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Messages - Honza

#1
Quote from: Crimson Wizard on Today at 18:00:13Ok, here's a link to yet another test build:
https://cirrus-ci.com/task/5506729732997120

Thanks! The empty option is now hidden, but it also behaves as if it was completely switched off. In my example, if I click options 2, 3 and 4, option 1 runs automatically (the game sees it as the only remaining one) and then the dialogue ends without option 5 being triggered.
#2
In my game, I would sometimes use empty dialog options so that once the player has exhausted all the visible options, the game automatically proceeds with the "invisible" option, like this:



In this example, once the player has clicked options 1 - 4, the game would automatically run option 5, because it would be the only one remaining active (the other options are switched off once the player selects them).

My problem is that in the previous versions of AGS, the empty option was not displayed even when its "show" box was checked - it wasn't possible to actively select it, it was only run once the other options were exhausted. In version 3.6.2.10, the empty option is selectable - there is an empty line in the dialog options box and if the player clicks the empty space, the "hidden" option runs.

Is this an intentional change to how dialog works? The way it was before made my life much easier, now a lot of the dialogue in the game is broken, and it looks like fixing it means scripting checks for how many dialog options are still active at the end of each option.
#3
Quote from: Crimson Wizard on Today at 03:51:34It turned out that the crash was caused by reading Character.DestinationX or DestinationY property while character is turning to face location.

The new temp build with a fix will be available here:
https://cirrus-ci.com/task/5641890608971776


Great, it doesn't crash anymore. Thank you!
#4
Quote from: Crimson Wizard on Yesterday at 23:03:29@Honza I cannot reproduce this problem with your script alone. There must be something in the game's setup that contributes to this.

Since I've already got your game earlier, could you tell how do I get to this scene and reproduce this error?
(or, do you have any save made just before this?)

This is a different game (Shards of God). I'll send you a download link including the save.
#5
Quote from: FortressCaulfield on Yesterday at 21:44:00every time this has happened to me its because the character is using a view that doesn't have an up loop

walk can live with that, face can't

Just to be triple-sure, I tried replacing the line with "player.Loop = 3;" and it works.
#6
Two days ago I recompiled Shards of God in AGS 3.6.2.10. Today, I got this fatal crash report from a player:



I replicated the crash and found out it's caused by a simple "player.FaceDirection (eDirectionUp);" line of code - if I remove this line, the game proceeds normally. There wasn't an issue with this in the previous version of the engine (3.6.0.50), and I haven't made any changes to the game, I only recompiled it.

For a bit more context, the line is in a room script, in a function which is triggered by looking at a dead body:

Code: ags
function open_victim_detail ()
{
player.Walk (130, 195, eBlock);
player.FaceDirection (eDirectionUp); // This is what crashes the game
gui_fade ("in", gBody);
}

function oVictim_Look()
{
open_victim_detail ();
}
#7
Quote from: Crimson Wizard on Thu 29/05/2025 01:16:19I found and fixed another mistake, it only affected player character view, because it was precached before the "smooth sprites" option was initialized properly.

Here's the link to the next test build:
https://cirrus-ci.com/task/6171769649758208

It works! No more pink pixels :). Thank you for the quick fix, much appreciated!
#8
No problem! Can I DM you a link on Discord?
#9
Quote from: Crimson Wizard on Wed 28/05/2025 22:06:54Are you sure that you rebuilt and ran with that new version? I compared the one before and this new one, and earlier had pink pixels, while I do not see any with the one linked above.

I hope so! I downloaded the installer from the "Artifacts" section in your link, renamed the old AGS folder, then installed the new version and ran it from the new folder. I used "rebuild all files" for good measure when compiling the game, ran it and took the screenshot.
#10
Thank you, I tried it and the pink pixels are still there.

#12
Quote from: Danvzare on Tue 27/05/2025 11:07:11I've encountered a similar issue whenever I use a colour with the following values: R:255 G:0 B:255 Alpha:0
I think it's a problem caused by the magic-pink being used to force transparency conflicting with the actual transparency.

And was it an issue in previous versions of AGS as well? Because for me everything worked perfectly fine until I updated yesterday. Either I'm overlooking a setting somewhere or the anti-aliasing method has changed between AGS versions (I switched from 3.6.0.50 to 3.6.2.10).
#13
Well, switching off anti-alias for scaled sprites (at least I assume that's what "smooth scaled sprites" stands for in the setup?) gets rid of the pink pixels, but of course also makes the sprites too pixelated - can't use that.

Switching from "nearest-neighbour" to "linear interpolation" scaling filter also removes the pink, but it makes the sprites too blurry.
#14
Yesterday I upgraded to AGS 3.6.2.10, and now the alpha channel doesn't seem to work properly for certain sprites - I can see pink pixels around the sprite:



This only happens with some sprites (so far I have noticed it in the front and back views of the character, not the side views) and when the sprite is scaled (looks ok at 100% scale). Here are the sprite properties in case that's relevant:

#15
Glad it worked, and thank you, happy holidays to you as well!
#16
Quote from: Ian Aloser on Sat 21/12/2024 13:05:54This is strange...
Spoiler
I guess the scissors like symbol of the buttons on the left side represents the north direction
and the other symbol of the buttons on the left side represents the south direction. is that right?
So guessing the east and west direction is a 50/50 chance
Do the buttons on the left side of the panel have a function or are they just there to show the N and S direction
and otherwise are just a red herring?
I am totally confused...
[close]

let's try to be super-specific:
Spoiler
This is how the symbols translate into directions:

So for example, this sequence:

represents S,N,W,S,E. When you move the lever on the panel in this sequence, it should open. This example is from a video walkthrough, you can check how they do it.
[close]
#17
Quote from: Ian Aloser on Sat 21/12/2024 10:07:09Thanks VampireWombat, Thanks Honza !
I still don't get it.....
Spoiler
There are two buttons on the left, I assume they show the N and S direction
Then there is the direction pad with N,S.E.W directions
Then there is the note showing 5 symbols, from my understanding it's S,N,E,W and N
Or S,N,W,E and N
Sliding the button in these directions does nothing....
Pressing the buttons on the left does nothing....
(It's not working)....
[close]
Help is greatly appreciated!
Thanks in advance and a merry Xmas and happy holidays to all of you!

It seems you've more or less got it, not sure why exactly it's not working. Just to confirm:

Spoiler
if you've translated the symbols correctly (based on the directions from the slider puzzle) to S,N,E,W, N, then moving the lever in that sequence should open the panel. Just make triple-sure you get the sequence right (can't give it to you directly, it's randomized on each playthrough :)).
[close]
#18
Quote from: Ian Aloser on Fri 20/12/2024 17:39:41Wow Honza !
Great game , I never played the first version,
the voice acting is brilliant.
I am totally stuck with
Spoiler
the control panel. I guess it controls the position of the satellite dish
and it has something to do with the not, but nothing happens when I press
in N,S,E or W direction
[close]
This is another gem in the AGS collection, simply great  !

Thank you, happy you like it! Let me know if the hint from VampireWombat isn't enough.
#19
I've made a big update to the game! The changes include:

voice acting by Duffy Weber
updated graphics
updated and some new animations
new music by Paco Diago
new sound design by Max Grachev
one new puzzle
hotspot highlighter
vertical parallaxing + smoother camera movement
updated responses, the puzzles should be better signposted now
new guis, some cosmetic stuff I'm probably forgetting
and of course the biggest change: "the" in "Off the Clock" is now NOT capitalized

Perfect time to give it a go if you haven't yet!

#20
I've made a big update to my oldest game, Off the Clock. The changes include:

  • voice acting!
  • updated graphics
  • updated and some new animations
  • new music by Paco Diago
  • new sound design by Max Grachev
  • one new puzzle
  • hotspot highlighter
  • vertical parallaxing + smoother camera movement
  • updated responses, the puzzles should be somewhat better signposted now
  • new guis, some cosmetic stuff I'm probably forgetting
  • and of course the biggest change: "the" in "Off the Clock" is now NOT capitalized




It's a very short game, takes about 30 minutes to finish. If you'd be willing to play through it and try to catch some bugs before I publish it on Sunday, please DM me here or ideally on Discord (https://discordapp.com/users/honza8830). Linux users are especially needed :). Thank you!
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