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Messages - Knox

#121
Quote from: Crimson Wizard on Tue 17/09/2013 20:44:54
@Colonel Knox
Regarding your grass-cutting minigame -
http://www.adventuregamestudio.co.uk/forums/index.php?topic=47666.msg636467623#msg636467623

I found that this happens only with WFN fonts (TTF work properly). One silly mistake in 3.3.0. Will be fixed in the next build.


Ah no I got demoted to Colonel, hehe. Nice, things are really moving along! :grin:
#122
Zabnat's Taxi Demo:http://www.adventuregamestudio.co.uk/forums/index.php?topic=36546.msg479382#msg479382
How would I convert the math for vertical/horizontal collisions (0°-90°) to isometric ones (30°/210° - 150°/330°)?

Code: ags

if (wall_angles[regionID] == 90) // vertical wall
        {
          //Display("VERTICAL COLLISION");
          fPatrolVelocity_world.x = -fPatrolVelocity_world.x * fMax(fAbs(sin_drive), 0.2);
          fPatrolVelocity_world.y = fPatrolVelocity_world.y * fMax(fAbs(sin_drive), 0.2); 
        }
        else if (wall_angles[regionID] == 0) // horizontal wall
        {
          //Display("HORIZONTAL COLLISION");
          fPatrolVelocity_world.x = fPatrolVelocity_world.x * fMax(fAbs(cos_drive), 0.2); 
          fPatrolVelocity_world.y = -fPatrolVelocity_world.y * fMax(fAbs(cos_drive), 0.2);   
        }	




(Khris, if you read this), can I use one of the formulas you used to answer previous iso convertion questions, or is it more complicated than that? Sorry if Im being reduntant on the issue!)
#123
Initially I wanted to create my own font sheet graphic in photoshop without any programs, but SpriteFont does it so well automatically I guess it would be a waste of time doing it manually on my own.
#124
Ok so I tried making the label taller (even really tall values like 400, to test)...still everything but the 1st character gets truncated. I'll continue to do more tests to see if I can pinpoint it.

Ok so I found the prob: my font sheet only has capital letters, so yeah, I'm retarded, lol! :tongue:
#125
(Sorry for re-opening)

Everything worked great with this plugin up until now: I was fiddling with it today (since looking into how to maybe make my own) and I'm not sure but perhaps I found a possible bug?

If my GUI label is set to "Inventory" from within the editor at the start of the game, but then I change it via script later after a button is pressed to something else ("Closeup", for example),
Code: ags
lblInventoryTitle.Text = "Closeup";


...the new title text gets clipped after the 1st character (All I see is "C" as the GUI's new title).
To debug, I tested this using a standard font, and the title switches without that clipping.

What would I have to do to get around that?
#126
Thanks Crimson! :grin:
#127
Thanks for the link Crimson, I tested that already though (pretty cool)...however I was wondering more on how to do it all myself "from scratch" (not a plugin). I found some bitmap grids on the net, gonna try to copy those + continue searching for a tutorial. :cool:
#128
Hi,

I hope this isn't one of those questions that gets asked over and over again (I checked the site without much luck, however I could have missed something).

I have a font right now I use in photoshop that uses a style and drop-shadow, and Im just saving the text I need as sprites and placing them as buttons on my GUI's. I figured I could save sprites (and make it easier to translate later) by just making them text labels with a custom bitmap font.

I'd rather use Photoshop to make my bitmap font, but how do I do this so it works in AGS...? I checked google too but I'm not too sure what the "best way" would be, I really am a noob when it comes to this. Can anyone offer a tutorial or perhaps point me in the right direction?

Thanks in advance guys! :=
#129
Quote from: Stupot+ on Tue 10/09/2013 22:38:32
I love your system, Trapezoid.  I like the fact that the menu options move around your cursor rather than your cursor moving up and down the menu.  This way, your cursor remains trained on the actual object/hotspot that you are interacting with.  I would like verbcoins a lot more if they also did this.

Cool! I like it too, heh :)
#130
I came across another bug since upgrading to 3.3 but I guess its related to the same alpha issue you're currently working on (?)

In AGS Draconian r7, I have a mini-game where you cut the grass with a tractor. The room background is the "cut" grass, and over that I placed 12 characters (4 per row, 3 rows) that are zones of "long grass", and 12 characters underneath them for "long grass shadow". None of the sprites are using alpha. When the player goes over one of the zones (character), I drawString with magic pink to "eat through" the character's long grass sprite, revealing the cut grass underneath. I also do the same to the "shadow" character's sprite, only offset to give the illusion of depth. Here is a part of the code:
Code: ags
    
    DrawingSurface *dsCutGrass_A = this.GetDrawingSurface();
    dsCutGrass_A.DrawingColor = COLOR_TRANSPARENT;
    //dsCutGrass_A.DrawCircle(iMowerX+iXzoneAdjust+iRd, iMowerY+iYzoneAdjust+iRd, iMowerRadius);
    dsCutGrass_A.DrawString(iAdjX, iAdjY, eFontMowerCutter, sLt); //M=25% N=50% //O=100%
    dsCutGrass_A.Release();  
   
sLt is "J" in the font "eFontMowerCut" (I replaced the "J" with a circle of cut grass.

Works in Draconian r7:
Spoiler
[close]

Not working in 3.3 (any mode doesn't matter, still get this blue color):
Spoiler
[close]
#131
Here is the gInvBackground sprite (no transparency/alpha, png)
Spoiler
[close]

Here is the btnInv_Hilite sprite, a highlight frame with shadow (transparency, png)
Spoiler
[close]

Here is the gInventoryOver sprite that goes over everything (transparency, png)
Spoiler
[close]

Here is one of the inventory items (transparency, png)
Spoiler
[close]

gInventory is magic pink, no sprites. Note that if you plug in a sprite into gInventory's background, the pink around the inventory items disappears, but the pink around the btnInv_Hilite remains.

(PS: How do I "collapse" images so they dont take up the whole page?)
#132
Ok, here's an example of the pink alphas with MultipliedTranslucence.

Additive Opacity, Copy Source Color:
Spoiler
[close]

Multiplied Translucence, Blend Source Color:
Spoiler
[close]

How it is setup in the editor so it works well with Additive Opacity:
Inventory window has 3 layers (gInvBackground, gInventory, gInventoryOver)

Z = 0 Background image behind the inventory items
Spoiler
[close]

Z = 1 Inventory items with no background image (work-around to fix alpha issues with Additive Opacity)
Spoiler
[close]

Z = 3 Gui frame that goes over everything to hide inventory item scrolling. A highlight button with an alpha frame gets moved along with the mouse
Spoiler
[close]

If I remove the gui gInvBackground, replace the BackgroundImage of the gInventory to the same sprite (#1000), then I no longer get pink around the inventory items in Multiplied Translucence...however the button btnInv_Hilite's alpha still remains pink.

**Let me know if you want the png files too (which ones), I'll post them aswell.
#133
Engine Development / Mouse Acceleration bugs
Wed 11/09/2013 02:50:01
(I moved this question to a new thread, hope its OK)

For a while now I've noticed my mouse (logitech mx518 "setpoint" driver) was really "laggy" and the acceleration way off when I tried to play the game fullscreen but pretty much ignored it (until lately) thinking it was something I could clear up on my own in time since it was low-priority for me.

However since working on my driving gameplay it is becoming almost impossible to test since I need to move the mouse quickly and accurately, and I really don't know how to fix it myself (I tried multiple solutions offered in the thread below without any luck). I searched the forums and it looks like (to quote Subspark in a PM) AGS does it's own internal mouse averaging and smoothing procedures and that this was likely to compound precision issues with any system/hardware settings underneath.

I was wondering, is this something that is really complicated/too long to perhaps look into and have possibly fixed for a not-too-distant future release? To quote Subspark again, it looks like there would be 2 things to happen in order for that to be fixed: upgrading the AGS pathfinder (it calculates in 4:3 aspect regardless of the wider 16:10 runtime mode), and perhaps make the internal mouse processing going on in the engine an optional feature (not hard compiled into our games).

Here is the thread I am referencing:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=37518.msg565726#msg565726

What would your thoughts be (Crimson) on those issues my good sir? :smiley:

Quote from: Crimson Wizard on Tue 10/09/2013 08:27:07

I think I saw this mouse problem myself; I thought it is related to the coordinates scaling AGS does to mouse cursor position. This is most noticeable with custom display resolution build, when the 4:3 game is proportionally stretched to large wide-screen window. Now when I read that thread I am a bit confused. Are there two problems, the second being lack of hardware acceleration support? I wasn't aware of this, and I do not even know where to start looking.
I think this problem deserves its own thread BTW (and it is an Engine problem, not Editor's).

I was planning to look into both mouse and pathfinder issues naturally since I am working on custom resolutions now. But I have no certain forecast.

#134
AGS Games in Production / Re: Conspirocracy
Wed 11/09/2013 02:26:52
Your isometric city is great!
#135
Ok I moved the post to the right thread, sorry about that :sad:
#136
Ah crap ok I wasnt sure where to put it...perhaps someone can move it in its own thread? :-D
#138
Quote from: CaptainD on Mon 09/09/2013 08:46:19
Why not go the whole way and link it to thought commands? :grin:
Haha yes! I'll get to work on that right now actually.:=
#139
One way to eliminate the whole problem is to just implement a voice-command "interface". Just tell the game what you want to do, hehe! :=
#140
Quote from: Crimson Wizard on Thu 05/09/2013 09:41:55
I think there could be an alternative:
- Short click: default verb (open door, pickup item, look at for RMB);
- Long click: display additional verbs.
If long click is hard to use (to determine a time period needed), it may be "hold and drag to the side" - which opens menu at the place defined by drag direction. Or just double-click.
I like this idea too. However I'd let the player choose how they want the additional verbs to be displayed in the options (double-click, long-click for "x" amount of time, etc). If you double-click on a hotspot or hold down of "x" amount of time, the additional verbs could be displayed as a semi-transparent list or just alpha text labels, as small as possible so it wont bug the player too much.

Man, now Im thinking of going back and offering 3 modes to choose from: Sierra classic, verb coin and 2-click.:shocked:
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