for "hi-resolution" games are always exactly twice smaller than the game resolution. This logic is remains of old times when there were no free resolution choice but only 320x200, 640x400 and so forth. I was supposed to fix this long ago but keep forgetting.

I am currently preparing another update to 3.4.1. version and may look into adding an option to keep the area 1:1 to the General Settings.

Thank you very much! That would make my work so much easier. <3
#64
So... I'm trying to make my character stand on some specific coordinates since I need him to be perfectly aligned with an animation that triggers when he reaches that spot.

I just make him walk to where he is suppoused to be, (block, anywhare) but I noticed he was always standing one pixel to the left or one pixel to the right. So I make him say where he is standing and I found out the problem is he is always "resting" on an even number coordinates.

So... If I say "player.Walk(847, 261, eBlock, eAnywhere);" he just ends up standing on 846, 260 (it's exactly the same with the y coordinate).

I can make him stand where I want by manually changing the player.x and player.y after the walk animation is completed, but this is a waste of time and energy and it should be standing on the spot, pixel perfect, why the he** not? What am I missing? AGS is better than this.  :-X

Btw, my game resolution is 384x216, I know it is "high resolution", but still... Do you know what is going on?

"Use low-resolution co-ordinates in script" in General Settings is set to False, btw.

Thank you!
#65

Dude... I just logged in after some time and I realized I dindn't thank you for this. I'm so sorry!

It's working wonderfully now. Thank you very much!

Héctor.
#66

Not exactly...

These are the results with different corner radius settings:



The rest of the settings:

Code: ags


  // Set default values
  SpeechBubble.set_InvisibleFont(-1);
  SpeechBubble.set_TextAlign(eAlignCentre);
  
  SpeechBubble.set_BackgroundColor(15);
  SpeechBubble.set_BorderColor(0);
  
  SpeechBubble.set_BackgroundTransparency(0);
  SpeechBubble.set_BorderTransparency(10);

  SpeechBubble.set_MaxTextWidth(-1);
  SpeechBubble.set_CornerRoundingRadius(3);
  SpeechBubble.set_PaddingTop(5);
  SpeechBubble.set_PaddingBottom(4);
  SpeechBubble.set_PaddingLeft(9);
  SpeechBubble.set_PaddingRight(9);
  
  _talkTail = new String[6];
  _talkTail[0] = " OOOOX";
  _talkTail[1] = "  OOOX";
  _talkTail[2] = "   OOX";
  _talkTail[3] = "    OX";
  _talkTail[4] = "     X";
  _talkTail[5] = null;
  //_talkTail[9] = null;
  SpeechBubble.set_TalkTail(_talkTail); // Just to set height/width


¿Maybe I did something wrong?

Thanks again!
#67

Oh! Great!

I just tested it and it's definitely closer to what I wanted.

Thank you! :)
#68

Hi!

I'm using the wonderful SpeechBubble Module but I'm having some trouble getting the border as I want it (since my progamming skills are quite lame).

I'd like the bubble to look like the one in the bottom, but the top one is the closest I can get:



I got the tail of the bubble figured out, but I don't know how to fix the rest of it.

The shadow would be basically like a duplicate of the bubble (but in x + 1, and y + 1). I'm not even sure that you can do this with the SpeechBubble module, but I'd appreciate any kind of help.

Thanks!

Héctor.
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